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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Alpha 4.8 New Features & Content
Alpha 4.8: Tactical Strike arrives with a range of new additions and improvements, and we went straight to the teams involved to ask the questions we knew were on your mind.
From Ship Hangar Services to the Command Module, refueling improvements to the Ultiflex Novian Crossbow, here are the answers from the devs themselves.
What is Ship Hangar Services T0?
Ship Hangar Services T0 is the initial version of a feature that enables ships with dedicated service bays to repair, refuel, and restock the ammo, missiles, and countermeasures of any ship or vehicle that fits within its bays. All services require resources that must be on the host ship’s cargo grid: refueling consumes hydrogen fuel and quantum fuel, repair consumes RMC, and rearming consumes ammunition and missiles.
To allow the stocking of resources, new countermeasures and ammunition commodities are available in shops. Additionally, missiles can now be stacked on cargo grids. Storage improvements for stacked missiles are in the works, which will allow them to sit cleanly on grids rather than floating.
What does T0 mean in practical terms, and what can players expect from the feature at launch?
T0 delivers the base functionality with no cooldown between servicing operations - ships can cycle in and out continuously. Monitoring capabilities, permissions management, and pricing controls are planned for future iterations.
Which ships offer Ship Hangar Services at launch, and do they all provide the full suite of repair, rearm, and refuel?
At launch, the Aegis Idris variants, RSI Polaris, Origin 890 Jump and 600i, Anvil Carrack, MISC Starlancer TAC, and Drake Ironclad Assault are supported, with others to come. Currently, all supported ships offer the same range of services.
Players are familiar with landing zone servicing; what’s different about how Ship Hangar Services works in the field?
For Tier 0, the UI and procedure will be identical for those requesting services in landing zone hangars. Players must be in their vehicle and landed to access the landing app.
If I only need fuel and not repairs, can I request just that, or does the system service everything at once? And, if I want the full package, is there a quick option for that?
The options are the same as at landing zone hangars:
- ‘Repair’ is all or nothing. If insufficient RMC is available, no repairs occur.
- ‘Refuel’ fills the hydrogen and quantum tanks until full or by a specific amount.
- ‘Restock’ replenishes ballistic ammo, countermeasures, and missiles. Ammo comes in several sizes and must match the size of weapon. All countermeasures come in Decoy and Noise varieties, and all ships share the same type. For missiles, racks that still have missiles loaded can only be restocked with the exact same missile type. Empty racks can be restocked with any missile of the correct size.
An ‘All Services’ button was considered for quick servicing but is unsupported for T0; players must select each service individually.
How quickly can Ship Hangar Services turn a ship around?
With this T0 implementation, services are provided almost instantly. In a future patch, wait times will be introduced based on the amount of resources consumed for the services.
How many ships can be serviced at once, and is there any kind of queue system for managing demand?
There is currently no limit other than the physical limit of space in the bay. As the feature develops, bays will support a defined number of vehicles at once, with additional ships entering a queue until a slot becomes available.
For crews who want to lean into the support role, what does running Ship Hangar Services look like in practice? Who’s doing what, and how many hands does it take to run it well?
For Tier 0, the role of managing a ship’s services requires understanding the fleet it supports to ensure it’s carrying the correct stock in appropriate quantities. For example, while RMC and fuel are uniform across ships, ammo and missile needs vary. After establishing the fleet’s needs, the role involves purchasing, loading, monitoring, and maintaining stock.
How do you see payment and compensation systems developing within Ship Hangar Services?
As there is currently no interface for the host ship to set prices, we made the decision to make services free, allowing players to use the feature to support their orgs. As the feature matures, we plan to introduce a dedicated Service Terminal to give host ship operators full control over pricing and permissions.
Does the system distinguish between an invited guest and an intruder when another player enters your hangar?
Yes, players who trespass aboard a ship will automatically be blocked from using its services.
What does the vision for Ship Hangar Services look like beyond T0, and will more ships be added to the roster over time?
The full feature will aim to include:
- A Service terminal added to any ship with a service hangar allowing for:
- Management of permissions depending on the user’s relationship within the social app.
- Approval of requests from unapproved users.
- Management of resource pricing depending on the user’s relationship within the social app.
- Monitoring of resource inventory on grids.
- Locking of amounts of resources from use in services.
- Players able to select the amount of ballistics and missiles they want rearmed.
- Wait time per unit of resource consumed.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What is the Command Module?
The Command Module is a detachable ship that serves as both the pilot station for the attached craft and an escape vehicle for the craft's crew.
What can the Command Module do when detached?
When the Command Module is connected to the host ship, its own systems are disabled and control of the host’s functions is assumed by the module, allowing players to manage power allocation and more from within.
When detached, both ships operate entirely independently, with each crew controlling only their own systems. The Command Module functions like any other ship. It can fly, quantum travel, and engage in limited combat scenarios due to its weapon loadout.
How has the Command Module change since it was envisioned?
Compared to the original Caterpillar module, you’ll notice a slight size increase to accommodate all the requirements of both the original Caterpillar and Ironclad crew sizes for its role as an escape vehicle. In addition, the full set of components to make the ship function is physicalized and accessible, and a ground entrance ladder is now fully set up. All the drop seats have personal storage integrated into their bases and the ship retains some bunk beds too. Overall, the Command Module retains the spirit of the original but has been updated to modern standards inside and out.
Does the Command Module have a docking collar allowing it to dock with ships beyond the Ironclad and Caterpillar?
No, the only ships it can currently connect to are the Caterpillar and Ironclads.
If someone detects my Command Module, can they trace it back to the main hull? Are there any identifiers or signature relationships between the Command Module and the main hull?
This is not something currently supported but one we want to look into in the future.
If my Command Module is docked and someone boards my ship, can they detach and steal it?
Yes… make sure you don’t let unwelcome people aboard.
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