Fitting Window

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Fitting Window.jpg

Here players may examine their current ship fittings, statistics and, if located in a station or next to a ship maintenance facility, refit their ship.

See Fitting ships for fitting strategies.


Contents

Left Side

The left half of the fitting screen contains a model of the occupied ship, two concentric rings of fitting data, and data displays in the upper left, lower left and lower right corners.


Inner Fitting Ring

The inner fitting ring consists of five sections representing the five possible 'slot' locations on a ship. Slots may be one of three types and in one of five groups.

Slot Types

Available 'slots' have a light grey border and contain a center symbol representing the slot type.
Unavailable slots will display a dark grey border and no center symbol.
Occupied slots will display the icon of the occupying module, subsystem, or rig.

Slot Groups

High Slots - At the top of the fitting ring are eight slot locations representing the eight possible high slots available on a ship.
Mid Slots - On the right side of the fitting right are eight slot locations representing the eight possible mid slots available on a ship.
Low Slots - On the bottom of the fitting ring are eight slot locations representing the eight possible low sots available on a ship.
Sub Systems - On the left side of the fitting window are five slot locations representing the five possible subsystems available on Tech 3 Strategic Cruisers.
Rig Slots - :On the left side of the fitting window are three slot locations representing the three possible rig slots available on a ship.

Outer Information Ring

The second concentric outer ring consists of five sections representing ship resources.
Turret Hardpoints - The upper left section of the ring contains information about available Turret Hardpoints. Next to the icon of a turret, available hardpoints are represented as light gray squares and unavailable hardpoints are represented as dark gray hardpoints.
Launcher Hardpoints - The upper right section of the ring contains information about available Launcher Hardpoints. Next to the icon of a launcher, available hardpoints are represented as light gray squares and unavailable hardpoints are represented as dark gray hardpoints.
CPU - The lower right section of the ring contains a bar graph in turquoise indicating the percentage of available CPU currently being used.
Powergrid - The bottom of the ring contains a bar graph in red indicating the percentage of available powergrid currently being used.
Calibration - The left side of the ring contains a bar graph in gray indicating the percentage of available calibration currently being used.


Corners

The corners of the left side of the fitting window contain numeric information about specific ship properties.
Upper Left - The upper left corner contains the label "Calibration", the amount of calibration currently used, and the total amount of calibration for the current ship.
Lower Left - The lower left corner contains a cargo container icon, the amount of cargo space currently used, the total amount of cargo space for the current ship, a drone icon, the amount of drone space currently used, and the total amount of drone space for the current ship.
Lower Right - The lower left corner contains the label "CPU", the amount of CPU currently used, the total amount of CPU for the current ship, the label "Powergrid", the amount of power grid currently used, and the total amount of powergrid for the current ship.


Right Side

The right half of the fitting window consists of a top section and four collapsible menus.


Top

The top of the right side consists of general ship information and links to the ship fitting management window.
Ship Name - The name of the currently assigned to the ship.
Information - This blue "i" button opens a show info window displaying further details about the ship type.
Browse - This button opens the Fitting Management window. Here players may view fittings saved for personal or corporation use.
Save - This button opens a Fitting Management window displaying the current fitting. Here players may name and save the fitting for personal or corporation use.


Capacitor Menu

The capacitor menu displays information about the ship's capacitor. It may be collapsed using the double arrows left of the title "Capacitor."
Total capacitor capacity - The maximum capacitor capacity of the ship.
Capacitor recharge time - The time necessary to fully recharge the capacitor from empty.
Capacitor recharge rate - The change in capacitor while all modules are running if the capacitor is at peak recharge.
Capacitor depletion time / Stability - The time it takes the full capacitor to deplete if all modules are running. If the capacitor will not deplete while all modules are running this will display the capacitor amount at which the ship will stabilize.


Defense Menu

The defense menu displays information about the ship's defensive capability. It may be collapsed using the double arrows to the left of the title.

Active Repair

The left-most cell of the first row contains a drop-down menu allowing the player to display different rates of repair.
Armor repair rate - The total armor repair rate per second from all modules.
Hull repair rate - The total hull repair rate per second from all modules.
Passive shield recharge rate - The total natural shield regeneration rate per second from no modules.
Shield boost rate - The total shield regeneration rate per second from all modules.

Buffer Tank

The lowest four rows of the window represent each of the three hit point groups and their four resistance as well as an overall effective hit points of the ship.
Shield hit points & Shield recharge time - The total shield hit points of the ship. This also displays the time necessary to fully recharge the shield from empty.
Shield resistance - The shield resistances for each of the four damage types. In order they are: (EM, Thermal, Kinetic, and Explosive)
Armor hit points - The total armor hit points of the ship.
Armor resistances - The armor resistances for each of the four damage types. In order they are: (EM, Thermal, Kinetic, and Explosive)
Hull hit points - The total armor hit points of the ship.
Hull resistances - The hull resistances for each of the four damage types. In order they are: (EM, Thermal, Kinetic, and Explosive)
Effective hit points - The total effective hit points of the ship after all damage resistances have been applied. The in-game calculation uses the lowest of the four resistances when determining the effectiveness of the armor, shield and hull.


Targeting Menu

Here players may view information regarding various targeting and sensor related properties.
Sensor type & sensor strength - The icon represents one of the four possible ship sensor types. The number represents the ship sensor strength.
Scan resolution - This represents the ship's current scan resolution in millimetres.
Targeting range - This represents the ship's current targeting range in kilometres.
Signature radius - This represents the ship's current signature radius in metres.
Maximum number of locked targets - This represents the ship's current maximum number of concurrently locked targets.


Navigation Menu

Here players may view information regarding various navigation related properties.
Maximum velocity - The maximum velocity of the ship in metres/second. This value does not incorporate velocity increases due to Afterburners or Microwarpdrives.
Mass - The ship's current mass.
Inertia modifier - The ship's current inertia modifier.
Warp velocity - The ship's maximum velocity while in warp.
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