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Star Citizen | Alpha 4.5.0 10800284 Data Mining

In questo post indichiamo tutte le informazioni recuperate dai file di Star Citizen delle Patch 4.5.0 10800284

Chiavi aggiunte per Ammo

  • Ammo = Ammo

Chiavi aggiunte per CFP

  • CFP_CH2_JournalAllCompleted_Phase1,P = Reclaim Pyro Phase 1\n\nYou’ve done your part! Launch requirements met.
  • CFP_CH2_JournalAllCompleted_Phase2,P = Reclaim Pyro Phase 2\n\nYou’ve done your part! Launch requirements met.

Chiavi aggiunte per dfm

  • dfm_ui_SelfDestruct,P = SELF DESTRUCT INITIALIZED %ls

Chiavi aggiunte per FF

  • FF_CH2_JournalAllCompleted_Phase1,P = Purge Pyro Phase 1\n\nYou’ve done your part! Launch requirements met.

Chiavi aggiunte per hardpoint

  • hardpoint_mining_laser = Mining Laser

Chiavi aggiunte per hud

  • hud_scanning_jammed,P = Poor Scan Signal
  • hud_scanning_signal_strength_strong,P = Strong
  • hud_scanning_signal_strength_weak,P = Weak

Chiavi aggiunte per interaction

  • interaction_condition_Bricked,P = Bricked

Chiavi aggiunte per item

  • item_DescCRUS_game_chess_1_a = Included with the Mercury Star Runner from Crusader Industries, this minimalist white chess piece has a marble base.
  • item_DescCRUS_game_chess_1_b = Included with the Mercury Star Runner from Crusader Industries, this minimalist black chess piece has a marble base.
  • item_DescLOOT_game_chess_1_a = This brass chess piece is a part of the classic Hyperion set that has been imitated multiple times since its 25th century debut.
  • item_DescLOOT_game_chess_1_b = This revenant wood chess piece is a part of the classic Hyperion set that has been imitated multiple times since its 25th century debut.
  • item_DescORI_game_chess_1_a = Made exclusively for Origin Jumpworks and included with the 890 Jump, this white chess piece is a modern version of a classic set.
  • item_DescORI_game_chess_1_b = Made exclusively for Origin Jumpworks and included with the 890 Jump, this black chess piece is a modern version of a classic set.
  • item_Desc_alb_pants_04_05_01 = Carrying Capacity: 0.4K µSCU\n\nBe ready to take on whatever the day brings when wearing the Navoi. This unique piece integrates the pants perfectly into knee high boots. Made from a combination of synthetic materials to be tough yet comfortable, the Navoi also comes with shin pads and pouches strapped onto each leg.\n\nThe Striker edition is a green camo with rust colored boots.
  • item_Desc_cbd_hat_03_01_CFP_var2,P = PLACEHOLDER
  • item_Desc_cbd_jacket_05_06_01 = Carrying Capacity: 1K µSCU\n\nEmbody the hardcore attitude with the Misfit jacket. Durable synthetic leather combines with anarchic stylings for a jacket meant to send a message. Its distinct look includes spikes across the shoulder and right arm, two buckled straps on the left arm, and a badass image on the back highlighted by three lights powered via electronic boxes affixed to the front.\n\nThe Striker edition is a green camo with a white bone pattern on the back.
  • item_Desc_cbd_mask_01_05_01 = The Chrome Dome was designed to make hostile environments manageable. This unique head gear features a lightweight helmet with a sloped brim, goggles that automatically adjust to lighting conditions, large ear flaps, and a neck gaiter to cover the face. Whether trudging through snow or sand, the Chrome Dome is ready to brave the elements with you.\n\nThe Striker edition is a rust color with silver and gold rivets.
  • item_Desc_dmc_frontier_gloves_01_02_11,P = PLACEHOLDER
  • item_Desc_dmc_frontier_jacket_01_02_11,P = PLACEHOLDER
  • item_Desc_dmc_frontier_pants_01_02_11,P = PLACEHOLDER
  • item_Desc_gsb_frontier_boots_01_02_11,P = PLACEHOLDER
  • item_Desc_hdh_shirt_04_05_01 = The Alban is a long sleeve shirt made from comfortable, natural fabrics. Featuring a deep V-neck, its asymmetrical patchwork design provides it with a bit of texture and a two-toned look.\n\nThe Striker edition is a worn grey with dark grey patches.
  • item_Desc_nvy_training_shirt_02_02_01 = “Inspired” by classic military designs with CBD’s own twist, the Malenky t-shirt features collar accents on both sides, a rear quarter-zip, and is made out of premium recycled materials to ensure just the right fit.\n\nThe gray and red Skullsplitter version showcases a red Vanduul skull shattered by a bloody streak.
  • item_Desc_qrt_combat_medium_arms_03_01_01 = Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -50 / 80 °C\nRadiation Protection: 26400 REM\nRadiation Scrub Rate: 145.8 REM/s\n\nThe Testudo armor for Quirinus Tech blends battlefield durability with everyday comfort. It weaves tough, yet lightweight, plating with ultra-strong synthetic fibers to provide premium protection. Lining the inside is a proprietary micromodal fabric that’s soft to the touch and wicks away moisture for supreme comfort.\n\nThe Disrupt Camo edition utilizes carbon fiber grays and blacks printed in a disruptive pattern to keep your enemies guessing.
  • item_Desc_qrt_combat_medium_backpack_03_01_01 = Item Type: Medium Backpack\nCarrying Capacity: 105K µSCU\nCore Compatibility: Medium & Heavy\n\nThe Testudo backpack may feel as light as a feather in your hands, but it can hold an impressive amount of weight thanks to its use of the same tough yet lightweight plating as the armor set.\n\nThe Disrupt Camo edition utilizes carbon fiber grays and blacks printed in a disruptive pattern to keep your enemies guessing.
  • item_Desc_qrt_combat_medium_core_03_01_01 = Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -50 / 80 °C\nRadiation Protection: 26400 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 8K µSCU\nBackpacks: Medium, Light\n\nThe Testudo armor for Quirinus Tech blends battlefield durability with everyday comfort. It weaves tough, yet lightweight, plating with ultra-strong synthetic fibers to provide premium protection. Lining the inside is a proprietary micromodal fabric that’s soft to the touch and wicks away moisture for supreme comfort.\n\nThe Disrupt Camo edition utilizes carbon fiber grays and blacks printed in a disruptive pattern to keep your enemies guessing.
  • item_Desc_qrt_combat_medium_helmet_03_01_01 = Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -50 / 80 °C\nRadiation Protection: 26400 REM\nRadiation Scrub Rate: 145.8 REM/s \n\nKeep your eyes on the prize and your head protected with the Testudo helmet. It features a wide faceplate and a durable outer shell that protrudes above the forehead in a way specifically designed to absorb and efficiently disperse the energy of impacts.\n\nThe Disrupt Camo edition utilizes carbon fiber grays and blacks printed in a disruptive pattern to keep your enemies guessing.
  • item_Desc_qrt_combat_medium_legs_03_01_01 = Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -50 / 80 °C\nRadiation Protection: 26400 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 4K µSCU\n\nThe Testudo armor for Quirinus Tech blends battlefield durability with everyday comfort. It weaves tough, yet lightweight, plating with ultra-strong synthetic fibers to provide premium protection. Lining the inside is a proprietary micromodal fabric that’s soft to the touch and wicks away moisture for supreme comfort.\n\nThe Disrupt Camo edition utilizes carbon fiber grays and blacks printed in a disruptive pattern to keep your enemies guessing.
  • item_Desc_qrt_utility_heavy_arms_01_03_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s \n\nElegant design meets innovation with the Palatino armor from Quirinus Tech. This armor set masterfully mixes reinforced plating with patented new materials that are light-weight and flexible, yet rated to withstand heavy damage allowing the wearer to be fashionable, light on their feet, and able to withstand serious firepower. The Shadow Gild variant is dark gray and features stylish gold highlights.
  • item_Desc_qrt_utility_heavy_backpack_01_03_01 = Item Type: Heavy Backpack\nCarrying Capacity: 180K µSCU\nCore Compatibility: Heavy\n\nElegant design meets innovation with the Palatino armor from Quirinus Tech. The associated backpack seamlessly integrates into the armor, matching its silhouette while also providing ample storage. The Shadow Gild variant is dark gray and features stylish gold highlights.
  • item_Desc_qrt_utility_heavy_core_01_03_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 8K µSCU\nBackpacks: All\n\nElegant design meets innovation with the Palatino armor from Quirinus Tech. This armor set masterfully mixes reinforced plating with patented new materials that are light-weight and flexible, yet rated to withstand heavy damage allowing the wearer to be fashionable, light on their feet, and able to withstand serious firepower. The Shadow Gild variant is dark gray and features stylish gold highlights.
  • item_Desc_qrt_utility_heavy_helmet_01_03_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s \n\nElegant design meets innovation with the Palatino armor from Quirinus Tech. The fully-enclosed helmet comes equipped with a suite of sensors that connects the wearer to the wider world while providing supreme protection. Visor is AR crosshair compatible. The Shadow Gild variant is dark gray and features stylish gold highlights.
  • item_Desc_qrt_utility_heavy_legs_01_03_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 8K µSCU\n\nElegant design meets innovation with the Palatino armor from Quirinus Tech. This armor set masterfully mixes reinforced plating with patented new materials that are light-weight and flexible, yet rated to withstand heavy damage allowing the wearer to be fashionable, light on their feet, and able to withstand serious firepower. The Shadow Gild variant is dark gray and features stylish gold highlights.
  • item_Descarma_barrel_comp_s1_02 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 1\n\nAim Time: +20%\nSpread: +35%\nVisual Recoil: -33%\nRecoil Time: -25%\n\nIdeal for operators that specialize in precision aiming, the Vera Compensator1’s high density materials increases aim time in favor of reduced recoil.
  • item_Descarma_barrel_comp_s1_03 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 1\n\nAim Time: +15%\nSpread: -20%\nAim Recoil: +15%\nVisual Recoil: -30%\nRecoil Time: -15%\nFire Rate: +7.5%\n\nThe Torrent Compensator1 rewards those with a steady hand and a sharp eye with slower, more controlled fire.
  • item_Descarma_barrel_comp_s1_04 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 1\n\nRecoil Time: +50%\nFire Rate: -50%\nDamage: +35%\n\nRedirecting gases from the barrel to increase the force of bullet impact, this Stark Compensator1 slows the rate of fire but significantly increases damage output.
  • item_Descarma_barrel_comp_s2_02 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 2\n\nAim Time: +30%\nSpread: +40%\nAim Recoil: -30%\nVisual Recoil: -30%\nRecoil Time: -6%\nFire Rate: +6%\n\nThe heavy-duty materials utilized in the Vera Compensator2 reduce recoil and increase aim time for precise, controlled bursts.
  • item_Descarma_barrel_comp_s2_03 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 2\n\nAim Time: +10%\nSpread: +22.5%\nProjectile Speed: +35%\nAim Recoil: +17.5%\nVisual Recoil: -12.5%\nDamage: +5%\n\nDesigned to overwhelm opponents in the heat of battle, the Torrent Compensator2 increases projectile speed whilst reducing accuracy.
  • item_Descarma_barrel_comp_s2_04 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 2\n\nAim Time: +7.5%\nSpread: +15%\nAim Recoil: -25%\nVisual Recoil: -35%\n\nThe Stark Compensator2 disperses energy more evenly from the gun barrel to counteract recoil, helping you stay sure and steady with every shot.
  • item_Descarma_barrel_comp_s3_02 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 3\n\nAim Time: -35%\nSpread Min: -10%\nSpread Max: +10%\nAim Recoil: +50%\nRecoil Time: -15%\nProjectile Speed: -25%\nFire Rate: +15%\n\nWhen modified with the Vera Compensator3, your weapon will have a faster recovery time at cost of some loss of finesse allowing you to provide devastating salvos of suppressive fire.
  • item_Descarma_barrel_comp_s3_03 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 3\n\nPellets: -3\nSpread: -33%\n\nThe Torrent Compensator3 uses its unique shape to combine the total number of pellets into a tighter spread, increasing accuracy at the cost of lower damage output.
  • item_Descarma_barrel_comp_s3_04 = Manufacturer: ArmaMod\nType: Compensator\nAttachment Point: Barrel\nSize: 3\n\nSpread: +30%\nProjectile Speed: +7.5%\nFire Rate: +15%\nDamage: +7.5%\n\nDesigned by ArmaMod to cycle rounds quicker, the Stark Compensator3 amplifies the speed in which the bullets leave the chamber in exchange for reduced accuracy.
  • item_Descarma_barrel_stab_s1_02 = Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 1\n\nAim Recoil: +50%\nVisual Recoil: +50%\nFire Rate: +30%\nDamage: -10%\nAdditional Burst Shots: +1\n\nArmaMod’s enhanced circuitry in the Escalate Stabilizer1 boosts the output of handheld weapons substantially, trading control for power.
  • item_Descarma_barrel_stab_s2_02 = Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 2\n\nSpread per Shot: +30%\nAim Recoil: +30%\nVisual Recoil: +30%\nFire Rate: +10%\nDamage: -5%\nCharge Time: -30%\n\nUnleash the full destructive potential of your weapon with the Escalate Stabilizer2, increasing the fire rate and shot spread at the cost of accuracy.
  • item_Descarma_barrel_stab_s3_02 = Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 3\n\nDamage: +10%\nCharge Time: -50%\nAmmo Consumption: +100%\n\nBy allowing for increased energy consumption, the Escalate Stabilizer3 can overclock your weapon to significantly reduce charge time and increase damage output.
  • item_Descarma_barrel_supp_s1_02 = Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 1\n\nHeat: +10%\nSpread: -25%\nAim Recoil: -25%\nVisual Recoil: -25%\nFire Rate: -5%\nAudible Range: -33%\n\nThe Quell Suppressor1 utilizes an advanced carbon polymer that reduces both noise and recoil at the cost of increased heat build-up.
  • item_Descarma_barrel_supp_s1_03 = Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 1\n\nSpread: +20%\nHorizontal Aim Recoil: -45%\nVertical Aim Recoil: -15%\nVisual Recoil: -33%\nRecoil Time: -20%\nAudible Range: -33%\n\nFeaturing a more spacious chamber that widens shot spread, the Stoic Suppressor1’s increased size reduces noise while allowing for superior recoil control.
  • item_Descarma_barrel_supp_s2_02 = Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 2\n\nHeat: -25%\nSpread: +7.5%\nAim Recoil: -22.5%\nVisual Recoil: – 22.5%\nAudible Range: -33%\n\nWith careful placement of high insulation materials to allow increased heat dissipation, the Quell Suppressor2 ensures you’ll stay cool under pressure in favor of a slightly wider bullet spread.
  • item_Descarma_barrel_supp_s2_03 = Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 2\n\nAim Time: +12.5%\nSpread: -12.5%\nHorizontal Aim Recoil: -45%\nVertical Aim Recoil: -15%\nVisual Recoil: -33%\nRecoil Time: -5%\nAudible Range: -33%\n\nUsing a more heavyweight barrel attachment for increased control, the longer chamber of the Stoic Suppressor2 grants reduced noise and increased accuracy at the cost of slower responsiveness.
  • item_Descarma_barrel_supp_s3_02 = Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 3\n\nSpread Min: -15%\nSpread Per Shot: +25%\nAudible Range: -33%\n\nDesigned for stealth work, the Quell Suppressor3 rewards those who take slow, steady shots.
  • item_Descarma_barrel_supp_s3_03 = Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 3\n\nAim Time: -10%\nSpread Max: -50%\nAim Recoil: -25%\nAudible Range: -33%\n\nAs the largest suppressor in the series, the Stoic Suppressor3’s heavy duty design reduces noise and recoil, while tightening shot spread.
  • item_Descgmni_optics_tsco_x4_s2,P = Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic   \nMagnification: 4x\nAim Time: +25%\nSize: 2\n\nCombining a premium 4x telescopic sight with Gemini’s innovative echoburst rangefinder, the OT4-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. When paired with the Gemini S71 or other compatible weapon, the OT4-RF is engineered to impress in a variety of situations and engagements.
  • item_Descvolt_lmg_energy_01_store02 = Manufacturer: Verified Offworld Laser Technologies\nItem Type: LMG\nClass: Energy (Electron)\n\nBattery Size: 165\nRate of Fire: 550 rpm – 220 rpm\nEffective Range: 50m\n\nAttachments: Optics (S3), Underbarrel (S3)\n\nThe engineers at VOLT crafted the Fresnel LMG to bring a powerful energy weapon to the frontlines, one that can initiate a fight with a rapid spray of deadly blasts. As the weapon heats up, the shots become slower and more powerful, but be careful of overheating. A weapon of this magnitude demands a strong foundation; operators are encouraged to fire from a crouching position to allow for better recoil management.\n\nThe Shadow Gild edition is dark gray and features stylish gold highlights.
  • item_Descvolt_optics_holo_x1_s1 = Manufacturer: VOLT\nType: Holographic\nAttachment Point: Optic\nMagnification: 1x\nAim Time: +8%\nParallax: Very Low\nSize: 1\n \nManufactured to provide crucial combat information in real-time, the FocalWave-10 features a precise targeting reticle, as well as an enhanced visual display that tracks the heat and charge of your weapon.
  • item_Descvolt_optics_holo_x2_s1 = Manufacturer: VOLT\nType: Holographic\nAttachment Point: Optic\nMagnification: 2x\nAim Time: +8%\nParallax: Low\nSize: 1\n\nProviding increased magnification than its previous counterpart, the FocalWave-20 features a down-the-sight visual that tracks the heat and charge of your weapon.
  • item_Descvolt_optics_holo_x3_s1 = Manufacturer: VOLT\nType: Holographic\nAttachment Point: Optic\nMagnification: 3x\nAim Time: +8%\nParallax: Low\nSize: 1\n\nThe FocalWave-30 provides enhanced vision to engage targets at close and medium distances. In addition, your weapon’s heat and charge is displayed in the lens optics offering enhanced combat awareness.
  • item_Descvolt_shotgun_energy_01_store02 = Manufacturer: Verified Offworld Laser Technologies\nItem Type: Shotgun\nClass: Energy (Laser)\n\nBattery Size: 10\nRate of Fire: 120 rpm\nEffective Range: 10m\n\nAttachments: Barrel (S3), Optics (S1), Underbarrel (S2)\n\nFiring powerful shortrange bursts of energy, engineers at Verified Offworld Laser Technologies have developed the Prism laser shotgun so that as the weapon’s heat-levels rise, the pellets begin fusing together into slug-like projectiles that inflict higher damage on targets. The Disrupt Camo edition utilizes carbon fiber grays and blacks printed in a disruptive pattern to keep your enemies guessing.
  • item_Descvolt_ubarrel_flsh_s1 = Manufacturer: VOLT\nType: Flashlight\nAttachment Point: Underbarrel\nSize: 1\n\nConstructed using a reinforced metallic casing and fracture-less glass, VOLT’s Lux Flashlight will provide clear, continuous light whilst equipped, deactivating only when stowed.
  • item_NameCRUS_game_chess_1_bishop_a = Crusader White Bishop
  • item_NameCRUS_game_chess_1_bishop_b = Crusader Black Bishop
  • item_NameCRUS_game_chess_1_king_a = Crusader White King
  • item_NameCRUS_game_chess_1_king_b = Crusader Black King
  • item_NameCRUS_game_chess_1_knight_a = Crusader White Knight
  • item_NameCRUS_game_chess_1_knight_b = Crusader Black Knight
  • item_NameCRUS_game_chess_1_pawn_a = Crusader White Pawn
  • item_NameCRUS_game_chess_1_pawn_b = Crusader Black Pawn
  • item_NameCRUS_game_chess_1_queen_a = Crusader White Queen
  • item_NameCRUS_game_chess_1_queen_b = Crusader Black Queen
  • item_NameCRUS_game_chess_1_rook_a = Crusader White Rook
  • item_NameCRUS_game_chess_1_rook_b = Crusader Black Rook
  • item_NameLOOT_game_chess_1_bishop_a = Hyperion Brass Bishop
  • item_NameLOOT_game_chess_1_bishop_b = Hyperion Revenant Bishop
  • item_NameLOOT_game_chess_1_king_a = Hyperion Brass King
  • item_NameLOOT_game_chess_1_king_b = Hyperion Revenant King
  • item_NameLOOT_game_chess_1_knight_a = Hyperion Brass Knight
  • item_NameLOOT_game_chess_1_knight_b = Hyperion Revenant Knight
  • item_NameLOOT_game_chess_1_pawn_a = Hyperion Brass Pawn
  • item_NameLOOT_game_chess_1_pawn_b = Hyperion Revenant Pawn
  • item_NameLOOT_game_chess_1_queen_a = Hyperion Brass Queen
  • item_NameLOOT_game_chess_1_queen_b = Hyperion Revenant Queen
  • item_NameLOOT_game_chess_1_rook_a = Hyperion Brass Rook
  • item_NameLOOT_game_chess_1_rook_b = Hyperion Revenant Rook
  • item_NameORI_game_chess_1_bishop_a = Origin White Bishop
  • item_NameORI_game_chess_1_bishop_b = Origin Black Bishop
  • item_NameORI_game_chess_1_king_a = Origin White King
  • item_NameORI_game_chess_1_king_b = Origin Black King
  • item_NameORI_game_chess_1_knight_a = Origin White Knight
  • item_NameORI_game_chess_1_knight_b = Origin Black Knight
  • item_NameORI_game_chess_1_pawn_a = Origin White Pawn
  • item_NameORI_game_chess_1_pawn_b = Origin Black Pawn
  • item_NameORI_game_chess_1_queen_a = Origin White Queen
  • item_NameORI_game_chess_1_queen_b = Origin Black Queen
  • item_NameORI_game_chess_1_rook_a = Origin White Rook
  • item_NameORI_game_chess_1_rook_b = Origin Black Rook
  • item_Name_alb_pants_04_05_01 = Navoi Boot and Pants Striker
  • item_Name_cbd_hat_03_01_CFP_var2,P = PLACEHOLDER
  • item_Name_cbd_jacket_05_06_01 = Misfit Jacket Striker
  • item_Name_cbd_mask_01_05_01,P = Chrome Dome Head Gear Striker
  • item_Name_dmc_frontier_gloves_01_02_11,P = PLACEHOLDER
  • item_Name_dmc_frontier_jacket_01_02_11,P = PLACEHOLDER
  • item_Name_dmc_frontier_pants_01_02_11,P = PLACEHOLDER
  • item_Name_gsb_frontier_boots_01_02_11,P = PLACEHOLDER
  • item_Name_hdh_shirt_04_05_01 = Alban Shirt Striker
  • item_Name_nvy_training_shirt_02_02_01 = Malenky T-Shirt Skullsplitter
  • item_Name_qrt_combat_medium_arms_03_01_01 = Testudo Arms Disrupt Camo
  • item_Name_qrt_combat_medium_backpack_03_01_01 = Testudo Backpack Disrupt Camo
  • item_Name_qrt_combat_medium_core_03_01_01 = Testudo Core Disrupt Camo
  • item_Name_qrt_combat_medium_helmet_03_01_01 = Testudo Helmet Disrupt Camo
  • item_Name_qrt_combat_medium_legs_03_01_01 = Testudo Legs Disrupt Camo
  • item_Name_qrt_utility_heavy_arms_01_03_01 = Palatino Arms Shadow Gild
  • item_Name_qrt_utility_heavy_backpack_01_03_01 = Palatino Backpack Shadow Gild
  • item_Name_qrt_utility_heavy_core_01_03_01 = Palatino Core Shadow Gild
  • item_Name_qrt_utility_heavy_helmet_01_03_01 = Palatino Helmet Shadow Gild
  • item_Name_qrt_utility_heavy_legs_01_03_01 = Palatino Legs Shadow Gild
  • item_Namearma_barrel_comp_s1_02 = Vera Compensator1
  • item_Namearma_barrel_comp_s1_03 = Torrent Compensator1
  • item_Namearma_barrel_comp_s1_04 = Stark Compensator1
  • item_Namearma_barrel_comp_s2_02 = Vera Compensator2
  • item_Namearma_barrel_comp_s2_03 = Torrent Compensator2
  • item_Namearma_barrel_comp_s2_04 = Stark Compensator2
  • item_Namearma_barrel_comp_s3_02 = Vera Compensator3
  • item_Namearma_barrel_comp_s3_03 = Torrent Compensator3
  • item_Namearma_barrel_comp_s3_04 = Stark Compensator3
  • item_Namearma_barrel_stab_s1_02 = Escalate Stabilizer1
  • item_Namearma_barrel_stab_s2_02,P = Escalate Stabilizer2
  • item_Namearma_barrel_stab_s3_02 = Escalate Stabilizer3
  • item_Namearma_barrel_supp_s1_02 = Quell Suppressor1
  • item_Namearma_barrel_supp_s1_03 = Stoic Suppressor1
  • item_Namearma_barrel_supp_s2_02 = Quell Suppressor2
  • item_Namearma_barrel_supp_s2_03 = Stoic Suppressor2
  • item_Namearma_barrel_supp_s3_02 = Quell Suppressor3
  • item_Namearma_barrel_supp_s3_03 = Stoic Suppressor3
  • item_Nameklwe_optics_holo_x1_5_s1 = HG-15 Jaeger (1.5x Holographic)
  • item_Nameklwe_optics_holo_x2_s1 = HG-2 Jaeger (2x Holographic)
  • item_Nameklwe_optics_holo_x3_s1 = HG-3 Jaeger (3x Holographic)
  • item_Nameklwe_optics_rdot_x1_s1 = RD-1 Jaeger (1x Red Dot)
  • item_Nameklwe_optics_tsco_2_5x_s2 = TS-25 Basara (2.5x Telescopic)
  • item_Nameklwe_optics_tsco_3_5x_s2 = TS-35 Basara (3.5x Telescopic)
  • item_Namenone_melee_01,P = Shiv
  • item_Namenone_melee_01_short,P = Shiv
  • item_Namevolt_lmg_energy_01_store02 = Fresnel “Shadow Gild” Energy LMG
  • item_Namevolt_lmg_energy_01_store02_short = Fresnel SG LMG
  • item_Namevolt_optics_holo_x1_s1 = FocalWave-10 (1x Holographic)
  • item_Namevolt_optics_holo_x2_s1 = FocalWave-20 (2x Holographic)
  • item_Namevolt_optics_holo_x3_s1 = FocalWave-30 (3x Holographic)
  • item_Namevolt_optics_tsco_x4_s2 = Volt x4 Optic
  • item_Namevolt_shotgun_energy_01_store02 = Prism “Disrupt Camo” Laser Shotgun
  • item_Namevolt_shotgun_energy_01_store02_short = Prism DC Shotgun
  • item_Namevolt_ubarrel_flsh_s1 = Lux Flashlight
  • item_TypeRelay,P = Relay
  • item_desc_gys_jacket_01_01_12 = Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -5 / 38 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nBackpack Compatibility: Light\n\nThis homemade armor provides a marginal amount of protection but maximum attitude. It’s aggressively styled with skulls and other intimidating accessories associated with those living on the edge. Wearing such a distinct look may either keep people away… or draw them to you.\n\nThe Shutdown version features black and gray coloring with dark metal accents.
  • item_desc_gys_jacket_01_01_13 = Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -5 / 38 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nBackpack Compatibility: Light\n\nThis homemade armor provides a marginal amount of protection but maximum attitude. It’s aggressively styled with skulls and other intimidating accessories associated with those living on the edge. Wearing such a distinct look may either keep people away… or draw them to you.\n\nThe Bruiser version features dark crimson and midnight blue coloring with polished metal accents.
  • item_desc_gys_jacket_01_01_14 = Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -5 / 38 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nBackpack Compatibility: Light\n\nThis homemade armor provides a marginal amount of protection but maximum attitude. It’s aggressively styled with skulls and other intimidating accessories associated with those living on the edge. Wearing such a distinct look may either keep people away… or draw them to you.\n\nThe Brassy version features white coloring with bronze accents.
  • item_desc_gys_pants_01_01_12 = Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -5 / 35 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 2.0 µSCU\n\nThis homemade armor provides a marginal amount of protection but maximum attitude. It’s aggressively styled with skulls and other intimidating accessories associated with those living on the edge. Wearing such a distinct look may either keep people away… or draw them to you.\n\nThe Shutdown version features black and gray coloring with dark metal accents.
  • item_desc_gys_pants_01_01_13 = Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -5 / 35 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 2.0 µSCU\n\nThis homemade armor provides a marginal amount of protection but maximum attitude. It’s aggressively styled with skulls and other intimidating accessories associated with those living on the edge. Wearing such a distinct look may either keep people away… or draw them to you.\n\nThe Bruiser version features dark crimson and midnight blue coloring with polished metal accents.
  • item_desc_gys_pants_01_01_14 = Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -5 / 35 °C\nRadiation Protection: 26000 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 2.0 µSCU\n\nThis homemade armor provides a marginal amount of protection but maximum attitude. It’s aggressively styled with skulls and other intimidating accessories associated with those living on the edge. Wearing such a distinct look may either keep people away… or draw them to you.\n\nThe Brassy version features white coloring with bronze accents.
  • item_desc_gys_undersuit_01_01_12 = Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\nRadiation Protection: 15200 REM\nRadiation Scrub Rate: 81 REM/s\nCarrying Capacity: 8.0 µSCU\n\nConfidently venture into the unknown with the Deep-Space undersuit. Smartly designed with several overlapping sections to guarantee the suit’s integrity, Gyson has created an affordable and fashionable undersuit that helps make space travel more accessible to all.\n\nThe Shutdown version features black and gray coloring with dark metal accents.
  • item_desc_gys_undersuit_01_01_13 = Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\nRadiation Protection: 15200 REM\nRadiation Scrub Rate: 81 REM/s\nCarrying Capacity: 8.0 µSCU\n\nConfidently venture into the unknown with the Deep-Space undersuit. Smartly designed with several overlapping sections to guarantee the suit’s integrity, Gyson has created an affordable and fashionable undersuit that helps make space travel more accessible to all.\n\nThe Bruiser version features dark crimson and midnight blue coloring with polished metal accents.
  • item_desc_gys_undersuit_01_01_14 = Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\nRadiation Protection: 15200 REM\nRadiation Scrub Rate: 81 REM/s\nCarrying Capacity: 8.0 µSCU\n\nConfidently venture into the unknown with the Deep-Space undersuit. Smartly designed with several overlapping sections to guarantee the suit’s integrity, Gyson has created an affordable and fashionable undersuit that helps make space travel more accessible to all.\n\nThe Brassy version features white coloring with bronze accents.
  • item_desc_srvl_helmet_01_01_12 = Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -50 / 80 °C\n\nRemind your enemies that death is coming with the Deadhead helmet. In place of a visor, the ghastly visage of a Human skull, lit from within by an infernal glow, is sure to send any opponent running.\n\nThe Shutdown version features black and gray coloring with dark metal accents.
  • item_desc_srvl_helmet_01_01_13 = Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -50 / 80 °C\n\nRemind your enemies that death is coming with the Deadhead helmet. In place of a visor, the ghastly visage of a Human skull, lit from within by an infernal glow, is sure to send any opponent running.\n\nThe Bruiser version features dark crimson and midnight blue coloring with polished metal accents.
  • item_desc_srvl_helmet_01_01_14 = Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -50 / 80 °C\n\nRemind your enemies that death is coming with the Deadhead helmet. In place of a visor, the ghastly visage of a Human skull, lit from within by an infernal glow, is sure to send any opponent running.\n\nThe Brassy version features white coloring with bronze accents.
  • item_descklwe_optics_holo_x1_5_s1 = Manufacturer: Klaus & Werner\nType: Holographic\nAttachment Point: Optic\nMagnification: 1.5x – 3x\nAim Time: +5%\nParallax: Low\nSize: 1\n\nHG-15 Jaeger’s features a low power variable magnification providing flexibility when engaging hostiles at close and longer ranges.
  • item_descklwe_optics_holo_x2_s1 = Manufacturer: Klaus & Werner\nType: Holographic\nAttachment Point: Optic\nMagnification: 2x – 4x\nAim Time: +5%\nParallax: Low\nSize: 1\n\nSpecializing in medium distance combat, the HG-2 Jaeger excels in situations where you want to keep your distance from hostiles.
  • item_descklwe_optics_holo_x3_s1 = Manufacturer: Klaus & Werner\nType: Holographic\nAttachment Point: Optic\nMagnification: 3x\nAim Time: +5%\nParallax: Low\nSize: 1\n\nFeaturing KLWE’s proprietary NocturnaLite hardware, the HG-3 Jaeger provides enhanced vision in low-light situations.
  • item_descklwe_optics_rdot_x1_s1 = Manufacturer: Klaus & Werner\nType: Red Dot\nAttachment Point: Optic\nMagnification: 1x – 3x\nAim Time: +5%\nParallax: Low\nSize: 1\n\nThe RD-1 Jaeger’s simple and functional design provides pinpoint accuracy and rapid target acquisition in close-quarters combat.
  • item_descklwe_optics_tsco_2_5x_s2 = Manufacturer: Klaus & Werner\nType: Telescopic\nAttachment Point: Optic\nMagnification: 2.5x – 5x\nAim Time: +5%\nParallax: Low\nSize: 2\n\nUtilizing the precise and immaculately crafted lenses that Klaus & Werner are known for, the TS-25 Basara provides unparalleled clarity and accuracy when equipped.
  • item_descklwe_optics_tsco_3_5x_s2 = Manufacturer: Klaus & Werner\nType: Telescopic\nAttachment Point: Optic\nMagnification: 3x – 5.5x\nAim Time: +5%\nParallax: Low\nSize: 2\n\nThe TS-35 Basara continues to expand on the high quality of the Basara series, by adding enhanced magnification to the sights, without compromising on quality.
  • item_displayType_LMG,P = LMG
  • item_displayType_Launcher,P = Launcher
  • item_displayType_MissileLauncher,P = Missile
  • item_displayType_Railgun,P = Railgun
  • item_name_gys_jacket_01_01_12 = Carnifex Armor Core Shutdown
  • item_name_gys_jacket_01_01_13 = Carnifex Armor Core Bruiser
  • item_name_gys_jacket_01_01_14 = Carnifex Armor Core Brassy
  • item_name_gys_pants_01_01_12 = Carnifex Armor Legs Shutdown
  • item_name_gys_pants_01_01_13 = Carnifex Armor Legs Bruiser
  • item_name_gys_pants_01_01_14 = Carnifex Armor Legs Brassy
  • item_name_gys_undersuit_01_01_12 = Deep-Space Undersuit Shutdown
  • item_name_gys_undersuit_01_01_13 = Deep-Space Undersuit Bruiser
  • item_name_gys_undersuit_01_01_14 = Deep-Space Undersuit Brassy
  • item_name_srvl_helmet_01_01_12 = Deadhead Helmet Shutdown
  • item_name_srvl_helmet_01_01_13 = Deadhead Helmet Bruiser
  • item_name_srvl_helmet_01_01_14 = Deadhead Helmet Brassy

Chiavi aggiunte per itemPort

  • itemPort_port_PDT_01 = PDT 1
  • itemPort_port_PDT_02 = PDT 2
  • itemPort_port_PDT_03 = PDT 3
  • itemPort_port_PDT_04 = PDT 4
  • itemPort_port_PDT_05 = PDT 5
  • itemPort_port_PDT_06 = PDT 6
  • itemPort_port_PDT_07 = PDT 7
  • itemPort_port_PDT_08 = PDT 8
  • itemPort_port_PDT_09 = PDT 9
  • itemPort_port_PDT_10 = PDT 10
  • itemPort_port_PDT_11 = PDT 11
  • itemPort_port_PDT_12 = PDT 12
  • itemPort_port_PDT_13 = PDT 13
  • itemPort_port_PDT_14 = PDT 14
  • itemPort_port_PDT_15 = PDT 15
  • itemPort_port_PDT_16 = PDT 16
  • itemPort_port_PDT_17 = PDT 17
  • itemPort_port_PDT_18 = PDT 18
  • itemPort_port_PDT_19 = PDT 19
  • itemPort_port_PDT_20 = PDT 20

Chiavi aggiunte per KEGR

  • KEGR_FireExtinguisher_EmptyText = E
  • KEGR_FireExtinguisher_SI_Unit = °C
  • KEGR_FireExtinguisher_Status = Status
  • KEGR_FireExtinguisher_Temperature = Temperature

Chiavi aggiunte per location

  • location_delivery_target_freight_elevator = the freight elevator at %s
  • location_delivery_target_item_port = the marked drop off point at %s
  • location_delivery_target_locker = the delivery locker at %s

Chiavi aggiunte per NameFormat

  • NameFormat_Comms_Default = {1} {3}
  • NameFormat_Default = {1} {3}
  • NameFormat_NameTag_Default = {3}
  • NameFormat_Nickname = {2}

Chiavi aggiunte per NameNozzle

  • NameNozzle = Nozzle

Chiavi aggiunte per notification

  • notification_hud_ItemBricked_Body = Your %s is now bricked and will no longer function.
  • notification_hud_ItemBricked_Title = Item Bricked
  • notification_hud_ItemBricking_Body = Your %s is bricking it will stop functioning in %.1f
  • notification_hud_ItemBricking_Title = Item Bricking Initiated
  • notification_hud_OnUseBrickedItem_Body_CannotEquip = %s is bricked and cannot be equipped.
  • notification_hud_OnUseBrickedItem_Body_CannotFire = Your %s is bricked and cannot be fired.
  • notification_hud_OnUseBrickedItem_Body_CannotUse = %s is bricked and cannot be used.
  • notification_hud_OnUseBrickedItem_Title = Item Bricked
  • notification_message_not_sent,P = couldn’t send the message.
  • notification_message_too_long,P = couldn’t send the message, it’s too long.

Chiavi aggiunte per NyxSystem

  • NyxSystem = Nyx System
  • NyxSystem_Desc = Discovered in 2582, the Nyx System was left unclaimed by the UEE after deciding its three planets were not terraforming candidates and any attempts to mine the dense Glaciem Ring were deemed too dangerous. In 2618, a group of political activists and refugees, fleeing the Messer regime, moved into a vacated mining facility located in Delamar, a moon-sized asteroid deep within the system’s asteroid belt.\n

Chiavi aggiunte per Ordinance

  • Ordinance = Ordnance

Chiavi aggiunte per Ordnance

  • Ordnance = Ordnance

Chiavi aggiunte per PAUSE

  • PAUSE_OPTIONS_ULTRA = Ultra

Chiavi aggiunte per pause

  • pause_Ok,P = OK
  • pause_OptionsCrosshairMode,P = Crosshair Mode
  • pause_OptionsCrosshairMode_AlwaysOff,P = Always Off
  • pause_OptionsCrosshairMode_AlwaysOn,P = Always On
  • pause_OptionsCrosshairMode_InCombat,P = In Combat
  • pause_OptionsFog = Fog
  • pause_OptionsGasCloud = Gas Clouds
  • pause_OptionsGlobalIllumination = Global Illumination
  • pause_OptionsGraphics_VRAMOverbudgetPopUpText,P = You will experience heavily degraded performance and potential instability with these settings! Adjust your settings to reduce Video Memory usage.
  • pause_OptionsGraphics_VRAMOverbudgetPopUpTitle,P = VIDEO MEMORY OVERBUDGET
  • pause_OptionsGraphics_VRAMWarningPopUpText,P = Video Memory usage higher than recommended. You may experience degraded performance with these settings.
  • pause_OptionsGraphics_VRAMWarningPopUpTitle,P = VIDEO MEMORY WARNING
  • pause_OptionsHDR = HDR
  • pause_OptionsHDRMaxBrightness = HDR Peak Brightness
  • pause_OptionsHDRReferenceWhite = HDR Brightness (Ref-White)
  • pause_OptionsHitmarkerMode,P = Hitmarker enabled
  • pause_OptionsMouseSmoothingMode = Mouse Smoothing Mode
  • pause_OptionsMouseSmoothing_Off = Always Off
  • pause_OptionsMouseSmoothing_On = Always On
  • pause_OptionsMouseSmoothing_SocialOnly = Social Only
  • pause_OptionsObjectDetail = Object Detail
  • pause_OptionsObjectViewDistance = Object View Distance
  • pause_OptionsParticles = Particles
  • pause_OptionsPostEffects = Post Effects
  • pause_OptionsQuality,P = Overall Quality Preset
  • pause_OptionsScreenSpaceShadows,P = Screen Space Shadows
  • pause_OptionsShading = Shader Quality
  • pause_OptionsShadows,P = Shadow Maps
  • pause_OptionsSpeakerSettings = Speaker Settings
  • pause_OptionsTerrainTessellation = Terrain Tessellation
  • pause_OptionsTexturesDetail = Detail Textures
  • pause_OptionsTexturesFiltering = Texture Filtering
  • pause_OptionsTexturesGround = Ground Textures
  • pause_OptionsTexturesQuality = Textures Quality
  • pause_OptionsUpscalingModel = Upscaling Model
  • pause_OptionsVideoComms = Video Comms
  • pause_OptionsWaterCaustics = Water Caustics
  • pause_OptionsWaterSim = Water Simulation
  • pause_Options_salvage_free_gimbal_locks_rotation,P = Salvage – Mouse Input – Lock vehicle rotation when using free gimbal in salvage mode
  • pause_options_autodetect,P = Auto-detect
  • pause_options_turret_default_mouse_mode,P = Turret – Mouse – Move Mode
  • pause_options_vjoy_angle_mgv = VJoy – Drivers – Range (degrees)
  • pause_options_vjoy_angle_pilot = VJoy – Pilots – Range (degrees)
  • pause_options_vjoy_angle_turret = VJoy – Turret Gunners – Range (degrees)
  • pause_options_vjoy_pilot_use_raw_input = Vjoy – Pilots – Use Raw Input

Chiavi aggiunte per PH-item

  • PH-item_Desc_srvl_combat_medium_arms_02_01_01,P = Palatino Arms Daystar
  • PH-item_Desc_srvl_combat_medium_core_02_01_01,P = Palatino Core Daystar
  • PH-item_Desc_srvl_combat_medium_helmet_02_01_01,P = Palatino Helmet Daystar
  • PH-item_Desc_srvl_combat_medium_legs_02_01_01,P = Palatino Legs Daystar
  • PH-item_Name_srvl_combat_medium_arms_02_01_01,P = Palatino Arms Daystar
  • PH-item_Name_srvl_combat_medium_core_02_01_01,P = Palatino Core Daystar
  • PH-item_Name_srvl_combat_medium_helmet_02_01_01,P = Palatino Helmet Daystar
  • PH-item_Name_srvl_combat_medium_legs_02_01_01,P = Palatino Legs Daystar

Chiavi aggiunte per port

  • port_Flair01 = Flair Item Dashboard
  • port_Flair02 = Flair Item Hanging
  • port_NameAviBlade01 = Avionics Blade 1
  • port_NameAviBlade02 = Avionics Blade 2
  • port_NameAviBlade03 = Avionics Blade 3
  • port_NameAviBlade04 = Avionics Blade 4
  • port_NameAvionics = Avionics Rack
  • port_NameAvionics01 = Avionics Rack 1
  • port_NameAvionics02 = Avionics Rack 2
  • port_NameAvionics03 = Avionics Rack 3
  • port_NameBombSystem,P = [PH] Bomb System
  • port_NameConfigurableSlot = Configurable Slot
  • port_NameCooler = Cooler
  • port_NameCooler01 = Cooler 1
  • port_NameCooler02 = Cooler 2
  • port_NameCooler03 = Cooler 3
  • port_NameCooler04 = Cooler 4
  • port_NameCooler05 = Cooler 5
  • port_NameCooler06 = Cooler 6
  • port_NameCooler07 = Cooler 7
  • port_NameCooler08 = Cooler 8
  • port_NameCooler09 = Cooler 9
  • port_NameCooler10 = Cooler 10
  • port_NameCooler11 = Cooler 11
  • port_NameCooler12 = Cooler 12
  • port_NameCountermeasure = Countermeasure Launcher
  • port_NameCountermeasure01 = Countermeasure Launcher 1
  • port_NameCountermeasure02 = Countermeasure Launcher 2
  • port_NameCountermeasure03 = Countermeasure Launcher 3
  • port_NameCountermeasure04 = Countermeasure Launcher 4
  • port_NameFuelIntake = Fuel Intake
  • port_NameFuelIntake01 = Fuel Intake 1
  • port_NameFuelIntake02 = Fuel Intake 2
  • port_NameFuelIntake03 = Fuel Intake 3
  • port_NameFuelIntake04 = Fuel Intake 4
  • port_NameFuelIntake05 = Fuel Intake 5
  • port_NameFuelPod01 = Fuel Pod P1
  • port_NameFuelPod02 = Fuel Pod P2
  • port_NameFuelPod03 = Fuel Pod P3
  • port_NameFuelPod04 = Fuel Pod S3
  • port_NameFuelPod05 = Fuel Pod S2
  • port_NameFuelPod06 = Fuel Pod S1
  • port_NameFuelRefin01 = Fuel Refinery 1
  • port_NameFuelRefin02 = Fuel Refinery 2
  • port_NameFuelTank = Fuel Tank
  • port_NameFuelTank01 = Fuel Tank 1
  • port_NameFuelTank02 = Fuel Tank 2
  • port_NameFuelTank03 = Fuel Tank 3
  • port_NameFuelTank04 = Fuel Tank 4
  • port_NameFuelTank05 = Fuel Tank 5
  • port_NameGimbalMountSlot = Gimbal Mount Weapon Slot
  • port_NameJDrive,P = Jump Module
  • port_NameLifesupp = Life Support
  • port_NameMissileRack = Missile Rack
  • port_NameMissileRack01 = Missile Rack 1
  • port_NameMissileRack02 = Missile Rack 2
  • port_NameMissileRack03 = Missile Rack 3
  • port_NameMissileRack04 = Missile Rack 4
  • port_NameMissileRack05 = Missile Rack 5
  • port_NameMissileRack06 = Missile Rack 6
  • port_NameMissileRack07 = Missile Rack 7
  • port_NameMissileRack08 = Missile Rack 8
  • port_NameMissileRack09 = Missile Rack 9
  • port_NameMissileRack10 = Missile Rack 10
  • port_NameMissileRack11 = Missile Rack 11
  • port_NameMissileRack12 = Missile Rack 12
  • port_NameMissileRackLeft = Missile Rack – Left
  • port_NameMissileRackRight = Missile Rack – Right
  • port_NameMissileRackRightWing = Missile Rack – Right Wing
  • port_NameMissileRackSlot = Missile Slot
  • port_NameMissileRackSlot01 = Missile Slot 1
  • port_NameMissileRackSlot02 = Missile Slot 2
  • port_NameMissileRackSlot03 = Missile Slot 3
  • port_NameMissileRackSlot04 = Missile Slot 4
  • port_NameMissileRackSlot05 = Missile Slot 5
  • port_NameMissileRackSlot06 = Missile Slot 6
  • port_NameMissileRackSlot07 = Missile Slot 7
  • port_NameMissileRackSlot08 = Missile Slot 8
  • port_NameMissileRackSlot09 = Missile Slot 9
  • port_NameMissileRackSlot10 = Missile Slot 10
  • port_NameMissileRackSlot11 = Missile Slot 11
  • port_NameMissileRackSlot12 = Missile Slot 12
  • port_NameMissileRackSlot13 = Missile Slot 13
  • port_NameMissileRackSlot14 = Missile Slot 14
  • port_NameMissileRackSlot15 = Missile Slot 15
  • port_NameMissileRackSlot16 = Missile Slot 16
  • port_NameMissileRackSlot17 = Missile Slot 17
  • port_NameMissileRackSlot18 = Missile Slot 18
  • port_NameMissileRackSlot19 = Missile Slot 19
  • port_NameMissileRackSlot20 = Missile Slot 20
  • port_NameMissileRackSlot21 = Missile Slot 21
  • port_NameMissileRackSlot22 = Missile Slot 22
  • port_NameMissileRackSlot23 = Missile Slot 23
  • port_NameMissileRackSlot24 = Missile Slot 24
  • port_NameMissileRackSlot25 = Missile Slot 25
  • port_NameMissileRackSlot26 = Missile Slot 26
  • port_NameMissileRackSlot27 = Missile Slot 27
  • port_NameMissileRackSlot28 = Missile Slot 28
  • port_NameMissileRackSlot29 = Missile Slot 29
  • port_NameMissileRackSlot30 = Missile Slot 30
  • port_NameMissileRackSlot31 = Missile Slot 31
  • port_NameMissileRackSlot32 = Missile Slot 32
  • port_NameMissileRackSlot33 = Missile Slot 33
  • port_NameMissileRackSlot34 = Missile Slot 34
  • port_NameMissileRackSlot35 = Missile Slot 35
  • port_NameMissileRackSlot36 = Missile Slot 36
  • port_NameMissileRackSlot37 = Missile Slot 37
  • port_NameMissileRackSlot38 = Missile Slot 38
  • port_NameMissileRackSlot39 = Missile Slot 39
  • port_NameMissileRackSlot40 = Missile Slot 40
  • port_NameMissileRackSlot41 = Missile Slot 41
  • port_NameMissileRackSlot42 = Missile Slot 42
  • port_NameMissileRackSlot43 = Missile Slot 43
  • port_NameMissileRackSlot44 = Missile Slot 44
  • port_NameMissileRackSlot45 = Missile Slot 45
  • port_NameMissileRackSlot46 = Missile Slot 46
  • port_NameMissileRackSlot47 = Missile Slot 47
  • port_NameMissileRackSlot48 = Missile Slot 48
  • port_NameMissileRackSlot49 = Missile Slot 49
  • port_NameMissileRackSlot50 = Missile Slot 50
  • port_NameModuleFront = Front Module
  • port_NameModuleRear = Rear Module
  • port_NameNoseMount = Nose Mount
  • port_NamePaint = Livery
  • port_NamePaintDash = Interior Trim
  • port_NamePaintSeat = Seat Material
  • port_NamePaintSeatTrim = Seat Trim
  • port_NamePowerplant = Power Plant
  • port_NamePowerplant01 = Power Plant 1
  • port_NamePowerplant02 = Power Plant 2
  • port_NamePowerplant03 = Power Plant 3
  • port_NamePowerplant04 = Power Plant 4
  • port_NamePowerplant05 = Power Plant 5
  • port_NamePowerplant06 = Power Plant 6
  • port_NamePowerplant07 = Power Plant 7
  • port_NamePowerplant08 = Power Plant 8
  • port_NamePowerplant09 = Power Plant 9
  • port_NamePowerplant10 = Power Plant 10
  • port_NamePowerplant11 = Power Plant 11
  • port_NamePowerplant12 = Power Plant 12
  • port_NamePowerplant13 = Power Plant 13
  • port_NamePowerplant14 = Power Plant 14
  • port_NameQDrive = Quantum Drive
  • port_NameQDrive01 = Quantum Drive
  • port_NameQDrive02 = Quantum Drive
  • port_NameQFuelTank = Quantum Fuel Tank
  • port_NameRadar = Radar
  • port_NameRadar01 = Radar 1
  • port_NameRadar02 = Radar 2
  • port_NameRadar03 = Radar 3
  • port_NameSeatCaptain = Captain’s Seat
  • port_NameSeatCoPilot = Co-Pilot Seat
  • port_NameSeatComms = Communications Officer Seat
  • port_NameSeatCrew = Crew Seat
  • port_NameSeatDriver = Driver Seat
  • port_NameSeatEngConsole = Engineering Console
  • port_NameSeatJump = Jump Seat
  • port_NameSeatPassenger = Passenger Seat
  • port_NameSeatPilot = Pilot Seat
  • port_NameSeatRemTurret = Remote Turret Seat
  • port_NameSeatWeapons = Weapons Officer Seat
  • port_NameShieldGen = Shield Generator
  • port_NameShieldGen01 = Shield Generator 1
  • port_NameShieldGen02 = Shield Generator 2
  • port_NameShieldGen03 = Shield Generator 3
  • port_NameShieldGen04 = Shield Generator 4
  • port_NameShieldGen05 = Shield Generator 5
  • port_NameShieldGen06 = Shield Generator 6
  • port_NameTorpedoRackSlot01 = Torpedo Slot 1
  • port_NameTorpedoRackSlot02 = Torpedo Slot 2
  • port_NameTorpedoRackSlot03 = Torpedo Slot 3
  • port_NameTorpedoRackSlot04 = Torpedo Slot 4
  • port_NameTorpedoRackSlot05 = Torpedo Slot 5
  • port_NameTorpedoRackSlot06 = Torpedo Slot 6
  • port_NameTorpedoRackSlot07 = Torpedo Slot 7
  • port_NameTorpedoRackSlot08 = Torpedo Slot 8
  • port_NameTorpedoRackSlot09 = Torpedo Slot 9
  • port_NameTorpedoRackSlot10 = Torpedo Slot 10
  • port_NameTractorMount = Tractor Mount
  • port_NameTractorTurret = Tractor Turret
  • port_NameTurret01 = Turret 1
  • port_NameTurret02 = Turret 2
  • port_NameTurret03 = Turret 3
  • port_NameTurret04 = Turret 4
  • port_NameTurret05 = Turret 5
  • port_NameTurret06 = Turret 6
  • port_NameTurret07 = Turret 7
  • port_NameTurret08 = Turret 8
  • port_NameTurret09 = Turret 9
  • port_NameTurret10 = Turret 10
  • port_NameTurret11 = Turret 11
  • port_NameTurret12 = Turret 12
  • port_NameTurret13 = Turret 13
  • port_NameTurret14 = Turret 14
  • port_NameTurret15 = Turret 15
  • port_NameTurret16 = Turret 16
  • port_NameTurret17 = Turret 17
  • port_NameTurret18 = Turret 18
  • port_NameTurret19 = Turret 19
  • port_NameTurret20 = Turret 20
  • port_NameTurretAIModule = Turret AI Module
  • port_NameTurretGunSlot = Turret Weapon Slot
  • port_NameTurretGunSlot01 = Turret Weapon Slot 1
  • port_NameTurretGunSlot02 = Turret Weapon Slot 2
  • port_NameTurretGunSlot03 = Turret Weapon Slot 3
  • port_NameTurretGunSlot04 = Turret Weapon Slot 4
  • port_NameTurretSeat = Turret Seat
  • port_NameWeaponBottom = Weapon – Bottom
  • port_NameWeaponBottomLeft = Weapon – Bottom Left
  • port_NameWeaponBottomRight = Weapon – Bottom Right
  • port_NameWeaponDorsal = Weapon – Dorsal
  • port_NameWeaponEMP = EMP Module
  • port_NameWeaponInnerLeftWing = Weapon – Inner Left Wing
  • port_NameWeaponInnerRightWing = Weapon – Inner Right Wing
  • port_NameWeaponLeft = Weapon – Left
  • port_NameWeaponLeftWing = Weapon – Left Wing
  • port_NameWeaponNose = Weapon – Nose
  • port_NameWeaponRight = Weapon – Right
  • port_NameWeaponRightWing = Weapon – Right Wing
  • port_NameWeaponSlot = Weapon Slot
  • port_NameWeaponSlot01 = Weapon Slot 1
  • port_NameWeaponSlot02 = Weapon Slot 2
  • port_NameWeaponSlot03 = Weapon Slot 3
  • port_NameWeaponSlot04 = Weapon Slot 4
  • port_NameWeaponSlot05 = Weapon Slot 5
  • port_NameWeaponSlot06 = Weapon Slot 6
  • port_NameWeaponSlot07 = Weapon Slot 7
  • port_NameWeaponSlot08 = Weapon Slot 8
  • port_NameWeaponSlot09 = Weapon Slot 9
  • port_NameWeaponSlot10 = Weapon Slot 10
  • port_NameWeaponTop = Weapon – Top
  • port_NameWeaponTopLeft = Weapon – Top Left
  • port_NameWeaponTopRight = Weapon – Top Right
  • port_SalvageArmL = Salvage Arm Left
  • port_SalvageArmR = Salvage Arm Right
  • port_SalvageHead = Salvage Head
  • port_relay_bridge,P = Bridge relay
  • port_relay_cargo,P = Cargo deck relay
  • port_relay_central,P = Central relay
  • port_relay_cockpit,P = Cockpit relay
  • port_relay_habitation,P = Habitation relay
  • port_relay_neck,P = Neck relay
  • port_relay_rear_left,P = Rear port relay
  • port_relay_rear_right,P = Rear starboard relay
  • port_relay_turrets,P = Turret relay

Chiavi aggiunte per PU

  • PU_NYXNPCVP01_CIV_M_BDC_QuestionNyxCriminalsInflux_IG_001,P = Another mining group got raided. It’s like they know exactly where we’re going to be. Jak suggested that we round up everyone suspicious and push them out of the vent. But, that’s a bit too extreme, right? Anyway, what about you? Did you have any bad run-ins as well?
  • PU_NYXNPCVP01_CIV_M_BDC_QuestionNyxGeneric_IG_001,P = Hey, you look like you have something on your mind. Alright, spill it. I’m here for you, buddy.
  • PU_NYXNPCVP01_CIV_M_BDC_QuestionNyxUEEEncroachmentRumors_IG_001,P = I heard rumors about some UEE ships in Nyx. To be honest, I don’t really mind UEE protection, but based on what my pop told me about his life as a Hurston’s miner. It was like 2-hour shifts, 8 days a week. That’s horrible, right? I don’t want that for me or my future kids. Anyway, do you know anything?
  • PU_NYXNPCVP01_CIV_M_BDC_QuestionNyxVanduulProblem_IG_001,P = I feel like it’s a one-way trip every time we head out mining. I mean, at least with the gangs, you can try to make a deal with them, but the ‘duul, they just attack without saying anything. Shit, I’m sorry, I don’t want to scare you off or anything. How about you? Do you have any news regarding the ‘duul as well?
  • PU_NYXNPCVP01_CIV_M_BDC_ReactionNyxCriminalsInflux_IG_001,P = Yeah, I get you. I think everyone is just trying to survive in Nyx. We just need to find a better option that suits everyone.
  • PU_NYXNPCVP01_CIV_M_BDC_ReactionNyxGeneric_IG_001,P = I feel ya. Life in Nyx is strange but it’s still better than Stanton, am I right?
  • PU_NYXNPCVP01_CIV_M_BDC_ReactionNyxUEEEncroachmentRumors_IG_001,P = I heard stories from my granpa about what happened to Tanaka. I just hope that the Alliance is strong enough to stand against the Empire. Maybe we can try to make a deal with them to leave us alone.
  • PU_NYXNPCVP01_CIV_M_BDC_ReactionNyxVanduulProblem_IG_001,P = I just don’t understand what they want from us. I think we should try to capture one and learn from it. Maybe then we can have a conversation with them, you know? I mean, decades of fighting them haven’t changed anything at all.
  • PU_NYXNPCVP01_CIV_M_BDC_ResponseNyxGeneric_IG_001,P = Just visited my pop in the hospital. I wanted to tell him about what happened to Rebecca. But he kept going on and on about the time he spent with that ship. Shit, man, when he sees it being all jacked up… he might have to regen again.
  • PU_NYXNPCVP01_CIV_M_BDC_ResponseNyxGeneric_IG_002,P = This new kid mentioned a “secret” ore repository in the ice belt. I followed his coordinates and then I ended up crashing straight into an asteroid. Now my family’s mining ship is a wreck. I want to report him to the chief but I don’t want to cause a scenen within the mining group?
  • PU_NYXNPCVP01_CIV_M_BDC_ResponseNyxUEEEncroachmentRumors_IG_001,P = I noticed some ships floating about the ice belts. They’re definitely not from around here. To be honest, I think they looked like those UEE patrol ships. Dealing with criminals is one thing, but I don’t think we stand a chance against the Empire. Maybe we can make a deal with them to leave us alone? I don’t know.
  • PU_NYXNPCVP01_CIV_M_BDC_ResponseNyxVanduulProblem_IG_001,P = My mining ship got raided by some ‘duul scouts. Luckily, an Alliance patrol group was nearby to intercept them. Me and my crew made it somehow, but I heard only one guy from that group managed to return. I think I’ll drop by Mercy to visit him. With all the losses, I think he deserves at least a thank you from us.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerAppreciate_IG_001,P = Thank you very much. I’m sure to come back here again.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerAppreciate_IG_002,P = Thanks, I’m glad that supplies are good around here.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerAppreciate_IG_003,P = With outlaws and shady merchants hiding among us, I’m glad that I can find someone I can trust.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerGiveOrderItem_IG_001,P = You know what, I want this. My mining crew is going to be jealous the next time we head out.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerGiveOrderItem_IG_002,P = Alright, I’ll have this. Carl is going to be happy when he sees this.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerGiveOrderItem_IG_003,P = Give me this. This will be a morale boost for everyone.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerReactServiceDenied_IG_001,P = What do you mean by that? It must have been a mistake.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerReactServiceDenied_IG_002,P = Hmm, What? That can’t be true. I’ve been waiting all evening.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerRequestService_IG_001,P = Hey my mining shift is coming up, and I would really appreciate it if you would help me out.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerRequestService_IG_002,P = The chief wants me to check in with you before heading out to make sure the task he requested is done.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerRequestService_IG_003,P = Carl’s mining ship got bust up really bad. Can you work things out for him before the next shift?
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerServiceComplaint_IG_001,P = Look, I don’t have time for this. My next mining run is coming up. My crews are already calling me. What is taking so long?
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerServiceComplaint_IG_002,P = Shit, I’m late to my mining shift. Hey, can you let me know what’s going on here? I really need this to be ready.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerServiceComplaint_IG_003,P = I think this is taking longer than it’s supposed to be. Is there a reason for that?
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerShoppingComplaint_IG_001,P = There is no way stocks can be this bad. Did all the good shits get smuggled to the Moraine?
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerShoppingComplaint_IG_002,P = I feel like I’m looking at nothing but leftover scraps. Did the outlaws from the Ring got first dip on the hauls again!?
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerShoppingComplaint_IG_003,P = We can’t mine if we can’t resupply. I know you need to make a profit but my Dad told me “We residents need to look out for each other.”
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerShoppingCompliment_IG_001,P = The prices here seem fair. I’m glad we still have some decent vendors around.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerShoppingCompliment_IG_002,P = You’re wares are a lifesaver to us miners around here. Hey, my crew and me appreciate you’re hard work.
  • PU_NYXNPCVP01_CIV_M_SOC_CustomerShoppingCompliment_IG_003,P = It’s been a long time since I saw so many good shit around. You’re haulers are doing good work.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorAcceptOrderInventory_IG_001,P = Right away, I’m glad our supplies can help you out even a little bit. You can consider it already in your inventory, friend.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorAcceptOrderInventory_IG_002,P = Sure thing. Sending it to your inventory. If you know anyone else who might be interested in my wares, do direct them here.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorAcceptOrderInventory_IG_003,P = Alright, I got you. It should be in your inventory in a minute.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorDirectConsole_IG_001,P = Maybe you should try the terminal over there. We merchants sometimes share our stock around here, so you might find what you need in it instead.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorDirectConsole_IG_002,P = Have you tried checking the terminal over there? That market has limited space, so I only show popular items. Who knows, I may have what you need in stock instead.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorDirectConsole_IG_003,P = If the items on the shelf are not to your liking, you should check with the terminal over there. It updates my stock live whenever the haulers bring in the goods.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorOfferHelp_IG_001,P = I’ll do my best so you can head out there in the best condition possible. So, let me know what you need.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorOfferHelp_IG_002,P = I heard another mining group got raided near the Ice belt. It’s shit, but if you’re heading out there mining, let me know if there’s anything I can help you to survive.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorOfferHelp_IG_003,P = Anything here caught your eye yet? If not, you can count on me.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorShoppingComplaintResponse_IG_001,P = Please understand, with all the outlaws out there, our haulers and miners are having a tough time doing their work.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorShoppingComplaintResponse_IG_002,P = How about we just keep it cool? Nyx’s outlaws are messing with all of us, let’s not fight among ourselves.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorShoppingComplaintResponse_IG_003,P = Just take a deep breath. I know it’s rough in around here, but we need to stay strong together. Whatever you need, I will try get it in the next haul.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorShoppingComplimentResponse_IG_001,P = Take your time and browse through my wares. They are from our latest haul.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorShoppingComplimentResponse_IG_002,P = Trust me. Not even a vanduul fleet can stop you if you have one of these.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorShoppingComplimentResponse_IG_003,P = Just to let you know, these items are really popular with our miners around here.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorWelcome_IG_001,P = Welcome. I have supplies to keep our community strong. Have a look.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorWelcome_IG_002,P = Hey friend, you’ll find that I have just the supplies you need. Our haulers travel tirelessly across the verse to get these to Nyx.
  • PU_NYXNPCVP01_CIV_M_SOC_VendorWelcome_IG_003,P = Hey there, fresh new haul from Castra. These don’t come in very often.
  • PU_NYXNPCVP02_CIV_F_BDC_QuestionNyxCriminalsInflux_IG_001,P = This is probably gonna sound contrary to the Rules of Life, but I think we should just kick out anyone who’s a criminal. It’s harsh but I think you gotta prove your loyalties lie with the Alliance, because honestly, we’re just being played for suckers and I’m sick of it. What do you think?
  • PU_NYXNPCVP02_CIV_F_BDC_QuestionNyxGeneric_IG_001,P = Just to say, I’m don’t know if you heard the racket coming from the temporary habs last night, but I feel like we gotta screen the people who can stay here. Anyway, sorry, what’s going on with you?
  • PU_NYXNPCVP02_CIV_F_BDC_QuestionNyxUEEEncroachmentRumors_IG_001,P = With everything going on, I’m getting worried how I’m often I’m hearing people seriously discussing incorporating into the UEE. Having grown up in the Empire, I just can’t see everything that’s special about Levski surviving that. Not sure how you feel…
  • PU_NYXNPCVP02_CIV_F_BDC_QuestionNyxVanduulProblem_IG_001,P = Buddy of mine said he was actually going to try and communicate with the Vanduul. I tried to talk him out of it, but he was on that whole ‘enemy of my enemy’ thing. I hope he reconsiders. Have you run into them yet?
  • PU_NYXNPCVP02_CIV_F_BDC_ReactionNyxCriminalsInflux_IG_001,P = I’m just tired of being taken advantage of. We’re trying to build something here and these assholes come in to screw it all up.
  • PU_NYXNPCVP02_CIV_F_BDC_ReactionNyxGeneric_IG_001,P = Guess that’s life on the fringe, huh.
  • PU_NYXNPCVP02_CIV_F_BDC_ReactionNyxUEEEncroachmentRumors_IG_001,P = Screw ’em. UEE won’t bring nothing but problems here.
  • PU_NYXNPCVP02_CIV_F_BDC_ReactionNyxVanduulProblem_IG_001,P = Yeah, plus if they keep hanging around here. I feel like the UEE’s just gonna come in and try to ‘secure the system.’ Then we’re all screwed.
  • PU_NYXNPCVP02_CIV_F_BDC_ResponseNyxCriminalsInflux_IG_001,P = I think the Executives are staying too soft about the criminals. Still welcome people in, sure, but if we find out you’re running with a pack, you’re out. No explanation, nothing. Just good bye.
  • PU_NYXNPCVP02_CIV_F_BDC_ResponseNyxGeneric_IG_001,P = I’ve been pulling a lot of shifts lately, some work in the stores, admin, and even some security patrols. It’s been just been good to take my mind off things, you know?
  • PU_NYXNPCVP02_CIV_F_BDC_ResponseNyxGeneric_IG_002,P = I don’t think I can go to Musain’s any more. I’ve just been so on edge lately that getting wasted isn’t doing me any favors. I wake up feeling worse than when I crashed.
  • PU_NYXNPCVP02_CIV_F_BDC_ResponseNyxUEEEncroachmentRumors_IG_001,P = Honestly, I don’t know if the UEE will be able to help themselves. Yeah, they’re not the Messers any more, but a corrupt system is a corrupt system.
  • PU_NYXNPCVP02_CIV_F_BDC_ResponseNyxVanduulProblem_IG_001,P = I’ve just been trying to keep track of where they’ve been congregating. Right now it seems like they’re in the ass end of the system. I just hope it stays that way.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerAppreciate_IG_001,P = Appreciate it. Take it easy.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerAppreciate_IG_002,P = Thanks for coming in. Have a good one.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerAppreciate_IG_003,P = You’re all set. Til next time I guess.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerGiveOrderItem_IG_001,P = Screw it. It’s pricey but I’ll go for it.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerGiveOrderItem_IG_002,P = Yeah, I think I’ll give it a shot.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerGiveOrderItem_IG_003,P = I’ll take it. You only live once, right?
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerReactServiceDenied_IG_001,P = <heavy sigh> This is stupid. This is so stupid…
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerRequestService_IG_001,P = Hey, sorry, I sent along a request and was told to come by to see if you could help.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerRequestService_IG_002,P = I’ve been having a bunch of issues lately and heard you could help me.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerRequestService_IG_003,P = I got sent your way. Things have been getting a little crazy out there and could use some help.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerServiceComplaint_IG_001,P = Look, I’m tired of coming here. I need to get this resolved today.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerServiceComplaint_IG_002,P = You people have been giving me the runaround for days. Is there any chance I can get this taken care of now?
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerServiceComplaint_IG_003,P = I need this handled now. No more comm calls or sitting on hold. Now.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerShoppingComplaint_IG_001,P = I bought something from you last week and it’s already busted so I want to know what the hell you’re gonna do about it.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerShoppingComplaint_IG_002,P = Why am I back here again? Every thing I buy from you turns out to be a piece of shit, so what’s up. What’s going on?
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerShoppingComplaint_IG_003,P = I don’t know where you get this shit, but you can’t expect people to pay real credits for this stuff.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerShoppingCompliment_IG_001,P = Oh nice. I’ve heard about these. They’re supposed to be pretty good.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerShoppingCompliment_IG_002,P = Is this thing new? Looks nice.
  • PU_NYXNPCVP02_CIV_F_SOC_CustomerShoppingCompliment_IG_003,P = I don’t remember seeing this here before.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorAcceptOrderInventory_IG_001,P = Great. I’ll have it sent to your hangar.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorAcceptOrderInventory_IG_002,P = Oh, you want it? Cool. I’ll have it sent over.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorAcceptOrderInventory_IG_003,P = That’s great. I think you’ll really like this.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorDirectConsole_IG_001,P = Check out the console. It knows a lot more than I do.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorDirectConsole_IG_002,P = Have a look at the terminal too. There are some things in there that aren’t on the shelves.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorDirectConsole_IG_003,P = Yeah, maybe check the terminal if you have questions.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorOfferHelp_IG_001,P = Give a shout if you need a hand with anything.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorOfferHelp_IG_002,P = I’m still trying to get up to speed on what we sell here, but I’ll answer what I can.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorOfferHelp_IG_003,P = Let me know if I can help.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorShoppingComplaintResponse_IG_001,P = I don’t know what you want me to do, I’m just filling in here.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorShoppingComplaintResponse_IG_002,P = You’ll have to take it up with the owner when they’re back.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorShoppingComplaintResponse_IG_003,P = I’m sorry, but there’s nothing I can do.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorShoppingComplimentResponse_IG_001,P = Feel free to try it out. They’ve been really popular lately.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorShoppingComplimentResponse_IG_002,P = Been moving a lot of these from what I’m told, so yeah, act quick, I guess.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorShoppingComplimentResponse_IG_003,P = I’ve heard good things about that.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorWelcome_IG_001,P = Hey, thanks for coming in. Have a look around.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorWelcome_IG_002,P = You good? Feel free to see if there’s anything you want.
  • PU_NYXNPCVP02_CIV_F_SOC_VendorWelcome_IG_003,P = Hey, how’s it going? I think we got some new merch, check it out.

Chiavi aggiunte per Pyro

  • Pyro = Pyro

Chiavi aggiunte per RN

  • RN_Alert_InsufficientCoolant,P = ALERT: Insufficient Coolant, check Cooler
  • RN_Alert_InsufficientLifeSupport,P = ALERT: Insufficient Life Support, check Life Support
  • RN_Armor,P = Armor
  • RN_ArmorAmount,P = Armor Amount
  • RN_ArmorThickness,P = Armor Thickness
  • RN_Coolant_Consumed,P = Available Coolant consumed by components
  • RN_Coolant_Off,P = Off
  • RN_Deficit,P = Deficit
  • RN_Filters_ShowEmergencies,P = Show Emergencies
  • RN_Filters_Systems,P = Systems
  • RN_Hull,P = Hull
  • RN_HullHealth,P = Hull Health
  • RN_LifeSupport_Consumed,P = Available Life Support resource consumed
  • RN_OnOffOnly,P = No power configuration possible.\nOn/Off toggle only.
  • RN_PipIndicator_Relay,P = R
  • RN_PowerManagementAndDistributionControls,P = : : Power Management & Distribution Controls : :
  • RN_Presets_Custom,P = Custom
  • RN_Presets_Default,P = Default
  • RN_Presets_Unknown,P = Unknown
  • RN_SaveAndApply,P = Save and Apply
  • RN_Sensors_RestorePower,P = Restore Power To Activate Sensors
  • RN_ShowIcons,P = Show Icons
  • RN_SupportSystems,P = Support Systems
  • RN_Tab_3DView,P = 3D View
  • RN_Tab_Config,P = Config
  • RN_Tab_Presets,P = Presets
  • RN_ToolTip_Armor = Penetration damage mitigated\nby remaining armor.
  • RN_ToolTip_CoolingSystem = Amount of available coolant \nin use by active systems.
  • RN_ToolTip_Hull = Structural Integrity of \nthe overall vehicle.
  • RN_ToolTip_HydrogenFuel = Amount of hydrogen fuel\nremaining in the tank.
  • RN_ToolTip_LifeSupport = Amount of available life support \nrequired for room habitability.
  • RN_Tooltips_Coolant,P = HIGH ALLOCATION\n- Higher Coolant production\n- Higher wear\n- Higher EM\n\nLOW ALLOCATION\n- Lower Coolant production\n- Lower wear\n- Lower EM
  • RN_Tooltips_Engine,P = HIGH ALLOCATION\n- Higher boost generation\n- Higher boost duration\n- Higher wear\n\nLOW ALLOCATION\n- Lower boost generation\n- Lower boost duration\n- Lower wear
  • RN_Tooltips_Gun,P = HIGH ALLOCATION\n- Higher ammunition generation\n- Higher ammunition count\n- Higher wear\n\nLOW ALLOCATION\n- Lower ammunition generation\n- Lower ammunition count\n- Lower wear
  • RN_Tooltips_LifeSupportGenerator,P = HIGH ALLOCATION\n- Higher LS resource\n- Higher wear\n- Higher EM\n\nLOW ALLOCATION\n- Lower LS resource\n- Lower wear\n- Lower EM
  • RN_Tooltips_PowerPlant,P = Higher energy use equals higher wear, \nhigher EM and Heat.
  • RN_Tooltips_ShieldGenerator,P = HIGH ALLOCATION\n- Higher shield health\n- Higher shield regeneration\n- Higher wear\n- Higher EM\n\nLOW ALLOCATION\n- Lower shield health\n- Lower shield regeneration\n- Lower wear\n- Lower EM
  • RN_TurnedOff,P = Turned Off
  • RN_Warning_ExplosionImminent,P = Reactor critical: Explosion imminent %ls
  • RN_Warning_ExplosionImminent_no_format,P = Reactor critical: Explosion imminent
  • RN_Warning_Meter_FuelEmpty,P = ALERT: Fuel Empty
  • RN_Warning_Meter_FuelLow,P = ALERT: Fuel Low
  • RN_Warning_Meter_LowArmor,P = ALERT: Low Armor
  • RN_Warning_Meter_LowHull,P = ALERT: Low Hull
  • RN_resource_HydrogenFuel,P = Hydrogen Fuel

Chiavi aggiunte per Slot

  • Slot = Weapon

Chiavi aggiunte per Stanton

  • Stanton = Stanton

Chiavi aggiunte per storage

  • storage_pistol,P = Pistol rack
  • storage_rifle,P = Rifle rack

Chiavi aggiunte per Torpedo

  • Torpedo = Torpedo Rack

Chiavi aggiunte per UI

  • UI_MF_Screen-Title_CoHelm_0 = Co-Helm
  • UI_MF_Screen-Title_CoHelm_1 = Co-Helm
  • UI_MF_Screen-Title_Comms_0 = Communications
  • UI_MF_Screen-Title_Comms_1 = Communications
  • UI_MF_Screen-Title_Helm_0 = Helm
  • UI_MF_Screen-Title_Helm_1 = Helm
  • UI_MF_Screen-Title_HoloGlobe_0 = Holo Globe
  • UI_MF_Screen-Title_HoloGlobe_1 = Holo Globe
  • UI_MF_Screen-Title_Science_0 = Science
  • UI_MF_Screen-Title_Science_1 = Science
  • UI_MF_Screen-Title_Security_0 = Security
  • UI_MF_Screen-Title_Security_1 = Security
  • UI_MF_Screen-Title_Tactical_0 = Tactical
  • UI_MF_Screen-Title_Tactical_1 = Tactical
  • UI_MF_TestAssets_Aspect_Ratio_1,P = square (1:1)
  • UI_MF_TestAssets_Aspect_Ratio_16,P = landscape (16:9)
  • UI_MF_TestAssets_Aspect_Ratio_16_10,P = landscape (16:9)
  • UI_MF_TestAssets_Aspect_Ratio_1_2,P = square (1:1)
  • UI_MF_TestAssets_Aspect_Ratio_21,P = landscape-super-wide (21:9)
  • UI_MF_TestAssets_Aspect_Ratio_21_10,P = landscape-super-wide (21:9)
  • UI_MF_TestAssets_Aspect_Ratio_3,P = portrait (3:4)
  • UI_MF_TestAssets_Aspect_Ratio_32,P = landscape-double-widescreen (32:9)
  • UI_MF_TestAssets_Aspect_Ratio_32_10,P = landscape-double-widescreen (32:9)
  • UI_MF_TestAssets_Aspect_Ratio_3_5,P = portrait (3:4)
  • UI_MF_TestAssets_Aspect_Ratio_4,P = landscape-narrow (4:3)
  • UI_MF_TestAssets_Aspect_Ratio_48,P = landscape-triple-widescreen (48:9)
  • UI_MF_TestAssets_Aspect_Ratio_48_10,P = landscape-triple-widescreen (48:9)
  • UI_MF_TestAssets_Aspect_Ratio_4_4,P = landscape-narrow (4:3)
  • UI_MF_TestAssets_Aspect_Ratio_9,P = portrait_very_tall (9:32)
  • UI_MF_TestAssets_Aspect_Ratio_9_17,P = portrait-tall (9:32)
  • UI_MF_TestAssets_Aspect_Ratio_9_18,P = portrait-tall (9:32)
  • UI_MF_TestAssets_Aspect_Ratio_9_33,P = portrait_very_tall (9:32)
  • UI_MF_TestAssets_Aspect_Ratio_Tag_Title_0,P = Closest Aspect Ratio tag found:
  • UI_MF_TestAssets_Aspect_Ratio_Tag_Title_1,P = Closest Aspect Ratio tag found:
  • UI_MF_TestAssets_Aspect_Ratio_subtitle_0,P = Must be set in the AspectRatioLibrary dropdown of the targetted component
  • UI_MF_TestAssets_Aspect_Ratio_subtitle_1,P = Must be set in the AspectRatioLibrary dropdown of the targetted component
  • UI_MF_TestAssets_Background_0,P = FM Background
  • UI_MF_TestAssets_Background_1,P = FM Background
  • UI_MF_TestAssets_Panel_H1_0,P = FM Panel H1
  • UI_MF_TestAssets_Panel_H1_1,P = FM Panel H1
  • UI_MF_TestAssets_Panel_H2_0,P = FM Panel H2
  • UI_MF_TestAssets_Panel_H2_1,P = FM Panel H2
  • UI_MF_TestAssets_Panel_Keyboard_0,P = FM Panel Keyboard
  • UI_MF_TestAssets_Panel_Keyboard_1,P = FM Panel Keyboard
  • UI_MF_TestAssets_Panel_Popup,P = FM Panel Popup
  • UI_MF_TestAssets_Panel_Popup_Border_0,P = FM Panel Popup Border
  • UI_MF_TestAssets_Panel_Popup_Border_2,P = FM Panel Popup Border
  • UI_MF_TestAssets_Panel_V1_0,P = FM Panel V1
  • UI_MF_TestAssets_Panel_V1_1,P = FM Panel V1
  • UI_MF_TestAssets_Panel_V2_0,P = FM Panel V2
  • UI_MF_TestAssets_Panel_V2_1,P = FM Panel V2

Chiavi aggiunte per ui

  • ui_CIMFD_Quick_Action_Repair_All,P = MFD – Quick Action – Self Repair All
  • ui_CIMFD_Quick_Action_Repair_All_Desc,P = MFD – Activate self repair for all destroyed items where available
  • ui_MFD_Diagnostics_Repair_All,P = Repair All
  • ui_ScanChargeBar_Jammed = Jammed
  • ui_ScanChargeBar_Max = Max
  • ui_ScanChargeBar_Title = Scan
  • ui_inventory_holsterUnavailable_tooltip = No holster slot available: item will be dropped when picking up another item.
  • ui_inventory_noContainersInProximity = No containers in proximity
  • ui_inventory_noContainersSelected = No containers selected
  • ui_inventory_weight_tooltip,P = Encumbrance.\n\nAt the green level, you experience no encumbrance. At the yellow level, you begin to slow down. At the red level, you can barely walk.
  • ui_mfd_config_ifcs_core = Enable IFCS Core
  • ui_mfd_config_ifcs_proximity_assist_default = Proximity Assist
  • ui_mfd_config_ifcs_proximity_assist_landing = Proximity Assist (Landing Only)
  • ui_mfd_config_ifcs_stability = Enable Stability
  • ui_mfd_config_ifcs_wind_compensation = Wind Compensation
  • ui_pause_PopupQuitGame_Desc = Leave this level and exit to desktop?
  • ui_pit_inventory_compare = Compare
  • ui_pit_inventory_copychatlink = Copy Chat Link
  • ui_pit_inventory_details = Details
  • ui_pit_inventory_drop = Drop
  • ui_pit_inventory_equip = Equip
  • ui_pit_inventory_hold = Hold
  • ui_pit_inventory_openinventory = Open inventory
  • ui_pit_inventory_rename = Rename
  • ui_pit_inventory_sorting_dateAddedNewestFirst = Date Added: Newest First
  • ui_pit_inventory_sorting_dateAddedOldestFirst = Date Added: Oldest First
  • ui_pit_inventory_sorting_nameAZ = Name: A > Z
  • ui_pit_inventory_sorting_nameZA = Name: Z > A
  • ui_pit_inventory_sorting_sizeLargestToSmallest = Size(SCU): Largest to Smallest
  • ui_pit_inventory_sorting_sizeSmallestToLargest = Size(SCU): Smallest to Largest
  • ui_pit_inventory_sorting_typeAZ = Type: A > Z
  • ui_pit_inventory_sorting_typeZA = Type: Z > A
  • ui_transport_destination_category_habs,P = Habs
  • ui_transport_destination_category_hangars,P = Hangars
  • ui_transport_destination_category_instance_unloaded_owner_name,P = <Loading>
  • ui_transport_destination_category_instanced_hangars,P = Personal Hangars
  • ui_transport_destination_lobby,P = Lobby
  • ui_transport_destination_name_floor,P = Floor %d
  • ui_transport_destination_name_hangars,P = Hangar %d
  • ui_transport_destination_restricted,P = Restricted
  • ui_transport_hold_doors,P = Hold Doors
  • ui_transport_open_doors,P = Open Doors
  • ui_transport_unretrievable_player_name,P = Unknown
  • ui_v_ifcs_core_off = IFCS – Core – Disable
  • ui_v_ifcs_core_off_desc = IFCS – Core – Disable
  • ui_v_ifcs_core_on = IFCS – Core – Enable
  • ui_v_ifcs_core_on_desc = IFCS – Core – Enable
  • ui_v_ifcs_core_toggle = IFCS – Core – Toggle On / Off
  • ui_v_ifcs_core_toggle_desc = IFCS – Core – Toggle On / Off
  • ui_v_ifcs_gravity_compensation_off_desc = IFCS – Gravity Compensation – Disable
  • ui_v_ifcs_gravity_compensation_on_desc = IFCS – Gravity Compensation – Enable
  • ui_v_ifcs_proximity_assist_off = IFCS – Proximity Assist – Disable
  • ui_v_ifcs_proximity_assist_off_desc = IFCS – Proximity Assist – Disable
  • ui_v_ifcs_proximity_assist_on = IFCS – Proximity Assist – Enable
  • ui_v_ifcs_proximity_assist_on_desc = IFCS – Proximity Assist – Enable
  • ui_v_ifcs_proximity_assist_toggle = IFCS – Proximity Assist – Toggle
  • ui_v_ifcs_proximity_assist_toggle_desc = IFCS – Proximity Assist – Toggle
  • ui_v_ifcs_stability_off = IFCS – Stability – Disable
  • ui_v_ifcs_stability_off_desc = IFCS – Stability – Disable
  • ui_v_ifcs_stability_on = IFCS – Stability – Enable
  • ui_v_ifcs_stability_on_desc = IFCS – Stability – Enable
  • ui_v_ifcs_stability_toggle = IFCS – Stability – Toggle
  • ui_v_ifcs_stability_toggle_desc = IFCS – Stability – Toggle
  • ui_v_ifcs_wind_compensation_off = IFCS – Wind Compensation – Disable
  • ui_v_ifcs_wind_compensation_off_desc = IFCS – Wind Compensation – Disable
  • ui_v_ifcs_wind_compensation_on = IFCS – Wind Compensation – Enable
  • ui_v_ifcs_wind_compensation_on_desc = IFCS – Wind Compensation – Enable
  • ui_v_ifcs_wind_compensation_toggle = IFCS – Wind Compensation – Toggle
  • ui_v_ifcs_wind_compensation_toggle_desc = IFCS – Wind Compensation – Toggle

Chiavi aggiunte per vehicle

  • vehicle_room_elevator = Elevator
  • vehicle_room_fabrication = Fabrication
  • vehicle_room_gravity_generator = Gravity Generator
  • vehicle_room_gym = Gym
  • vehicle_room_shooting_range = Shooting Range

Chiavi aggiunte per Wikelo

  • Wikelo_RepUI_Area = UEE
  • Wikelo_RepUI_Description = After many successful cycles at the head of a fabrication souli, Wikelo found themselves lacking in the drive that had defined their early career. In a shock to many, the Banu decided to divest from their souli early and follow their true passion – collecting and fabricating unique items and vehicles. Drawn to manufacturing-style of Humans, it wasn’t long before Wikelo had established a remote trading shop inside Human-space, Wikelo Emporium, where they could grow their collection and barter with those who shared their passions.
  • Wikelo_RepUI_Focus = Barter
  • Wikelo_RepUI_Founded = N/A
  • Wikelo_RepUI_Headquarters = Wikelo Emporium Station
  • Wikelo_RepUI_Leadership = Wikelo
  • Wikelo_RepUI_Name = Wikelo Emporium

Chiavi rimosse per CFP

  • CFP_CH2_JournalAllCompleted_Phase1 = Reclaim Pyro Phase 1\n\nYou’ve done your part! Launch requirements met.
  • CFP_CH2_JournalAllCompleted_Phase2 = Reclaim Pyro Phase 2\n\nYou’ve done your part! Launch requirements met.

Chiavi rimosse per CollectItemFromEnvironment

  • CollectItemFromEnvironment_Obj,P = Collect Datapad

Chiavi rimosse per dfm

  • dfm_ui_SelfDestruct = SELF DESTRUCT INITIALIZED

Chiavi rimosse per FF

  • FF_CH2_JournalAllCompleted_Phase1 = Purge Pyro Phase 1\n\nYou’ve done your part! Launch requirements met.

Chiavi rimosse per FrontierFighters

  • FrontierFighters_Hideout_001 = Frontier Fighters Hideout
  • FrontierFighters_Hideout_001a = a Frontier Fighters hideout

Chiavi rimosse per FrontierFightersFinale

  • FrontierFightersFinale_Datapad1_Date_001 = 27/9/2955
  • FrontierFightersFinale_Datapad1_Date_002 = 24/9/2955
  • FrontierFightersFinale_Datapad1_Date_003 = 20/9/2955
  • FrontierFightersFinale_Datapad1_Date_004 = 19/9/2955
  • FrontierFightersFinale_Datapad1_From_001 = AB
  • FrontierFightersFinale_Datapad1_From_002 = Royal Regen
  • FrontierFightersFinale_Datapad1_From_003 = Casper
  • FrontierFightersFinale_Datapad1_From_004 = Toscin
  • FrontierFightersFinale_Datapad1_Subject_001 = Our Time
  • FrontierFightersFinale_Datapad1_Subject_002 = Don’t Delay, Imprint Today
  • FrontierFightersFinale_Datapad1_Subject_003 = URGENT – Team Inbound
  • FrontierFightersFinale_Datapad1_Subject_004 = Hungry?
  • FrontierFightersFinale_Datapad1_Text_001 = The time has come. I hoped that, with time and our continued work, those in the UEE would come to understand the benefit and righteousness of our cause, but it seems the cloud of corruption is too thick. They continue to attack us at every turn. \n\nI am sorry. I know each of every one of you who has stuck with us for this long are truly committed to this vision of a better world. You are heroes. I am sorry that you are not being revered as such. But we must push forward. I believe that once we have burned the infection from Pyro, they will see. They will see because we will make them see. Then they will realize their stupidity and will mourn the lives that they took in error. \n\nThis final plan will open their eyes. I am sure of it. \n\nAmelia
  • FrontierFightersFinale_Datapad1_Text_002 = Casper, \n\nOur records indicate that it’s been over a year since your last imprint with Royal Regen. Failure to imprint regularly can cause complications upon your next regen at one of our facilities. Potential problems include, but are not limited to, the loss of memories created since your last imprint, strong and sporadic tingling sensations in the hands and feet, and severe insomnia. \n\nTo avoid the chance of these issues occurring, please visit a Royal Regen machine to update your imprint. Use the code <EM4>RRegen2955</EM4> to receive 15% off your next imprinting appointment.
  • FrontierFightersFinale_Datapad1_Text_003 = To: Casper \nFrom: Ironwood \nSubject: RE: URGENT – Team Inbound \n2955-09-20 10:21 \n\nYou should take it to Boyd and let her determine what’s more mission critical, the assignment she gave me or delaying it to chase ‘intel’ from a source you don’t seem to trust. \n\nWe’re on a tight deadline here, and I’m not gonna hang one of mine out to dry because of another one of your whims. Or did you forget what happened to my crew the last time we trusted intel from one of your sources? \n\n—– \nTo: Ironwood \nFrom: Casper \nSubject: RE: URGENT – Team Inbound \n2955-09-20 10:10 \n\nIf we find something, I’ll update you and Boyd with specifics. That way I can protect my informant and keep Foat’s name clean if it turns out my source’s been fabricating. \n\n- C \n\n—– \nTo: Casper \nFrom: Ironwood \nSubject: RE: URGENT – Team Inbound \n2955-09-20 10:08 \n\nThis you asking or Boyd? Foat’s the best mechanic I’ve got. Losing him for a few hours puts our mission prep behind schedule, and Boyd sure as hell won’t be happy about that. \n\nWhat’s this ‘intel’ you’ve got? Fighting ain’t Foat’s forte, so there better be a damn good reason you want me to risk his life while you go through his dirty laundry. \n\n—– \nTo: Ironwood \nFrom: Casper \nSubject: URGENT – Team Inbound \n2955-09-20 10:07 \n\nMy team’s inbound. Should be there in the next hour. \n\nGot some intel on Foat that demands my attention. Probably best if you send him out on an op while we toss his bunk and workspace. Might need to have a little chat with him too depending on what we find. \n\n- C
  • FrontierFightersFinale_Datapad1_Text_004 = To: Casper \nFrom: Tocsin \n2955-09-19 12:37 \n\nDeal. One of your mechanics is getting parts and components from a source with ties to the Advocacy. Good chance any ship fixed with those parts now has a tracker on it. \n\nName of the mechanic and their supplier will be provided upon payment. \n\n—– \nTo: Tocsin \nFrom: Casper \nSubject: RE: Hungry? \n2955-09-19 10:16 \n\nI’ll bump your fee to 1.5x… if you provide convincing details before payment. \n\n- C \n\n—– \nTo: Casper \nFrom: Tocsin \nSubject: RE: Hungry? \n2955-09-19 07:22 \n\nYour loss. \n\nBtw, hearing lots of talk about your forces prepping something big to raise morale and attract more recruits. If I were you, I’d want to know what people were doing to try and stop that. \n\n—– \nTo: Tocsin \nFrom: Casper \nSubject: RE: Hungry? \n2955-09-19 07:01 \n\nLast thing you brought to the table was only half good. Same fee as last time. Not going higher until you prove to be completely reliable. \n\n- C \n\n—– \nTo: Casper \nFrom: Tocsin \nSubject: RE: Hungry? \n2955-09-19 06:47 \n\n2x the last one. \n\n—– \nTo: Tocsin \nFrom: Casper \nSubject: RE: Hungry? \n2955-09-19 06:32 \n\nHow hot we talking? \n\n- C \n\n—– \nTo: Casper \nFrom: Tocsin \nSubject: Hungry? \n2955-09-19 01:57 \n\nYou in the mood for something spicy?
  • FrontierFightersFinale_Datapad1_To_001 = All
  • FrontierFightersFinale_Datapad1_To_002 = Casper
  • FrontierFightersFinale_Datapad1_To_003 = Ironwood
  • FrontierFightersFinale_Datapad1_To_004 = Casper
  • FrontierFightersFinale_Datapad2_Date_001 = 22/9/2955
  • FrontierFightersFinale_Datapad2_Date_002 = 10/9/2955
  • FrontierFightersFinale_Datapad2_Date_003 = 8/9/2955
  • FrontierFightersFinale_Datapad2_From_001 = Blair
  • FrontierFightersFinale_Datapad2_From_002 = Dad
  • FrontierFightersFinale_Datapad2_From_003 = Verified Offworld Laser Technologies
  • FrontierFightersFinale_Datapad2_Subject_001 = JAXHELP
  • FrontierFightersFinale_Datapad2_Subject_002 = How’d the Haul Go?
  • FrontierFightersFinale_Datapad2_Subject_003 = Recall Notice
  • FrontierFightersFinale_Datapad2_Text_001 = To: Jax \nFrom: Blair \nSubject: RE: JAXHELP \n2955-09-26 15:47 \n\nThanks Jax. \n\nHonestly don’t remember what happened, and don’t want to. This regen cycle has been rough. Not only am I feeling like complete shit, but I’ve got some new, big ass scars that make even friends do a double take. Hell, you may not even recognize me the next time we cross paths. \n\nSpeaking of, not sure when I’ll be through next. Looks like I’m being rotated back into service on the double. There’s too much to do in too little time. Don’t go holding that gear if there’s someone else who can use it. The cause is more important than me. \n\n—– \nTo: Blair \nFrom: Jax \nSubject: RE: JAXHELP \n2955-09-23 10:12 \n\nDamn, Blair, sorry. Clacks just told me what happened to you. \n\nWanted to let you know I passed along what you shared. They weren’t too happy at first then they saw what it was. They’ll probably give you some shit once you’re on your feet again, but know you did good. \n\nHit me up next time you swing through. Got some primo gear set aside for you. Sure as shit sounds like you need it considering how much action you’re seeing. \n\n- Jax \n\n—– \nTo: Blair \nFrom: Jax \nSubject: RE: JAXHELP \n2955-09-22 17:09 \n\nWhat the hell… u get hacked or something? \n\nThis better not be intel. You know we ain’t supposed to share that shit over comms. \n\n- Jax\n\n—– \nTo: Jax \nFrom: Blair \nSubject: JAXHELP \n2955-09-22 15:41 \n\nGET THIS TO BOYD \n\n<EM4>//** Attachment: Night Sky – Rotations **//</EM4>
  • FrontierFightersFinale_Datapad2_Text_002 = To: Blair \nFrom: Dad \nSubject: RE: How’d the Haul Go? \n2955-09-24 11:29 \n\nOk, Blair. Now I’m officially worried. I contacted Covalex to see if they had any info that might let us know you were ok. They said they never worked with you. Did you change your name for some reason? \n\nWe don’t care if you did. All we care about is knowing that you’re safe. Your mother can’t sleep because she’s worried. Please, please comm or write us back as soon as you can. Even if it’s just one simple word. \n\nLove,\nDad \n\n—– \nTo: Blair \nFrom: Dad\nSubject: RE: How’d the Haul Go?\n2955-09-17 20:24 \n\nChecking in again because we haven’t heard from you in a while, and your mother’s starting to worry. Been reminding her that hauling is a hard hustle, but you know how she is. \n\nCan you please let us know you’re ok, Blair-Bear? \n\nLove, \nDad \n\n—– \nTo: Blair \nFrom: Dad \nSubject: How’d the Haul Go? \n2955-09-10 10:07 \n\nHey Blair-Bear, \n\nHow was the haul to Baker? \n\nI’ve always wanted to go there for the Able Baker Challenge. Never could swing it though. Getting there and seeing the race was just too expensive without owning a ship. I did almost convince your mother to go for our honeymoon, but her one non-negotiable was a spot where she could put her feet in the sand. Don’t think Xenia Station quite fits that bill. \n\nActually, did you see if the station had one of those ‘Earth-sensory’ rooms? Someone once told me Xenia had one that showed beach scenes and had an actual floor full of sand. Your mother was NOT convinced, and it’s been a been a running joke between us that I wanted to go to Baker for the beaches. \n\nMom and I miss you, dear. But we’re so proud that you’re out there making your own way in the world. \n\nLove, \nDad
  • FrontierFightersFinale_Datapad2_Text_003 = Dear Valued Customer, \n\nThis is to inform you of a product recall involving the Prism Laser Shotgun. Sales records indicate that you purchased a model potentially affected by a manufacturing flaw with the capacitor that may result in the product overheating and exploding. \n\nPlease check the serial number of your shotgun to confirm whether or not it falls within this range: <EM4>VT-198641F-1729</EM4> through <EM4>VT-198641F-8915</EM4>. \n\nThe serial number can be found on the top right side of the barrel near the sight. If your shotgun is affected by this recall, immediately remove the battery and do not attempt to use. Failure to do so may result in serious injury or death. \n\nPlease reply to this comm with your weapon’s serial number. You’ll be provided a list of verified trade-in locations where you can take the shotgun to receive a replacement or full refund. \n\nWe appreciate your assistance. \n\n \n\n<EM2>This recall is being made with the knowledge of the UEE Weapons, Munitions, and Firearms Bureau (WMF). Reselling the weapon after receiving this recall notice is illegal within the UEE and, if convicted, may result in either a substantial fine or prison time.</EM2>
  • FrontierFightersFinale_Datapad2_To_001 = Jax
  • FrontierFightersFinale_Datapad2_To_002 = Blair
  • FrontierFightersFinale_Datapad2_To_003 = Blair
  • FrontierFightersFinale_Datapad3_Date_001 = 24/9/2955
  • FrontierFightersFinale_Datapad3_Date_002 = 24/9/2955
  • FrontierFightersFinale_Datapad3_From_001 = Malaya
  • FrontierFightersFinale_Datapad3_From_002 = Malaya
  • FrontierFightersFinale_Datapad3_Subject_001 = Status Update
  • FrontierFightersFinale_Datapad3_Subject_002 = Any Chance…
  • FrontierFightersFinale_Datapad3_Text_001 = To: AB \nFrom: Malaya \nSubject: RE: Status Update \n2955-09-30 16:55 \n\nAll systems are good to go. Heading to the rendezvous point now for the hand off. \n\n- Malaya \n\n—– \nTo: Malaya \nFrom: AB \nSubject: RE: Status Update \n2955-09-29 02:17 \n\nGood work. My crew and I will be ready once your are. Just let me know when en route. \n\n- Amelia \n\n—– \nTo: AB \nFrom: Malaya \nSubject: RE: Status Update \n2955-09-28 19:01 \n\nGood news! Got my hands on everything faster than expected. If all goes well, we’ll have this thing ready within a few days. \n\n- Malaya \n\n—– \nTo: Malaya \nFrom: AB \nSubject: RE: Status Update \n2955-09-28 05:22 \n\nWhat’s the latest? \n\n- Amelia \n\n—– \nTo: AB \nFrom: Malaya \nSubject: RE: Status Update \n2955-09-25 10:07 \n\nNew schedule is attached. Before you get pissed, please know this is an honest assessment of how long it could take for us to wrangle these parts. Things could come together faster but I wanted to prepare you for the worst-case scenario. \n\nYou’re right. The ship’s initial diagnostics looked good, but when running stress tests we noticed several of the new capacitors weren’t hitting their benchmarks. While investigating the root of the issue, a power surge killed a number of components and started a fire that damaged other vital systems. \n\nKnow this set back isn’t ideal, but we’re lucky this happened here and not out in the field. \n\n- Malaya\n\n\n<EM4>//** Attachment: REVISED – Schedule **//</EM4> \n\n—– \nTo: Malaya \nFrom: AB \nSubject: RE: Status Update \n2955-09-25 08:50\n\nYou said the ship was in primo shape when it got to you. What the hell happened? \n\nGet me an explanation and revised work schedule ASAP. \n\n- Amelia \n\n—– \nTo: AB \nFrom: Malaya \nSubject: Status Update \n2955-09-24 21:22 \n\nWanted you to hear this from me. We ran into a big problem today. My crew’s working around the clock to fix it, but this is gonna push back our time line. \n\nDon’t know exactly how long we need to get back on track, but I’ll keep you posted on our progress. \n\n- Malaya
  • FrontierFightersFinale_Datapad3_Text_002 = To: Gundeep \nFrom: Malaya \nSubject: RE: Any Chance… \n2955-09-26 17:12 \n\nDamn, that was fast. You sure you’re retired? \n\nShould be able to get there by 21:00. See you then. \n\n- Malaya \n\n—– \nTo: Malaya \nFrom: Gundeep\nSubject: RE: Any Chance…\n2955-09-26 02:30 \n\nReady when you are. My usual fee plus the 20%. \n\nSame spot as always for old times’ sake? \n\n- G \n\n—– \nTo: Gundeep \nFrom: Malaya \nSubject: RE: Any Chance… \n2955-09-25 11:17 \n\nThanks, G. Shopping list is attached. \n\nMy lips are sealed, but that goes both ways. The less you know about my side of things the better. I shouldn’t even be coming to you, but I’m desperate and on a tight timeline. Need to be able to trust someone to get exactly what I need while I focus on fixing this damn mess. \n\n- Malaya \n\n<EM4>//** Attachment: Shopping List **//</EM4> \n\n—– \nTo: Malaya \nFrom: Gundeep \nSubject: RE: Any Chance… \n2955-09-25 09:05 \n\nOfficially I’m retired, but, for an extra 20%, I’m more than happy to help you. My only condition is that no one but you knows where you’re getting the goods. Can’t let word get out that I’m open for business again. Send me what you need and I’ll see what I can do. \n\nAnd how the hell did you, of all people, get your ass in so much trouble? Don’t tell me that you lost your magical, mechanical touch. \n\n- G \n\n—– \nTo: Gundeep \nFrom: Malaya \nSubject: Any Chance… \n2955-09-24 16:29 \n\nBeen a long time, G. Heard from Foat that you’re still taking specialty orders from old friends? \n\nThere’s a bunch of stuff that I need on the double. Willing to pay a premium to get everything discreetly and as fast as possible. Let me know if you’re interested ASAP. My ass is on the line here. \n\n- Malaya
  • FrontierFightersFinale_Datapad3_To_001 = AB
  • FrontierFightersFinale_Datapad3_To_002 = Gundeep
  • FrontierFightersFinale_Datapad4_Date_001 = 26/9/2955
  • FrontierFightersFinale_Datapad4_Date_002 = 25/9/2955
  • FrontierFightersFinale_Datapad4_Date_003 = 23/9/2955
  • FrontierFightersFinale_Datapad4_Date_004 = 22/9/2955
  • FrontierFightersFinale_Datapad4_From_001 = Anson
  • FrontierFightersFinale_Datapad4_From_002 = Ellroy Cass Fan Club
  • FrontierFightersFinale_Datapad4_From_003 = Anson
  • FrontierFightersFinale_Datapad4_From_004 = Kaki
  • FrontierFightersFinale_Datapad4_Subject_001 = Same Shit, Different Day
  • FrontierFightersFinale_Datapad4_Subject_002 = Shhhhh… It’s a Surprise!
  • FrontierFightersFinale_Datapad4_Subject_003 = Deployment Question
  • FrontierFightersFinale_Datapad4_Subject_004 = It’s Been Too Long!!!
  • FrontierFightersFinale_Datapad4_Text_001 = To: Anson \nFrom: Badu \nSubject: RE: Same Shit, Different Day \n2955-09-28 12:44 \n\nShit, sorry that happened to you again. My crew’s also seeing an uptick in attacks. Ops is aware of what’s happening but, between us, this is important to Boyd’s master plan. Can’t get into specifics with you over comms but sometimes soldiers need to do what’s expected so others can do what’s not. \n\nLook, I know regenning sucks, but we must be willing to make the hard sacrifices to facilitate the hard changes. Keep faith in the cause and the cause won’t die. It’s as simple as that. \n\nKnow that may sound like another commander blowing smoke up your ass simply to get results, but that’s not what I’m doing here, Anson. I’m only here because you convinced me this was a cause worth fighting and dying for. I know that fire’s still in you. It’s ok if it’s not always burning blindingly bright. All that matters is that you don’t let it go out. \n\n- Badu\n \n—– \nTo: Badu \nFrom: Anson \nSubject: Same Shit, Different Day \n2955-09-26 20:51 \n\nGot spaced again. Someone jumped our convoy and dusted me before I knew what the hell was going on. Does this shit keep happening to you too? \n\nI swear, there’s something seriously wrong with our ops. Why the hell do we keep flying the same routes when it’s clear folks are sitting on ‘em? Thought we were supposed to be the ones hunting down and mercing bad guys. Feels like the tables have turned on us… \n\n- Anson
  • FrontierFightersFinale_Datapad4_Text_002 = Fellow Cass-fanatic, \n\nEllroy Cass’s birthday is fast approaching. We’re looking for fellow fanatics who want to help him celebrate by recording a vid of yourself wishing Ellroy a happy birthday. We’ll then edit these vids together and share it with Ellroy to help him celebrate the special day. \n\nIt’s no secret that this year has been tough for Ellroy on both a personal and professional level. That’s why we want you to bring good vibes and positivity to your vids. Besides wishing him a happy birthday, feel free to tell Ellroy why you became a lifelong fan. Recall a memorable concert or show of his that you attended. Explain how his art has brought you joy and happiness. Let’s come together as Cass-fanatics to show Ellroy just how many lives he’s made better! \n\nHere’s a few ground rules. Your vid should be no longer than 30 seconds. No nudity or offensive language. Finally, please do not reference any of his alleged controversies or struggles with substance abuse. Violating any of these rules may mean your vid will not make the final cut. \n\nPlease submit your vid by the 22nd of October for it to be considered.
  • FrontierFightersFinale_Datapad4_Text_003 = To: Anson \nFrom: Butch \nSubject: RE: Deployment Question \n2955-09-24 11:17 \n\nIf you want to take a day for yourself, I ain’t stopping you. Just pack your bags and scurry someplace so far away you’ll never cross paths with the Frontier Fighters again. \n\nAm I making myself clear?\n\n- Butch \n\n—– \nTo: Butch \nFrom: Anson \nSubject: Deployment Question \n2955-09-23 18:41 \n\nButch, \n\nGotta be honest with you. I’m feeling all outta sorts following my last regen. My body aches everywhere, and I’m having a really tough time focusing on anything for more than a few minutes. \n\nAny chance I could get a day or two off of deployment so I can focus on recovering? Know we’re already stretched thin, but it feels like I’m becoming more of a liability than an asset out in the field. \n\n- Anson
  • FrontierFightersFinale_Datapad4_Text_004 = To: Anson \nFrom: Kaki \nSubject: RE: It’s Been Too Long!!!! \n2955-09-24 22:20 \n\nPromise… \n\n—– \nTo: Kaki \nFrom: Anson \nSubject: RE: It’s Been Too Long!!!! \n2955-09-24 13:14 \n\nBad news. There’s no way I can get away for even a day right now. There’s just too much to do and not enough people to do it. The bloody UEE and it’s bootlicking corporate cronies have done a great job of portraying us as the bad guys, and it’s absolutely crippled our recruitment efforts. Really don’t remember the last time a new member joined our ranks. \n\nI swear this will all change soon. I can’t get into specifics, but I need you to promise me something. Don’t come to Pyro and don’t do any hauls in Stanton until you hear from me again. Please, please trust me on this. Even telling you this much could get me in trouble. \n \n—– \nTo: Anson \nFrom: Kaki \nSubject: RE: It’s Been Too Long!!!! \n2955-09-23 16:50 \n\nAre you still in Stanton or did you get moved back to Pyro? \n\nI’ll come to Pyro if that’s what it’ll take to see you again. \n\n—– \nTo: Kaki \nFrom: Anson \nSubject: RE: It’s Been Too Long!!!! \n2955-09-22 22:48 \n\nWish I had an answer for you. Seeing you again is the only thing keeping me going anymore. But things are really heating up for us, and I don’t think I’ll be getting another R&R day anytime soon. \n\nYou know what… let me see if I can slip away for a day. Don’t care what anyone else says, I can put a pause on helping the cause for one damn day and still be dedicated to it. \n\n—– \nTo: Anson \nFrom: Kaki \nSubject: It’s Been Too Long!!!! \n2955-09-22 16:09 \n\nI miss you so much. When can I see you again?
  • FrontierFightersFinale_Datapad4_To_001 = Badu
  • FrontierFightersFinale_Datapad4_To_002 = Anson
  • FrontierFightersFinale_Datapad4_To_003 = Butch
  • FrontierFightersFinale_Datapad4_To_004 = Anson

Chiavi rimosse per hud

  • hud_scanning_signal_strength_medium = Medium
  • hud_scanning_signal_strength_strong = Strong
  • hud_scanning_signal_strength_weak = Weak

Chiavi rimosse per Intersec

  • Intersec_DefendShip_Desc_Easy_001 = MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ship \nBriefing: Require urgent assistance for an InterSec operative who is currently under fire at <EM4>~mission(Location|Address)</EM4>.\n\nA group of outlaws had previously taken our operative captive with the intention of extracting sensitive information from them, but miraculously they were able to escape. Unfortunately, the pursuing outlaws now have them pinned down.\n\nDue to the number of the ships assaulting them, we’re offering additional compensation to accommodate the added danger. <EM4>Recruiting additional ships</EM4> to support you in this mission is highly advised.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
  • Intersec_DefendShip_Desc_Hard_001 = MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: One of our pilots is under attack at <EM4>~mission(Location|Address)</EM4> and is in need of assistance.\n\nThis operative is carrying key information regarding a coordinated attack on key UEE infrastructure and it is vital that they are able to deliver it to us. You and any <EM4>dependable pilots you can recruit</EM4> are charged with protecting them from the outlaws in pursuit long enough for them to QT away.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
  • Intersec_DefendShip_Desc_Intro_001 = MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships \nBriefing: InterSec has been tasked with identifying and neutralizing potential threats to the Empire. While on a deployment, a ship of ours was ambushed scouting <EM4>~mission(Location|Address)</EM4> and requires immediate extraction.\n\nAs Nyx is an unclaimed system, the combat space can be much more unpredictable so bring a combat ready ship and <EM4>a competent ally</EM4> to support you.\n\nIf you are able to successfully defend our scout ship, InterSec would consider offering you more work in the future.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
  • Intersec_DefendShip_Desc_Medium_001 = MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: An undercover agent of ours was compromised and is now being pursued by the outlaw pack they had infiltrated. As such, they are in need of immediate extraction at <EM4>~mission(Location|Address)</EM4>. \n\nOnce on site, engage with all hostiles in order to provide cover so our operative can QT away.\n\n<EM4>Bring additional backup</EM4> and don’t underestimate these outlaws. They are violent and motivated so they are unlikely to give up anytime soon.\n\nRespectfully,\n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
  • Intersec_DefendShip_Title_Easy_001 = Defend InterSec Operative
  • Intersec_DefendShip_Title_Hard_001 = Protect Vital Asset
  • Intersec_DefendShip_Title_Intro_001 = New Defense Contract: Defend Pilot
  • Intersec_DefendShip_Title_Medium_001 = Operative Extraction
  • Intersec_DefendShip_Vanduul_Desc_VeryHard_001 = MISSION SPECS\n\nArea of Operation: Nyx System \nHostile Forces: Vanduul \nEquipment Specs: Combat-rated Ships \nBriefing: We’ve just lost contact with a pilot who engaged with Vanduul forces at <EM4>~mission(Location|Address)</EM4>.\n\nTravel to their last known location and if they’re still alive, defend them long enough to ensure they can escape. Ensuring the safety of the operative is crucial, as is eliminating any Vanduul threats to the UEE.\n\nYou’ll most likely need a <EM4>strong group of ships</EM4> to successfully neutralize these Vanduul.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of confidential information solely intended for the recipient. Please disregard if received in error and notify the sender. All operations are conducted at the contractor’s own personal risk and must adhere to UEE and system law where applicable.
  • Intersec_DefendShip_Vanduul_Title_VeryHard_001 = Pilot Under Fire From Vanduul
  • Intersec_KillShip_Desc_Easy_001 = MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec has identified more outlaws who are planning an operation against UEE interests from within Nyx. Your mission will be to neutralize this potential threat before they can enact their plans.\n\nTravel to <EM4>~mission(Location|Address)</EM4> and dispatch the leader of these outlaws, <EM4>~mission(TargetName)</EM4> without hesitation. We have scouted a small number of ships, but our report suggest these are competent pilots – <EM4>bringing back up is advised.</EM4>\n\nRemember that eliminating these outlaws not only serves the people of Nyx, but the UEE too.\n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
  • Intersec_KillShip_Desc_Hard_001 = MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec requires a skilled contractor to eliminate a highly dangerous group of criminals based in Nyx who are planning a coordinated strike on a prominent member of the UEE Navy.\n\nWe have intercepted a crucial piece of intelligence suggesting a known terrorist by the name of <EM4>~mission(TargetName)</EM4> intends to carry out this assassination along with the help of local criminal elements.\n\nThey are currently located at <EM4>~mission(Location|Address)</EM4>, making this an ideal time for us to strike. Be warned, these outlaws are experienced killers – bringing a <EM4>group of trustworthy allies</EM4> is advised.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
  • Intersec_KillShip_Desc_Intro_001 = MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec has been hired to combat the rising number of outlaws using Nyx as a staging ground for their operations, with the intention of attacking neighboring UEE systems.\n\nAs a preventative measure, we require you to travel to <EM4>~mission(Location|Address)</EM4> and eliminate the ringleader <EM4>~mission(TargetName)</EM4> to deter their planned attack on Stanton. They and their crew are highly dangerous and you are <EM4>advised to bring a wingman</EM4> for support.\n\nContractors who can prove themselves reliable and competent in executing operations will be eligible for future missions with InterSec.\n\nRespectfully,\n\nDeacon Tobin\nOperations Manager\nInterSec Defense Solutions\n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
  • Intersec_KillShip_Desc_Medium_001 = MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Outlaws\nEquipment Specs: Combat-rated Ships\nBriefing: Seemingly unsatisfied with their takings in Nyx, an outlaw group lead by <EM4>~mission(TargetName)</EM4> has been planning a major strike against the UEE. This cannot be allowed to come to pass.\n\nThanks to the work of our Intelligence team, we’ve been able to track them down to <EM4>~mission(Location|Address)</EM4>.\n\nHead there as soon as you can and engage before they have a chance to leave the system. Based on our strategic analysis, we recommend a <EM4>well-armed and skilled fleet</EM4> will be necessary for the successful completion of this mission.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
  • Intersec_KillShip_Title_Easy_001 = Terrorist ~mission(TargetName) to be Neutralized
  • Intersec_KillShip_Title_Hard_001 = Preemptive Strike On ~mission(TargetName)
  • Intersec_KillShip_Title_Intro_001 = New Defense Contract: ~mission(TargetName) Elimination
  • Intersec_KillShip_Title_Medium_001 = Neutralize UEE Threat: ~mission(TargetName)
  • Intersec_KillShip_Vanduul_Desc_VeryHard_001 = MISSION SPECS\n\nArea of Operation: Nyx System\nHostile Forces: Vanduul\nEquipment Specs: Combat-rated Ships\nBriefing: InterSec is in need of a highly skilled combat pilot who can locate and neutralize a dangerous Vanduul target.\n\nAn operator of ours has identified a Vanduul ship flying within the vicinity of <EM4>~mission(Location|Address)</EM4>. We’ve been given strict instructions to eliminate any Vanduul spotted on the fringes of UEE space, for fear of encroachment into the Empire’s territory.\n\nBring a <EM4>small fleet of competent pilots</EM4> with you to engage and neutralize the target.\n\nRespectfully, \n\nDeacon Tobin \nOperations Manager \nInterSec Defense Solutions \n\nThis communication consists of a non-binding offer that upon acceptance may be immediately terminated by either party without any given notice. All operations are conducted at the contractor’s own personal risk and must adhere to system law where applicable.
  • Intersec_KillShip_Vanduul_Title_VeryHard_001 = Neutralize Vanduul Target

Chiavi rimosse per item

  • item_Desc_srvl_combat_heavy_arms_03_01_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\n\nFavored by the most brutal of hunters, the Wrecker armor is a fusion of discarded metal and pilfered fabric cobbled together to offer protection while stalking prey. It is sprayed with orange paint and anointed with bone fragments and Vanduul armor pieces.
  • item_Desc_srvl_combat_heavy_core_03_01_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 8K µSCU\nBackpacks: Medium, Light\n\nFavored by the most brutal of hunters, the Wrecker armor is a fusion of discarded metal and pilfered fabric cobbled together to offer protection while stalking prey. It is sprayed with orange paint and anointed with bone fragments and Vanduul armor pieces.
  • item_Desc_srvl_combat_heavy_helmet_02_01_01,P = PH – desc
  • item_Desc_srvl_combat_heavy_helmet_03_01_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -50 / 80 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\n\nFavored by the most brutal of hunters, the Wrecker armor is a fusion of discarded metal and pilfered fabric cobbled together to offer protection while stalking prey. It features an intimidating and enclosed helmet with four eye-like red sensors to keep the wearer connected to the world around them.
  • item_Desc_srvl_combat_heavy_legs_03_01_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\nCarrying Capacity: 8K µSCU\n\nFavored by the most brutal of hunters, the Wrecker armor is a fusion of discarded metal and pilfered fabric cobbled together to offer protection while stalking prey. It is sprayed with orange paint and anointed with bone fragments and Vanduul armor pieces.
  • item_Descgmni_optics_tsco_x4_s2 = Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic   \nMagnification: 4x\nAim Time: +25%\nSize: 2\n\nCombining a premium 4x telescopic sight with Gemini’s innovative echoburst rangefinder, the OT4-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. When paired with the Gemini S71 or other compatible weapon, the OT4-RF is engineered to impress in a variety of situations and engagements.
  • item_Name_srvl_combat_heavy_arms_03_01_01 = Wrecker Arms
  • item_Name_srvl_combat_heavy_core_03_01_01 = Wrecker Core
  • item_Name_srvl_combat_heavy_helmet_02_01_01,P = PH – srvl_combat_heavy_helmet_02_01_01
  • item_Name_srvl_combat_heavy_helmet_03_01_01 = Wrecker Helmet
  • item_Name_srvl_combat_heavy_legs_03_01_01 = Wrecker Legs
  • item_Namenone_melee_01 = Prison Shiv
  • item_Namenone_melee_01_short = Prison Shiv

Chiavi rimosse per ItemPort

  • ItemPort_port_NameCooler = Cooler
  • ItemPort_port_NameTractorMount = Tractor Mount
  • ItemPort_port_NameTractorTurret = Tractor Turret

Chiavi rimosse per itemPort

  • itemPort_Ammo = Ammo
  • itemPort_NameNozzle = Nozzle
  • itemPort_Ordinance = Ordnance
  • itemPort_Ordnance = Ordnance
  • itemPort_Slot = Weapon
  • itemPort_Torpedo = Torpedo Rack
  • itemPort_hardpoint_mining_laser = Mining Laser
  • itemPort_port_Flair01 = Flair Item Dashboard
  • itemPort_port_Flair02 = Flair Item Hanging
  • itemPort_port_NameAviBlade01 = Avionics Blade 1
  • itemPort_port_NameAviBlade02 = Avionics Blade 2
  • itemPort_port_NameAviBlade03 = Avionics Blade 3
  • itemPort_port_NameAviBlade04 = Avionics Blade 4
  • itemPort_port_NameAvionics = Avionics Rack
  • itemPort_port_NameAvionics01 = Avionics Rack 1
  • itemPort_port_NameAvionics02 = Avionics Rack 2
  • itemPort_port_NameAvionics03 = Avionics Rack 3
  • itemPort_port_NameBombSystem,P = [PH] Bomb System
  • itemPort_port_NameConfigurableSlot = Configurable Slot
  • itemPort_port_NameCooler01 = Cooler 1
  • itemPort_port_NameCooler02 = Cooler 2
  • itemPort_port_NameCooler03 = Cooler 3
  • itemPort_port_NameCooler04 = Cooler 4
  • itemPort_port_NameCooler05 = Cooler 5
  • itemPort_port_NameCooler06 = Cooler 6
  • itemPort_port_NameCooler07 = Cooler 7
  • itemPort_port_NameCooler08 = Cooler 8
  • itemPort_port_NameCooler09 = Cooler 9
  • itemPort_port_NameCooler10 = Cooler 10
  • itemPort_port_NameCooler11 = Cooler 11
  • itemPort_port_NameCooler12 = Cooler 12
  • itemPort_port_NameCountermeasure = Countermeasure Launcher
  • itemPort_port_NameCountermeasure01 = Countermeasure Launcher 1
  • itemPort_port_NameCountermeasure02 = Countermeasure Launcher 2
  • itemPort_port_NameCountermeasure03 = Countermeasure Launcher 3
  • itemPort_port_NameCountermeasure04 = Countermeasure Launcher 4
  • itemPort_port_NameFuelIntake = Fuel Intake
  • itemPort_port_NameFuelIntake01 = Fuel Intake 1
  • itemPort_port_NameFuelIntake02 = Fuel Intake 2
  • itemPort_port_NameFuelIntake03 = Fuel Intake 3
  • itemPort_port_NameFuelIntake04 = Fuel Intake 4
  • itemPort_port_NameFuelIntake05 = Fuel Intake 5
  • itemPort_port_NameFuelPod01 = Fuel Pod P1
  • itemPort_port_NameFuelPod02 = Fuel Pod P2
  • itemPort_port_NameFuelPod03 = Fuel Pod P3
  • itemPort_port_NameFuelPod04 = Fuel Pod S3
  • itemPort_port_NameFuelPod05 = Fuel Pod S2
  • itemPort_port_NameFuelPod06 = Fuel Pod S1
  • itemPort_port_NameFuelRefin01 = Fuel Refinery 1
  • itemPort_port_NameFuelRefin02 = Fuel Refinery 2
  • itemPort_port_NameFuelTank = Fuel Tank
  • itemPort_port_NameFuelTank01 = Fuel Tank 1
  • itemPort_port_NameFuelTank02 = Fuel Tank 2
  • itemPort_port_NameFuelTank03 = Fuel Tank 3
  • itemPort_port_NameFuelTank04 = Fuel Tank 4
  • itemPort_port_NameFuelTank05 = Fuel Tank 5
  • itemPort_port_NameGimbalMountSlot = Gimbal Mount Weapon Slot
  • itemPort_port_NameJDrive,P = Jump Module
  • itemPort_port_NameLifesupp = Life Support
  • itemPort_port_NameMissileRack = Missile Rack
  • itemPort_port_NameMissileRack01 = Missile Rack 1
  • itemPort_port_NameMissileRack02 = Missile Rack 2
  • itemPort_port_NameMissileRack03 = Missile Rack 3
  • itemPort_port_NameMissileRack04 = Missile Rack 4
  • itemPort_port_NameMissileRack05 = Missile Rack 5
  • itemPort_port_NameMissileRack06 = Missile Rack 6
  • itemPort_port_NameMissileRack07 = Missile Rack 7
  • itemPort_port_NameMissileRack08 = Missile Rack 8
  • itemPort_port_NameMissileRack09 = Missile Rack 9
  • itemPort_port_NameMissileRack10 = Missile Rack 10
  • itemPort_port_NameMissileRack11 = Missile Rack 11
  • itemPort_port_NameMissileRack12 = Missile Rack 12
  • itemPort_port_NameMissileRackLeft = Missile Rack – Left
  • itemPort_port_NameMissileRackRight = Missile Rack – Right
  • itemPort_port_NameMissileRackRightWing = Missile Rack – Right Wing
  • itemPort_port_NameMissileRackSlot = Missile Slot
  • itemPort_port_NameMissileRackSlot01 = Missile Slot 1
  • itemPort_port_NameMissileRackSlot02 = Missile Slot 2
  • itemPort_port_NameMissileRackSlot03 = Missile Slot 3
  • itemPort_port_NameMissileRackSlot04 = Missile Slot 4
  • itemPort_port_NameMissileRackSlot05 = Missile Slot 5
  • itemPort_port_NameMissileRackSlot06 = Missile Slot 6
  • itemPort_port_NameMissileRackSlot07 = Missile Slot 7
  • itemPort_port_NameMissileRackSlot08 = Missile Slot 8
  • itemPort_port_NameMissileRackSlot09 = Missile Slot 9
  • itemPort_port_NameMissileRackSlot10 = Missile Slot 10
  • itemPort_port_NameMissileRackSlot11 = Missile Slot 11
  • itemPort_port_NameMissileRackSlot12 = Missile Slot 12
  • itemPort_port_NameMissileRackSlot13 = Missile Slot 13
  • itemPort_port_NameMissileRackSlot14 = Missile Slot 14
  • itemPort_port_NameMissileRackSlot15 = Missile Slot 15
  • itemPort_port_NameMissileRackSlot16 = Missile Slot 16
  • itemPort_port_NameMissileRackSlot17 = Missile Slot 17
  • itemPort_port_NameMissileRackSlot18 = Missile Slot 18
  • itemPort_port_NameMissileRackSlot19 = Missile Slot 19
  • itemPort_port_NameMissileRackSlot20 = Missile Slot 20
  • itemPort_port_NameMissileRackSlot21 = Missile Slot 21
  • itemPort_port_NameMissileRackSlot22 = Missile Slot 22
  • itemPort_port_NameMissileRackSlot23 = Missile Slot 23
  • itemPort_port_NameMissileRackSlot24 = Missile Slot 24
  • itemPort_port_NameMissileRackSlot25 = Missile Slot 25
  • itemPort_port_NameMissileRackSlot26 = Missile Slot 26
  • itemPort_port_NameMissileRackSlot27 = Missile Slot 27
  • itemPort_port_NameMissileRackSlot28 = Missile Slot 28
  • itemPort_port_NameMissileRackSlot29 = Missile Slot 29
  • itemPort_port_NameMissileRackSlot30 = Missile Slot 30
  • itemPort_port_NameMissileRackSlot31 = Missile Slot 31
  • itemPort_port_NameMissileRackSlot32 = Missile Slot 32
  • itemPort_port_NameMissileRackSlot33 = Missile Slot 33
  • itemPort_port_NameMissileRackSlot34 = Missile Slot 34
  • itemPort_port_NameMissileRackSlot35 = Missile Slot 35
  • itemPort_port_NameMissileRackSlot36 = Missile Slot 36
  • itemPort_port_NameMissileRackSlot37 = Missile Slot 37
  • itemPort_port_NameMissileRackSlot38 = Missile Slot 38
  • itemPort_port_NameMissileRackSlot39 = Missile Slot 39
  • itemPort_port_NameMissileRackSlot40 = Missile Slot 40
  • itemPort_port_NameMissileRackSlot41 = Missile Slot 41
  • itemPort_port_NameMissileRackSlot42 = Missile Slot 42
  • itemPort_port_NameMissileRackSlot43 = Missile Slot 43
  • itemPort_port_NameMissileRackSlot44 = Missile Slot 44
  • itemPort_port_NameMissileRackSlot45 = Missile Slot 45
  • itemPort_port_NameMissileRackSlot46 = Missile Slot 46
  • itemPort_port_NameMissileRackSlot47 = Missile Slot 47
  • itemPort_port_NameMissileRackSlot48 = Missile Slot 48
  • itemPort_port_NameMissileRackSlot49 = Missile Slot 49
  • itemPort_port_NameMissileRackSlot50 = Missile Slot 50
  • itemPort_port_NameModuleFront = Front Module
  • itemPort_port_NameModuleRear = Rear Module
  • itemPort_port_NameNoseMount = Nose Mount
  • itemPort_port_NamePaint = Livery
  • itemPort_port_NamePaintDash = Interior Trim
  • itemPort_port_NamePaintSeat = Seat Material
  • itemPort_port_NamePaintSeatTrim = Seat Trim
  • itemPort_port_NamePowerplant = Power Plant
  • itemPort_port_NamePowerplant01 = Power Plant 1
  • itemPort_port_NamePowerplant02 = Power Plant 2
  • itemPort_port_NamePowerplant03 = Power Plant 3
  • itemPort_port_NamePowerplant04 = Power Plant 4
  • itemPort_port_NamePowerplant05 = Power Plant 5
  • itemPort_port_NamePowerplant06 = Power Plant 6
  • itemPort_port_NamePowerplant07 = Power Plant 7
  • itemPort_port_NamePowerplant08 = Power Plant 8
  • itemPort_port_NamePowerplant09 = Power Plant 9
  • itemPort_port_NamePowerplant10 = Power Plant 10
  • itemPort_port_NamePowerplant11 = Power Plant 11
  • itemPort_port_NamePowerplant12 = Power Plant 12
  • itemPort_port_NamePowerplant13 = Power Plant 13
  • itemPort_port_NamePowerplant14 = Power Plant 14
  • itemPort_port_NameQDrive = Quantum Drive
  • itemPort_port_NameQDrive01 = Quantum Drive
  • itemPort_port_NameQDrive02 = Quantum Drive
  • itemPort_port_NameQFuelTank = Quantum Fuel Tank
  • itemPort_port_NameRadar = Radar
  • itemPort_port_NameRadar01 = Radar 1
  • itemPort_port_NameRadar02 = Radar 2
  • itemPort_port_NameRadar03 = Radar 3
  • itemPort_port_NameSeatCaptain = Captain’s Seat
  • itemPort_port_NameSeatCoPilot = Co-Pilot Seat
  • itemPort_port_NameSeatComms = Communications Officer Seat
  • itemPort_port_NameSeatCrew = Crew Seat
  • itemPort_port_NameSeatDriver = Driver Seat
  • itemPort_port_NameSeatEngConsole = Engineering Console
  • itemPort_port_NameSeatJump = Jump Seat
  • itemPort_port_NameSeatPassenger = Passenger Seat
  • itemPort_port_NameSeatPilot = Pilot Seat
  • itemPort_port_NameSeatRemTurret = Remote Turret Seat
  • itemPort_port_NameSeatWeapons = Weapons Officer Seat
  • itemPort_port_NameShieldGen = Shield Generator
  • itemPort_port_NameShieldGen01 = Shield Generator 1
  • itemPort_port_NameShieldGen02 = Shield Generator 2
  • itemPort_port_NameShieldGen03 = Shield Generator 3
  • itemPort_port_NameShieldGen04 = Shield Generator 4
  • itemPort_port_NameShieldGen05 = Shield Generator 5
  • itemPort_port_NameShieldGen06 = Shield Generator 6
  • itemPort_port_NameTorpedoRackSlot01 = Torpedo Slot 1
  • itemPort_port_NameTorpedoRackSlot02 = Torpedo Slot 2
  • itemPort_port_NameTorpedoRackSlot03 = Torpedo Slot 3
  • itemPort_port_NameTorpedoRackSlot04 = Torpedo Slot 4
  • itemPort_port_NameTorpedoRackSlot05 = Torpedo Slot 5
  • itemPort_port_NameTorpedoRackSlot06 = Torpedo Slot 6
  • itemPort_port_NameTorpedoRackSlot07 = Torpedo Slot 7
  • itemPort_port_NameTorpedoRackSlot08 = Torpedo Slot 8
  • itemPort_port_NameTorpedoRackSlot09 = Torpedo Slot 9
  • itemPort_port_NameTorpedoRackSlot10 = Torpedo Slot 10
  • itemPort_port_NameTurret01 = Turret 1
  • itemPort_port_NameTurret02 = Turret 2
  • itemPort_port_NameTurret03 = Turret 3
  • itemPort_port_NameTurret04 = Turret 4
  • itemPort_port_NameTurret05 = Turret 5
  • itemPort_port_NameTurret06 = Turret 6
  • itemPort_port_NameTurret07 = Turret 7
  • itemPort_port_NameTurret08 = Turret 8
  • itemPort_port_NameTurret09 = Turret 9
  • itemPort_port_NameTurret10 = Turret 10
  • itemPort_port_NameTurret11 = Turret 11
  • itemPort_port_NameTurret12 = Turret 12
  • itemPort_port_NameTurret13 = Turret 13
  • itemPort_port_NameTurret14 = Turret 14
  • itemPort_port_NameTurret15 = Turret 15
  • itemPort_port_NameTurret16 = Turret 16
  • itemPort_port_NameTurret17 = Turret 17
  • itemPort_port_NameTurret18 = Turret 18
  • itemPort_port_NameTurret19 = Turret 19
  • itemPort_port_NameTurret20 = Turret 20
  • itemPort_port_NameTurretAIModule = Turret AI Module
  • itemPort_port_NameTurretGunSlot = Turret Weapon Slot
  • itemPort_port_NameTurretGunSlot01 = Turret Weapon Slot 1
  • itemPort_port_NameTurretGunSlot02 = Turret Weapon Slot 2
  • itemPort_port_NameTurretGunSlot03 = Turret Weapon Slot 3
  • itemPort_port_NameTurretGunSlot04 = Turret Weapon Slot 4
  • itemPort_port_NameTurretSeat = Turret Seat
  • itemPort_port_NameWeaponBottom = Weapon – Bottom
  • itemPort_port_NameWeaponBottomLeft = Weapon – Bottom Left
  • itemPort_port_NameWeaponBottomRight = Weapon – Bottom Right
  • itemPort_port_NameWeaponDorsal = Weapon – Dorsal
  • itemPort_port_NameWeaponEMP = EMP Module
  • itemPort_port_NameWeaponInnerLeftWing = Weapon – Inner Left Wing
  • itemPort_port_NameWeaponInnerRightWing = Weapon – Inner Right Wing
  • itemPort_port_NameWeaponLeft = Weapon – Left
  • itemPort_port_NameWeaponLeftWing = Weapon – Left Wing
  • itemPort_port_NameWeaponNose = Weapon – Nose
  • itemPort_port_NameWeaponRight = Weapon – Right
  • itemPort_port_NameWeaponRightWing = Weapon – Right Wing
  • itemPort_port_NameWeaponSlot = Weapon Slot
  • itemPort_port_NameWeaponSlot01 = Weapon Slot 1
  • itemPort_port_NameWeaponSlot02 = Weapon Slot 2
  • itemPort_port_NameWeaponSlot03 = Weapon Slot 3
  • itemPort_port_NameWeaponSlot04 = Weapon Slot 4
  • itemPort_port_NameWeaponSlot05 = Weapon Slot 5
  • itemPort_port_NameWeaponSlot06 = Weapon Slot 6
  • itemPort_port_NameWeaponSlot07 = Weapon Slot 7
  • itemPort_port_NameWeaponSlot08 = Weapon Slot 8
  • itemPort_port_NameWeaponSlot09 = Weapon Slot 9
  • itemPort_port_NameWeaponSlot10 = Weapon Slot 10
  • itemPort_port_NameWeaponTop = Weapon – Top
  • itemPort_port_NameWeaponTopLeft = Weapon – Top Left
  • itemPort_port_NameWeaponTopRight = Weapon – Top Right
  • itemPort_port_PDC_01 = PDC 1
  • itemPort_port_PDC_02 = PDC 2
  • itemPort_port_PDC_03 = PDC 3
  • itemPort_port_PDC_04 = PDC 4
  • itemPort_port_PDC_05 = PDC 5
  • itemPort_port_PDC_06 = PDC 6
  • itemPort_port_PDC_07 = PDC 7
  • itemPort_port_PDC_08 = PDC 8
  • itemPort_port_PDC_09 = PDC 9
  • itemPort_port_PDC_10 = PDC 10
  • itemPort_port_PDC_11 = PDC 11
  • itemPort_port_SalvageArmL = Salvage Arm Left
  • itemPort_port_SalvageArmR = Salvage Arm Right
  • itemPort_port_SalvageHead = Salvage Head

Chiavi rimosse per Nyx

  • Nyx_Desc = Discovered in 2582, the Nyx System was left unclaimed by the UEE after deciding its three planets were not terraforming candidates and an attempts to mine the dense Glaciem Ring were deemed too dangerous. In 2618, a group of political activists and refugees, fleeing the Messer regime, moved into a vacated mining facility located in Delamar, a moon-sized asteroid deep within the system’s asteroid belt.\n

Chiavi rimosse per pause

  • pause_OptionsCrosshairMode = Crosshair Mode
  • pause_OptionsCrosshairMode_AlwaysOff = Always Off
  • pause_OptionsCrosshairMode_AlwaysOn = Always On
  • pause_OptionsCrosshairMode_InCombat = In Combat
  • pause_OptionsHDR,P = HDR (Experimental)
  • pause_OptionsHDRMaxBrightness,P = HDR Peak Brightness
  • pause_OptionsHDRReferenceWhite,P = HDR Brightness (Ref-White)
  • pause_OptionsHitmarkerMode = Hitmarker enabled
  • pause_OptionsQuality = Quality
  • pause_OptionsScatterDist = Scattered Object Distance
  • pause_OptionsScreenSpaceShadows = Screen Space Shadows
  • pause_OptionsWaterMaxRegionSims = Water – Number of Simulated Regions
  • pause_Options_salvage_free_gimbal_locks_rotation = Salvage – Mouse Input – Lock Vehicle Rotation in Free Gimbal
  • pause_options_turret_default_mouse_mode = Turret – Mouse – Default Mode

Chiavi rimosse per RN

  • RN_Filters_Critical,P = Critical
  • RN_Filters_Items,P = Items
  • RN_Warning_CoolantOverload,P = ALERT: Coolant Overload

Chiavi rimosse per UI

  • UI_MF_ChangeUser,P = Change User
  • UI_MF_NeedHelp,P = Need help?

Chiavi modificate

BitZeros_blackbox_E_Desc_001
Old: So we were expecting a pretty important package earlier today but turns out the pilot got ghosted and they ripped the tracking chip from it and got away. Pretty clever right? Not really, because they forgot to take the flight recorder too.\n\nGet the blackbox from the wreck at <EM4>~mission(Location|Address)</EM4> and take it to <EM4>~mission(Destination|Address)</EM4>. We’ll send you the creds when you’re done.\n\nOh and watch out for scavs, people are pretty desperate these days, even if it just some busted courier ship.\n\n-Bit Zeros
New: So we were expecting a pretty important package earlier today but turns out the pilot got ghosted and they ripped the tracking chip from it and got away. Pretty clever right? Not really, because they forgot to take the flight recorder too.\n\nGet the blackbox from the wreck at <EM4>~mission(Location|Address)</EM4> and take it to <EM4>~mission(Destination|Target|Address)</EM4>. We’ll send you the creds when you’re done.\n\nOh and watch out for scavs, people are pretty desperate these days, even if it just some busted courier ship.\n\n-Bit Zeros

BitZeros_blackbox_H_Desc_001
Old: Don’t know if you’ve heard, but there’s a bunch of ships over at <EM4>~mission(Location|Address)</EM4> surrounding a burnt-out ship. You curious why? I know we are.\nThink you can get in that wreck, grab the blackbox, and get out? We’ll pay you for it.\n\nBased on the number of sketchy ships in the area, you should bring some friends with to watch your ass, unless you’re some crazy solo act, but we’d prefer if you actually survived this so you can drop off the blackbox at <EM4>~mission(Destination|Address)</EM4> for us. \n\nBut hey, your call. As long as it gets done.\n\n-Bit Zeros
New: Don’t know if you’ve heard, but there’s a bunch of ships over at <EM4>~mission(Location|Address)</EM4> surrounding a burnt-out ship. You curious why? I know we are.\nThink you can get in that wreck, grab the blackbox, and get out? We’ll pay you for it.\n\nBased on the number of sketchy ships in the area, you should bring some friends with to watch your ass, unless you’re some crazy solo act, but we’d prefer if you actually survived this so you can drop off the blackbox at <EM4>~mission(Destination|Target|Address)</EM4> for us. \n\nBut hey, your call. As long as it gets done.\n\n-Bit Zeros

BitZeros_blackbox_Intro_Desc_001
Old: Who we are and what we do is not important. All you gotta know is that we need things to get done and we pay people to do it.\n\nIf everything goes well, we don’t ever have to meet. Doesn’t that sound good?\n\nGot a good one to start you off, nice and simple. There’s a blackbox from a downed ship at <EM4>~mission(Location|Address)</EM4> that we want.\n\nAll you have to do is take it to <EM4>~mission(Destination|Address)</EM4> and you get paid. Easy right? Watch out for scavs, you never know what kind of weirdos are hanging around these abandoned ships.\n\n-Bit Zeros
New: Who we are and what we do is not important. All you gotta know is that we need things to get done and we pay people to do it.\n\nIf everything goes well, we don’t ever have to meet. Doesn’t that sound good?\n\nGot a good one to start you off, nice and simple. There’s a blackbox from a downed ship at <EM4>~mission(Location|Address)</EM4> that we want.\n\nAll you have to do is take it to <EM4>~mission(Destination|Target|Address)</EM4> and you get paid. Easy right? Watch out for scavs, you never know what kind of weirdos are hanging around these abandoned ships.\n\n-Bit Zeros

BitZeros_blackbox_M_Desc_001
Old: We were a little too smart with this one and it’s kinda backfired. Sometimes you gotta dream big, you know? Anyway. we were looking to move some encrypted data to one of our data havens and decided to hide it in a ship’s blackbox. They filled the ship with “valuable” stuff as a decoy in case it got attacked. The plan worked a little too well and the cargo might have attracted the wrong kind of attention. They stole all the cargo but missed the blackbox. Bad news is the ship is now swarming with outlaws.\n\nThe data on that blackbox is useless to them, but we need it. If you can get it back for us, we can give you a nice cut from what we make. Seems like a fair deal, right?\n\nHead to <EM4>~mission(Location|Address)</EM4> and after you’ve done your thing take the flight recorder to <EM4>~mission(Destination|Address)</EM4>.\n\n-Bit Zeros
New: We were a little too smart with this one and it’s kinda backfired. Sometimes you gotta dream big, you know? Anyway. we were looking to move some encrypted data to one of our data havens and decided to hide it in a ship’s blackbox. They filled the ship with “valuable” stuff as a decoy in case it got attacked. The plan worked a little too well and the cargo might have attracted the wrong kind of attention. They stole all the cargo but missed the blackbox. Bad news is the ship is now swarming with outlaws.\n\nThe data on that blackbox is useless to them, but we need it. If you can get it back for us, we can give you a nice cut from what we make. Seems like a fair deal, right?\n\nHead to <EM4>~mission(Location|Address)</EM4> and after you’ve done your thing take the flight recorder to <EM4>~mission(Destination|Target|Address)</EM4>.\n\n-Bit Zeros

BitZeros_blackbox_S_Desc_001
Old: Got a big job for a big player. We’re in the process of making someone disappear, like completely vanish, and a part of that is recovering the blackbox from the “accident” that they had recently over at <EM4>~mission(Location|Address)</EM4>.\nOnly problem is, seems the people this person hired to stage the accident have gotten it in their heads that there’s more money to be made. So much so that they’re still keeping tabs on the now deceased’s ship.\nThese guys aren’t playing around either. You’ll need a couple of friends to help you do this. But if you can get the blackbox out of there and into our hands by dropping it at <EM4>~mission(Destination|Address)</EM4>, we can really make it worth your while.\n\n-Bit Zeros
New: Got a big job for a big player. We’re in the process of making someone disappear, like completely vanish, and a part of that is recovering the blackbox from the “accident” that they had recently over at <EM4>~mission(Location|Address)</EM4>.\nOnly problem is, seems the people this person hired to stage the accident have gotten it in their heads that there’s more money to be made. So much so that they’re still keeping tabs on the now deceased’s ship.\nThese guys aren’t playing around either. You’ll need a couple of friends to help you do this. But if you can get the blackbox out of there and into our hands by dropping it at <EM4>~mission(Destination|Target|Address)</EM4>, we can really make it worth your while.\n\n-Bit Zeros

BitZeros_blackbox_VE_Desc_001
Old: Someone of interest to us recently kicked the bucket (not our fault) over at <EM4>~mission(Location|Address)</EM4> and we’re pretty curious what happened. We need you to grab the blackbox from the ship and drop it off at <EM4>~mission(Destination|Address)</EM4>.\n\nThis is a shipwreck by the way, so chances are some scavs will be around there too. But don’t worry, that’s been factored into your pay too.\n\n-Bit Zeros
New: Someone of interest to us recently kicked the bucket (not our fault) over at <EM4>~mission(Location|Address)</EM4> and we’re pretty curious what happened. We need you to grab the blackbox from the ship and drop it off at <EM4>~mission(Destination|Target|Address)</EM4>.\n\nThis is a shipwreck by the way, so chances are some scavs will be around there too. But don’t worry, that’s been factored into your pay too.\n\n-Bit Zeros

BitZeros_blackbox_VH_Desc_001
Old: I’m not gonna give you the whole backstory of what this person has done to us, but all you need to know is that some scumbag is trying to get a payout for a ship crash and the insurance company wants to see the blackbox recording to make sure everything is “above board”.\n\nWe’re not gonna let that happen though.\n\nSnatch that blackbox at <EM4>~mission(Location|Address)</EM4> and bring it to us instead so we can do some “creative editing” on the recording.\n\nApparently, this area is a bit of a hot zone. Probably why they staged the accident there. You should probably bring some backup so you don’t get ghosted before you can bring the blackbox to us at <EM4>~mission(Destination|Address)</EM4>.\n\n-Bit Zeros
New: I’m not gonna give you the whole backstory of what this person has done to us, but all you need to know is that some scumbag is trying to get a payout for a ship crash and the insurance company wants to see the blackbox recording to make sure everything is “above board”.\n\nWe’re not gonna let that happen though.\n\nSnatch that blackbox at <EM4>~mission(Location|Address)</EM4> and bring it to us instead so we can do some “creative editing” on the recording.\n\nApparently, this area is a bit of a hot zone. Probably why they staged the accident there. You should probably bring some backup so you don’t get ghosted before you can bring the blackbox to us at <EM4>~mission(Destination|Target|Address)</EM4>.\n\n-Bit Zeros

DefendShips_InitialEnemies_Obj
Old: Clear Hostiles for Ship Launch %ls
New: Clear Hostiles for Ship Launch

DefendShips_Interdiction_Obj
Old: Neutralize Quantum Snare Hostiles %ls
New: Neutralize Quantum Snare Hostiles

FTL_RecoverItem_E_Desc_001
Old: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – ENTRY\n\nPICKUP LOCATION – Courier needed to retrieve lost package from a downed ship at <EM4>~mission(Location|Address)</EM4>.\n\nDROPOFF LOCATION – Once obtained, deliver package to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Light engagements</EM4> expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
New: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – ENTRY\n\nPICKUP LOCATION – Courier needed to retrieve lost package from a downed ship at <EM4>~mission(Location|Address)</EM4>.\n\nDROPOFF LOCATION – Once obtained, deliver package to <EM4>~mission(Destination|Target|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Light engagements</EM4> expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)

FTL_RecoverItem_H_Desc_001
Old: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – SEASONED\n\nPICKUP LOCATION – Courier needed to retrieve package at <EM4>~mission(Location|Address)</EM4> and continue delivery.\n\nDROPOFF LOCATION – Deliver package to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>High level engagements</EM4> expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
New: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – SEASONED\n\nPICKUP LOCATION – Courier needed to retrieve package at <EM4>~mission(Location|Address)</EM4> and continue delivery.\n\nDROPOFF LOCATION – Deliver package to <EM4>~mission(Destination|Target|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>High level engagements</EM4> expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)

FTL_RecoverItem_Intro_Desc_001
Old: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION – One of our ships went down at <EM4>~mission(Location|Address)</EM4>. Need a courier to retrieve the package.\n\nDROPOFF LOCATION – Package will need to be delivered to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Minimal combat</EM4> expected.\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
New: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION – One of our ships went down at <EM4>~mission(Location|Address)</EM4>. Need a courier to retrieve the package.\n\nDROPOFF LOCATION – Package will need to be delivered to <EM4>~mission(Destination|Target|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Minimal combat</EM4> expected.\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)

FTL_RecoverItem_M_Desc_001
Old: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – JUNIOR\n\nPICKUP LOCATION – An FTL ship went down at <EM4>~mission(Location|Address)</EM4>. Courier needed to retrieve package and continue delivery.\n\nDROPOFF LOCATION – Package must be taken to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Medium level engagements</EM4> expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
New: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – JUNIOR\n\nPICKUP LOCATION – An FTL ship went down at <EM4>~mission(Location|Address)</EM4>. Courier needed to retrieve package and continue delivery.\n\nDROPOFF LOCATION – Package must be taken to <EM4>~mission(Destination|Target|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Medium level engagements</EM4> expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)

FTL_RecoverItem_S_Desc_001
Old: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – ELITE\n\nPICKUP LOCATION – Top-tier courier required to retrieve a package at <EM4>~mission(Location|Address)</EM4> from wreckage of a downed courier.\n\nDROPOFF LOCATION – Deliver package to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>. \n\nDELIVERY WINDOW – ~mission(Contractor|Timed)\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
New: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – ELITE\n\nPICKUP LOCATION – Top-tier courier required to retrieve a package at <EM4>~mission(Location|Address)</EM4> from wreckage of a downed courier.\n\nDROPOFF LOCATION – Deliver package to <EM4>~mission(Destination|Target|Address)</EM4>. \n\nDELIVERY WINDOW – ~mission(Contractor|Timed)\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)

FTL_RecoverItem_VE_Desc_001
Old: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – UNIVERSAL\n\nPICKUP LOCATION – Need a courier dispatched to <EM4>~mission(Location|Address)</EM4> to retrieve a package from a downed ship.\n\nDROPOFF LOCATION – Package will need to be delivered to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Light engagements</EM4> expected.\n\nTRAVEL– All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
New: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – UNIVERSAL\n\nPICKUP LOCATION – Need a courier dispatched to <EM4>~mission(Location|Address)</EM4> to retrieve a package from a downed ship.\n\nDROPOFF LOCATION – Package will need to be delivered to <EM4>~mission(Destination|Target|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Light engagements</EM4> expected.\n\nTRAVEL– All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)

FTL_RecoverItem_VH_Desc_001
Old: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – EXPERIENCED\n\nPICKUP LOCATION – Need an experienced courier to dispatch to <EM4>~mission(Location|Address)</EM4> and retrieve a package from a downed ship.\n\nDROPOFF LOCATION – Once secured, finish delivery by dropping off at <EM4>the freight elevator at ~mission(Destination|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Intense Hostile Contact</EM4> Expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)
New: ATTENTION ALL FTL COURIERS\nFOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \nRECOMMENDED EXPERIENCE LEVEL – EXPERIENCED\n\nPICKUP LOCATION – Need an experienced courier to dispatch to <EM4>~mission(Location|Address)</EM4> and retrieve a package from a downed ship.\n\nDROPOFF LOCATION – Once secured, finish delivery by dropping off at <EM4>~mission(Destination|Target|Address)</EM4>. \n\nTHREAT LEVEL – <EM4>Intense Hostile Contact</EM4> Expected.\n\nTRAVEL – All transportation needs should be arranged by courier. \n\n~mission(Contractor|SignOff)

Hockrow_BlackBox_space_E_Desc_001
Old: Hockrow Agency \nCase File #BR83215\nLead Investigator: Arken Mallor\n\nCase Summary: \nClient hired the agency to look into the destruction of one of their ships near <EM4>~mission(Location|Address)</EM4>. They are claiming that the ship was destroyed by an ex-partner and need the blackbox to prove it.\n\nContract Investigator Actions:\nDispatch to <EM4>~mission(Location|Address)</EM4> and locate the derelict ship. Secure the area from any hostiles. Retrieve the blackbox and deliver it to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>.\n\nAdditional Notes:\nWhoever destroyed the ship could still be in the area so be prepared for a fight, as such this has been flagged as a <EM4>combat mission</EM4>.\n
New: Hockrow Agency \nCase File #BR83215\nLead Investigator: Arken Mallor\n\nCase Summary: \nClient hired the agency to look into the destruction of one of their ships near <EM4>~mission(Location|Address)</EM4>. They are claiming that the ship was destroyed by an ex-partner and need the blackbox to prove it.\n\nContract Investigator Actions:\nDispatch to <EM4>~mission(Location|Address)</EM4> and locate the derelict ship. Secure the area from any hostiles. Retrieve the blackbox and deliver it to <EM4>~mission(Destination|Target|Address)</EM4>.\n\nAdditional Notes:\nWhoever destroyed the ship could still be in the area so be prepared for a fight, as such this has been flagged as a <EM4>combat mission</EM4>.\n

Hockrow_BlackBox_space_H_Desc_001
Old: Hockrow Agency \nCase File #BR744152\nLead Investigator: Arken Mallor\n\nCase Summary: \nContract’s come through to look into a recent attack near <EM4>~mission(Location|Address)</EM4>. Client claims that they were ambushed by a serious outlaw pack and need the proof. An operative with <EM4>significant combat experience</EM4> is needed to fly to scene and retrieve blackbox.\n\nContract Investigator Actions:\nFind site of derelict ship at <EM4>~mission(Location|Address)</EM4>, secure the blackbox, and deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>.\n\nAdditional Notes:\nExpect heavy resistance from outlaws present on the scene. As such, this has been flagged as a <EM4>combat mission</EM4>.
New: Hockrow Agency \nCase File #BR744152\nLead Investigator: Arken Mallor\n\nCase Summary: \nContract’s come through to look into a recent attack near <EM4>~mission(Location|Address)</EM4>. Client claims that they were ambushed by a serious outlaw pack and need the proof. An operative with <EM4>significant combat experience</EM4> is needed to fly to scene and retrieve blackbox.\n\nContract Investigator Actions:\nFind site of derelict ship at <EM4>~mission(Location|Address)</EM4>, secure the blackbox, and deliver to <EM4>~mission(Destination|Target|Address)</EM4>.\n\nAdditional Notes:\nExpect heavy resistance from outlaws present on the scene. As such, this has been flagged as a <EM4>combat mission</EM4>.

Hockrow_BlackBox_space_Intro_Desc_001
Old: Hockrow Agency \nCase File #BRI1652\nLead Investigator: Arken Mallor\n\nCase Summary: \nHockrow Agency is currently looking for new contractors to aid in our investigations around the ’verse. A common staple in the quick resolution of a crime, the retrieval of a ship’s <EM4>blackbox</EM4> can provide critical insight into building a successful case. \n\nIf you’re eager to work with Hockrow, we want to offer a cut-and-dry blackbox retrieval op to see how it fits. \n\nI suspect that the perpetrators are long gone by now, so you shouldn’t run into any resistance.\n\nContract Investigator Actions:\nHead out to <EM4>~mission(Location|Address)</EM4>, secure the black box in the derelict spaceship there and return it to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>.\n\nAdditional Notes:\nSuccessful completion of this task will open up other employment opportunities within Hockrow Agency.
New: Hockrow Agency \nCase File #BRI1652\nLead Investigator: Arken Mallor\n\nCase Summary: \nHockrow Agency is currently looking for new contractors to aid in our investigations around the ’verse. A common staple in the quick resolution of a crime, the retrieval of a ship’s <EM4>blackbox</EM4> can provide critical insight into building a successful case. \n\nIf you’re eager to work with Hockrow, we want to offer a cut-and-dry blackbox retrieval op to see how it fits. \n\nI suspect that the perpetrators are long gone by now, so you shouldn’t run into any resistance.\n\nContract Investigator Actions:\nHead out to <EM4>~mission(Location|Address)</EM4>, secure the black box in the derelict spaceship there and return it to <EM4>~mission(Destination|Target|Address)</EM4>.\n\nAdditional Notes:\nSuccessful completion of this task will open up other employment opportunities within Hockrow Agency.

Hockrow_BlackBox_space_M_Desc_001
Old: Hockrow Agency \nCase File #BR74382\nLead Investigator: Arken Mallor\n\nCase Summary: \nA known outlaw attacked and destroyed a ship near <EM4>~mission(Location|Address)</EM4>. The agency has been contracted to retrieve the ship’s blackbox in order to build a case against them and lobby for Advocacy intervention. \n\nContract Investigator Actions:\nAn operative is needed to head to the crime scene at <EM4>~mission(Location|Address)</EM4>, secure the area from any hostiles present to procure the blackbox, and deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>.\n\nAdditional Notes:\nBe advised that there are still <EM4>hostile forces in the area</EM4> that will attack. These will most likely have some experience fighting, so be prepared. \n\nThis contract has been flagged as a <EM4>combat mission</EM4>.
New: Hockrow Agency \nCase File #BR74382\nLead Investigator: Arken Mallor\n\nCase Summary: \nA known outlaw attacked and destroyed a ship near <EM4>~mission(Location|Address)</EM4>. The agency has been contracted to retrieve the ship’s blackbox in order to build a case against them and lobby for Advocacy intervention. \n\nContract Investigator Actions:\nAn operative is needed to head to the crime scene at <EM4>~mission(Location|Address)</EM4>, secure the area from any hostiles present to procure the blackbox, and deliver to <EM4>~mission(Destination|Target|Address)</EM4>.\n\nAdditional Notes:\nBe advised that there are still <EM4>hostile forces in the area</EM4> that will attack. These will most likely have some experience fighting, so be prepared. \n\nThis contract has been flagged as a <EM4>combat mission</EM4>.

Hockrow_BlackBox_space_S_Desc_001
Old: Hockrow Agency \nCase File #BR547384\nLead Investigator: Arken Mallor\n\nCase Summary: \nThis request comes down from Head Office. \n\nWe’ve just learned that a recent ship attack near <EM4>~mission(Location|Address)</EM4> might have been the work of a notorious and equally elusive outlaw ringleader. The last time they popped their head above water was years ago, so this is a rare opportunity to catch them. This is an opportunity that our client does not want to pass up. We need a <EM4>top-tier operative</EM4> with elite combat experience to retrieve the blackbox of this downed ship in order to prove the ringleader’s involvement.\n\n<EM4>There will be highly-trained hostiles present on the scene</EM4> who will put up significant resistance to your presence. Eliminate them and complete the mission.\n\n\nContract Investigator Actions:\nImmediately scramble to <EM4>~mission(Location|Address)</EM4> and clear the surrounding airspace in order to secure the blackbox. Once obtained, deliver it to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>.\n\nAdditional Notes:\nHead Office stresses that this will be an incredibly difficult mission to pull off. Make sure you bring your A-game.
New: Hockrow Agency \nCase File #BR547384\nLead Investigator: Arken Mallor\n\nCase Summary: \nThis request comes down from Head Office. \n\nWe’ve just learned that a recent ship attack near <EM4>~mission(Location|Address)</EM4> might have been the work of a notorious and equally elusive outlaw ringleader. The last time they popped their head above water was years ago, so this is a rare opportunity to catch them. This is an opportunity that our client does not want to pass up. We need a <EM4>top-tier operative</EM4> with elite combat experience to retrieve the blackbox of this downed ship in order to prove the ringleader’s involvement.\n\n<EM4>There will be highly-trained hostiles present on the scene</EM4> who will put up significant resistance to your presence. Eliminate them and complete the mission.\n\n\nContract Investigator Actions:\nImmediately scramble to <EM4>~mission(Location|Address)</EM4> and clear the surrounding airspace in order to secure the blackbox. Once obtained, deliver it to <EM4>~mission(Destination|Target|Address)</EM4>.\n\nAdditional Notes:\nHead Office stresses that this will be an incredibly difficult mission to pull off. Make sure you bring your A-game.

Hockrow_BlackBox_space_VE_Desc_001
Old: Hockrow Agency \nCase File #BR56263\nLead Investigator: Arken Mallor\n\nCase Summary: \nNeed an operative to extract the blackbox from a destroyed ship. The ship’s owner claims that it was genuinely lost in an outlaw attack, but the insurance company has doubts. We’ve been hired to find out which is true.\n\nI suspect that the perpetrators are long gone by now, so you shouldn’t run into any resistance.\n\nContract Investigator Actions:\nProceed to <EM4>~mission(Location|Address)</EM4>, secure the black box in the derelict spaceship there and return it to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>.\n\nAdditional Notes:\nYou will need to EVA for this one so make sure you got a suit.
New: Hockrow Agency \nCase File #BR56263\nLead Investigator: Arken Mallor\n\nCase Summary: \nNeed an operative to extract the blackbox from a destroyed ship. The ship’s owner claims that it was genuinely lost in an outlaw attack, but the insurance company has doubts. We’ve been hired to find out which is true.\n\nI suspect that the perpetrators are long gone by now, so you shouldn’t run into any resistance.\n\nContract Investigator Actions:\nProceed to <EM4>~mission(Location|Address)</EM4>, secure the black box in the derelict spaceship there and return it to <EM4>~mission(Destination|Target|Address)</EM4>.\n\nAdditional Notes:\nYou will need to EVA for this one so make sure you got a suit.

Hockrow_BlackBox_space_VH_Desc_001
Old: Hockrow Agency \nCase File #BR23665\nLead Investigator: Arken Mallor\n\nCase Summary: \nOperative with <EM4>extensive combat experience</EM4> needed to retrieve a <EM4>blackbox</EM4> from a compromised ship at <EM4>~mission(Location|Address)</EM4>. Client hasn’t specified why they need it but are paying good money to have it back. \n\nAnalysis of the wreck indicates that there are some serious hostiles in the area, so any attempt to retrieve will likely require a fight. Our records indicate that these hostiles are highly trained and aggressive, so prepare accordingly.\n\nContract Investigator Actions:\nRoute to <EM4>~mission(Location|Address)</EM4> and secure the blacbox by any means necessary. Once obtained, deliver it to <EM4>the freight elevator at ~mission(Destination|Address)</EM4> for payment.\n\nAdditional Notes:\nOperations wanted to reiterate that this will be a <EM4>heavy combat mission</EM4> so make sure you bring allies or equipment to handle it.
New: Hockrow Agency \nCase File #BR23665\nLead Investigator: Arken Mallor\n\nCase Summary: \nOperative with <EM4>extensive combat experience</EM4> needed to retrieve a <EM4>blackbox</EM4> from a compromised ship at <EM4>~mission(Location|Address)</EM4>. Client hasn’t specified why they need it but are paying good money to have it back. \n\nAnalysis of the wreck indicates that there are some serious hostiles in the area, so any attempt to retrieve will likely require a fight. Our records indicate that these hostiles are highly trained and aggressive, so prepare accordingly.\n\nContract Investigator Actions:\nRoute to <EM4>~mission(Location|Address)</EM4> and secure the blacbox by any means necessary. Once obtained, deliver it to <EM4>~mission(Destination|Target|Address)</EM4> for payment.\n\nAdditional Notes:\nOperations wanted to reiterate that this will be a <EM4>heavy combat mission</EM4> so make sure you bring allies or equipment to handle it.

Luminalia_1Box_DescriptionSetup
Old: This one is for ~mission(GiftRecipient1|First) over at <EM4>~mission(Destination)</EM4>
New: This one is for ~mission(GiftRecipient1|First) over to <EM4>~mission(Destination|Target|Address)</EM4>

Luminalia_2Box_DescriptionSetup
Old: I’ve got two that need delivery over at <EM4>~mission(Destination)</EM4>. One is for ~mission(GiftRecipient1|First) and the last one is for ~mission(GiftRecipient2|First). I can’t wait to see the look on their faces when they get them.
New: I’ve got two that need delivery over to <EM4>~mission(Destination|Target|Address)</EM4>. One is for ~mission(GiftRecipient1|First) and the last one is for ~mission(GiftRecipient2|First). I can’t wait to see the look on their faces when they get them.

Luminalia_3Box_DescriptionSetup
Old: All three are heading towards <EM4>~mission(Destination)</EM4>, but I’ve got one flagged for ~mission(GiftRecipient1|First), another for ~mission(GiftRecipient2|First), and the last one for ~mission(GiftRecipient3|First).
New: All three are heading towards <EM4>~mission(Destination|Target|Address)</EM4>, but I’ve got one flagged for ~mission(GiftRecipient1|First), another for ~mission(GiftRecipient2|First), and the last one for ~mission(GiftRecipient3|First).

Nyx
Old: Nyx System
New: Nyx

PyroSystem
Old: Pyro
New: Pyro System

RN_Presets_Apply,P
Old: Apply
New: Apply Preset

RN_isolateEngineering,P
Old: Isolate
New: Exclusive Mode

RN_resource_Power,P
Old: Power
New: Power Sources

RedWind_RecoverItem_E_Desc_001
Old: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nSeems a pilot of ours ran into some trouble and left a client’s delivery unfulfilled. We suspect they may no longer be with us, but it’s important that we continue to offer outstanding levels of service and complete the job. If you accept, please head to <EM4>~mission(Location|Address)</EM4> to pick up the packages. Be advised you may encounter some <EM4>opportunistic outlaws</EM4> near the derelict ship.\n\nPACKAGES TO RECOVER\n · <EM4>2x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>\n\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.
New: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nSeems a pilot of ours ran into some trouble and left a client’s delivery unfulfilled. We suspect they may no longer be with us, but it’s important that we continue to offer outstanding levels of service and complete the job. If you accept, please head to <EM4>~mission(Location|Address)</EM4> to pick up the packages. Be advised you may encounter some <EM4>opportunistic outlaws</EM4> near the derelict ship.\n\nPACKAGES TO RECOVER\n · <EM4>2x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>~mission(Destination|Target|Address)</EM4>\n\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.

RedWind_RecoverItem_H_Desc_001
Old: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nNeed an experienced pilot for this recovery contract. Unfortunately, the original delivery pilot was targeting by a group of outlaws. Thankfully, the client’s packages are still sitting in their damaged ship located at <EM4>~mission(Location|Address)</EM4>.\n\nYou’ll potentially need to <EM4>bring some backup</EM4> with you to ensure the successful collection and delivery of the packages.\n\nPACKAGES TO RECOVER\n · <EM4>4x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>\n\nConsidering the danger of this contract, we’re willing to offer a slight pay increase as hazard pay.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.
New: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nNeed an experienced pilot for this recovery contract. Unfortunately, the original delivery pilot was targeting by a group of outlaws. Thankfully, the client’s packages are still sitting in their damaged ship located at <EM4>~mission(Location|Address)</EM4>.\n\nYou’ll potentially need to <EM4>bring some backup</EM4> with you to ensure the successful collection and delivery of the packages.\n\nPACKAGES TO RECOVER\n · <EM4>4x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>~mission(Destination|Target|Address)</EM4>\n\nConsidering the danger of this contract, we’re willing to offer a slight pay increase as hazard pay.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.

RedWind_RecoverItem_Intro_Desc_001
Old: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nRed Wind is excited to announce that we are looking to hire new couriers to help with deliveries across the ’verse. We pride ourselves on been a flexible company that’s eager to meet the needs of all clients, everywhere. We’ll ask no questions; if you want it there, we’ll get it there. If that sounds like you, we have an introductory contract to see if you’re the right fit.\n\nWe need a resilient new hire to head to <EM4>~mission(Location|Address)</EM4>, recover the package abandoned by a former employee, and finish the delivery.\n\nPACKAGES TO RECOVER\n · <EM4>1x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>\n\nIf you’re able to handle this contract we’d be delighted to send you more courier opportunities.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.
New: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nRed Wind is excited to announce that we are looking to hire new couriers to help with deliveries across the ’verse. We pride ourselves on been a flexible company that’s eager to meet the needs of all clients, everywhere. We’ll ask no questions; if you want it there, we’ll get it there. If that sounds like you, we have an introductory contract to see if you’re the right fit.\n\nWe need a resilient new hire to head to <EM4>~mission(Location|Address)</EM4>, recover the package abandoned by a former employee, and finish the delivery.\n\nPACKAGES TO RECOVER\n · <EM4>1x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>~mission(Destination|Target|Address)</EM4>\n\nIf you’re able to handle this contract we’d be delighted to send you more courier opportunities.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.

RedWind_RecoverItem_M_Desc_001
Old: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nOutlaws are making our jobs much harder to complete these days. We need a contractor with combat experience to head to our former delivery pilot’s ship location at <EM4>~mission(Location|Address)</EM4> and recover the packages left there.\n\nPACKAGES TO RECOVER\n · <EM4>3x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>\n\nWhile you’re out there, be on the lookout for trouble, we’re getting <EM4>reports of multiple outlaws</EM4> in the vicinity.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.
New: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nOutlaws are making our jobs much harder to complete these days. We need a contractor with combat experience to head to our former delivery pilot’s ship location at <EM4>~mission(Location|Address)</EM4> and recover the packages left there.\n\nPACKAGES TO RECOVER\n · <EM4>3x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>~mission(Destination|Target|Address)</EM4>\n\nWhile you’re out there, be on the lookout for trouble, we’re getting <EM4>reports of multiple outlaws</EM4> in the vicinity.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.

RedWind_RecoverItem_VE_Desc_001
Old: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nA contractor of ours has run into some trouble and abandoned their ship over at <EM4>~mission(Location|Address)</EM4>. We need someone to head to their ship, pick up the package they left there, and finish the job.\n\nPACKAGES TO RECOVER\n · <EM4>1x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>\n\nWe’re currently uncertain as to why they failed to complete the contract, so be cautious when approaching the ship.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.
New: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nA contractor of ours has run into some trouble and abandoned their ship over at <EM4>~mission(Location|Address)</EM4>. We need someone to head to their ship, pick up the package they left there, and finish the job.\n\nPACKAGES TO RECOVER\n · <EM4>1x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>~mission(Destination|Target|Address)</EM4>\n\nWe’re currently uncertain as to why they failed to complete the contract, so be cautious when approaching the ship.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.

RedWind_RecoverItem_VH_Desc_001
Old: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nWe appreciate how hard you’ve been working for us recently, which is why we’d like to offer you this advanced contract. An important client of ours is waiting for delivery on multiple packages but the courier due to deliver them is no longer responding. The package trackers are showing that they’re at <EM4>~mission(Location|Address)</EM4>, meaning we have some time to recover the delivery.\n\nPACKAGES TO RECOVER\n · <EM4>5x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>the freight elevator at ~mission(Destination|Address)</EM4>\n\nWe cannot stress enough how important the success of this delivery is. Since we do not know what happened to the original courier, we strongly urge you to travel with <EM4>several trustworthy combat pilots.</EM4>\n\nNeedless to say, we’re offering a substantial payout for this one proportionate to the danger of the contract.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.
New: RED WIND LINEHAUL\n’YOUR GOODS IN GOOD HANDS’\n—————————-\n\nWe appreciate how hard you’ve been working for us recently, which is why we’d like to offer you this advanced contract. An important client of ours is waiting for delivery on multiple packages but the courier due to deliver them is no longer responding. The package trackers are showing that they’re at <EM4>~mission(Location|Address)</EM4>, meaning we have some time to recover the delivery.\n\nPACKAGES TO RECOVER\n · <EM4>5x ~mission(Item1)</EM4>\n\nDROP OFF LOCATION\n · Deliver to <EM4>~mission(Destination|Target|Address)</EM4>\n\nWe cannot stress enough how important the success of this delivery is. Since we do not know what happened to the original courier, we strongly urge you to travel with <EM4>several trustworthy combat pilots.</EM4>\n\nNeedless to say, we’re offering a substantial payout for this one proportionate to the danger of the contract.\n\nTAKE PRIDE IN YOUR WORK – Even as a contractor you are representing Red Wind Linehaul. Do not intentionally do anything to harm the company’s reputation.

StantonSystem
Old: Stanton
New: Stanton System

boarders_890J_obj_hud_02
Old: Clear All Hostiles: %ls
New: Clear All Hostiles:

boarders_890J_subobj_short_02a
Old: Halt Data Transmission: %ls
New: Halt Data Transmission:

deadsaints_recoveritem_E_Desc_001
Old: Not sure how the hell this happened, but my pilot’s gone and got themselves killed over at <EM4>~mission(Location|Address)</EM4>. If you want to die on your own time, that’s your business, but they did it while carrying a stash for me. Now I gotta have someone go out there and finish their work.\n\nDrop the two packages off for me at <EM4>~mission(Destination|Address)</EM4> and I’ll have one of my crew collect it later. If you see those assholes who took out my pilot, give ‘em hell.\n\n-Twitch
New: Not sure how the hell this happened, but my pilot’s gone and got themselves killed over at <EM4>~mission(Location|Address)</EM4>. If you want to die on your own time, that’s your business, but they did it while carrying a stash for me. Now I gotta have someone go out there and finish their work.\n\nTake the two packages to <EM4>~mission(Destination|Target|Address)</EM4> and I’ll have one of my crew collect it later. If you see those assholes who took out my pilot, give ‘em hell.\n\n-Twitch

deadsaints_recoveritem_H_Desc_001
Old: Just got a comm from the pilot who was transporting some gear for me and it sounded like they got jumped while on the call. I need someone to head to their location, grab the four packages that are still left inside their ship and bring them back to me.\n\nBefore they cut out, they told me that the ships that attacked them weren’t your standard transporters. These assholes are rocking some serious weaponry. Bring a crew, get my shit, and take it to <EM4>~mission(Destination|Address)</EM4>. This whole thing is such a mess that I’d be willing to fork out some extra creds if you can get this done.\n\n-Twitch
New: Just got a comm from the pilot who was transporting some gear for me and it sounded like they got jumped while on the call. I need someone to head to their location, grab the four packages that are still left inside their ship and bring them back to me.\n\nBefore they cut out, they told me that the ships that attacked them weren’t your standard transporters. These assholes are rocking some serious weaponry. Bring a crew, get my shit, and take it to <EM4>~mission(Destination|Target|Address)</EM4>. This whole thing is such a mess that I’d be willing to fork out some extra creds if you can get this done.\n\n-Twitch

deadsaints_recoveritem_Intro_Desc_001
Old: Here’s the deal. Dead Saints need some new blood to help shift gear across the ’verse and if you can prove yourself useful, you could make some nice creds doing it.\n\nGot an easy one to start you out. Couple of hours ago, something went down over at <EM4>~mission(Location|Address)</EM4> and a pilot of mine got ghosted. My tracker’s telling me that they didn’t find the stash of gear in there.\n\nIf you can get out there, get the package back and drop it at <EM4>~mission(Destination|Address)</EM4> without dying, I might have some more work for you. Can’t see you running into too much trouble as any ships you spot will likely be scavs looking for a quick cred. I’m sure you can take care of that.\n\n-Twitch
New: Here’s the deal. Dead Saints need some new blood to help shift gear across the ’verse and if you can prove yourself useful, you could make some nice creds doing it.\n\nGot an easy one to start you out. Couple of hours ago, something went down over at <EM4>~mission(Location|Address)</EM4> and a pilot of mine got ghosted. My tracker’s telling me that they didn’t find the stash of gear in there.\n\nIf you can get out there, get the package back and take it to <EM4>~mission(Destination|Target|Address)</EM4> without dying, I might have some more work for you. Can’t see you running into too much trouble as any ships you spot will likely be scavs looking for a quick cred. I’m sure you can take care of that.\n\n-Twitch

deadsaints_recoveritem_M_Desc_001
Old: A couple of hours ago I was supposed to receive a shipment of gear from a pilot of mine. I don’t like late, so I need you to head to their location and recover my stuff. I’ve got trackers on the packages so they should be easy enough to find.\n\nMy gut says the pilot’s been ghosted. They knew how to handle a ship well, so the scavs that took them out must be decent. When you get my three packages back, drop it off at <EM4>~mission(Destination|Address)</EM4> for me and I’ll wire you the creds.\n\n-Twitch
New: A couple of hours ago I was supposed to receive a shipment of gear from a pilot of mine. I don’t like late, so I need you to head to their location and recover my stuff. I’ve got trackers on the packages so they should be easy enough to find.\n\nMy gut says the pilot’s been ghosted. They knew how to handle a ship well, so the scavs that took them out must be decent. When you get my three packages back, take them to <EM4>~mission(Destination|Target|Address)</EM4> for me and I’ll wire you the creds.\n\n-Twitch

deadsaints_recoveritem_VE_Desc_001
Old: Need someone solid to head to <EM4>~mission(Location|Address)</EM4> and finish a delivery for me. The last contractor got themselves perished and now my stash is sitting in the back of their ship.\n\nThe scavs that took out my pilot might be there too, so stay alert. Drop my package off at <EM4>~mission(Destination|Address)</EM4> and I’ll pay you for your time.\n\n-Twitch
New: Need someone solid to head to <EM4>~mission(Location|Address)</EM4> and finish a delivery for me. The last contractor got themselves perished and now my stash is sitting in the back of their ship.\n\nThe scavs that took out my pilot might be there too, so stay alert. Take my package to <EM4>~mission(Destination|Target|Address)</EM4> and I’ll pay you for your time.\n\n-Twitch

deadsaints_recoveritem_VH_Desc_001
Old: I got a situation I need dealing with pronto. A rival crew has intercepted a major shipment of gear I was expecting and all hell is breaking loose. The pilot’s ghosted, the ship’s busted, and it’s only a matter of time before they take my shit and leave. If you’re up for cracking these assholes, head to <EM4>~mission(Location|Address)</EM4> and get my five packages.\n\nHead’s up though, the pilot they ghosted was one of my best, so this crew’s got to be seriously kitted out. Bring your finest mates with you and show the bastards no mercy. Understood?\n\nWhen you’re done, drop the gear off at <EM4>~mission(Destination|Address)</EM4> and I’ll make sure you get a serious cut of the takings.\n\n-Twitch
New: I got a situation I need dealing with pronto. A rival crew has intercepted a major shipment of gear I was expecting and all hell is breaking loose. The pilot’s ghosted, the ship’s busted, and it’s only a matter of time before they take my shit and leave. If you’re up for cracking these assholes, head to <EM4>~mission(Location|Address)</EM4> and get my five packages.\n\nHead’s up though, the pilot they ghosted was one of my best, so this crew’s got to be seriously kitted out. Bring your finest mates with you and show the bastards no mercy. Understood?\n\nWhen you’re done, take the gear to <EM4>~mission(Destination|Target|Address)</EM4> and I’ll make sure you get a serious cut of the takings.\n\n-Twitch

delivery_dropoff_long
Old: Deliver ~mission(ObjectiveSetup) to ~mission(Destination|address).
New: Deliver ~mission(ObjectiveSetup) to ~mission(Destination|Target|Address).

delivery_dropoff_objectivedisplay
Old: Drop Off ~mission(ObjectiveSetup) At ~mission(Destination)
New: Drop Off ~mission(ObjectiveSetup) At ~mission(Destination|Target|Address)

delivery_dropoff_short
Old: Deliver ~mission(ObjectiveSetup) To ~mission(Destination)
New: Deliver ~mission(ObjectiveSetup) To ~mission(Destination|Target|Address)

hud_CSTM
Old: CSTM
New: CSM

item_DescPaladin_Paint_Cream_Yellow_Green
Old: Showcasing the Paladin?s powerful design, the wild greens, beige, and yellow of the Solaris livery demonstrate that this is not a ship to be trifled with.
New: Showcasing the Paladin’s powerful design, the wild greens, beige, and yellow of the Solaris livery demonstrate that this is not a ship to be trifled with.

item_Desc_qrt_specialist_medium_backpack_01_03
Old: Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nWhether carrying supplies into a combat zone or simply hauling extra gear, the Arden-CL backpack is battle ready and tested. Roussimoff Rehabilitation Systems designed the backpack with a universal core connector allowing it to attach to a wide variety armors. \n\nThe Elysium edition combines bright gold detailing of winged skulls with a navy blue.
New: Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nWhether carrying supplies into a combat zone or simply hauling extra gear, the Arden-CL backpack is battle ready and tested. Roussimoff Rehabilitation Systems designed the backpack with a universal core connector allowing it to attach to a wide of variety armors. \n\nThe Elysium edition combines bright gold detailing of winged skulls with a navy blue.

item_Desc_rrs_combat_light_backpack_01
Old: Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nWhether carrying supplies into a combat zone or simply hauling extra gear, the Arden-CL backpack is battle ready and tested. Roussimoff Rehabilitation Systems designed the backpack with a universal core connector allowing it to attach to a wide variety armors.
New: Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nWhether carrying supplies into a combat zone or simply hauling extra gear, the Arden-CL backpack is battle ready and tested. Roussimoff Rehabilitation Systems designed the backpack with a universal core connector allowing it to attach to a wide variety of armors.

item_Descarma_barrel_comp_s1
Old: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 1\n\nAudible Range: +20%\nRecoil Stability: +30%\nRecoil Smoothness: +30% \n\nMaintain accuracy by countering muzzle rise with the Sion Compensator1. ArmaMod’s expertly designed S1 barrel attachment efficiently expels gasses to keep every shot on target.
New: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 1\n\nAim Recoil: -30%\nVisual Recoil: -20%\nAudible Range: +20%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator1. ArmaMod’s expertly designed S1 barrel attachment efficiently expels gasses to keep every shot on target.

item_Descarma_barrel_comp_s2
Old: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nAudible Range: +20%\nRecoil Stability: +30%\nRecoil Smoothness: +30% \n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod’s expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target.
New: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nAim Recoil: -30%\nVisual Recoil: -20%\nAudible Range: +20%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod’s expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target.

item_Descarma_barrel_comp_s2_firerats01
Old: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nRecoil Stability: +40%\nRecoil Kick: +40%\nSpread: -10%\nProjectile Speed: -12.5%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod’s expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target. The Scorched edition features a unique flame patina.
New: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nSpread: -10%\nProjectile Speed: -12.5%\nAim Recoil: -20%\nVisual Recoil: -40%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod’s expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target. The Scorched edition features a unique flame patina.

item_Descarma_barrel_comp_s3
Old: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 3\n\nAudible Range: +20%\nRecoil Stability: +30%\nRecoil Smoothness: +30% \n\nMaintain accuracy by countering muzzle rise with the Sion Compensator3. ArmaMod’s expertly designed S3 barrel attachment efficiently expels gasses to keep every shot on target.
New: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 3\n\nAim Recoil: -30%\nVisual Recoil: -20%\nAudible Range: +20%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator3. ArmaMod’s expertly designed S3 barrel attachment efficiently expels gasses to keep every shot on target.

item_Descarma_barrel_stab_s1
Old: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 1\n\nReduce energy weapon recoil with the Emod Stabilizer1. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
New: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 1\n\nVisual Recoil: -30%\n\nArmaMod designed the Emod Stabilizer1 attachment to improve visual stability allowing for a more precise shot.

item_Descarma_barrel_stab_s1_firerats01
Old: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 1\n\nRecoil Stability: +40%\nRecoil Kick: +40%\nSpread: -10%\nProjectile Speed: -12.5%\n\nReduce energy weapon recoil with the Emod Stabilizer1. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot. The Scorched edition features a unique flame patina.
New: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 1\n\nSpread: -20%\nProjectile Speed: -12.5%\nAim Recoil: +40%\nVisual Recoil: +40%\n\nArmaMod designed the Emod Stabilizer1 attachment to improve spread for a slower but more precise shot. The Scorched edition features a unique flame patina.

item_Descarma_barrel_stab_s2
Old: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 2\n\nReduce energy weapon recoil with the Emod Stabilizer2. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
New: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 2\n\nVisual Recoil: -30%\n\nArmaMod designed the Emod Stabilizer2 attachment to improve visual stability allowing for a more precise shot.

item_Descarma_barrel_stab_s3
Old: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 3\n\nReduce energy weapon recoil with the Emod Stabilizer3. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
New: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 3\n\nVisual Recoil: -30%\n\nReduce energy weapon recoil with the Emod Stabilizer3. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.

item_Descgmni_optics_tsco_x4_s2_firerats02
Old: Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic   \nMagnification: 2x – 4x\nAim Time: +5%\nRecoil Smoothness: +10%\nSize: 2\n\nCombining a premium 4x telescopic sight with Gemini’s innovative echoburst rangefinder, the OT4-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. When paired with the Gemini S71 or other compatible weapon, the OT4-RF is engineered to impress in a variety of situations and engagements. The Scorched edition features a unique flame patina.
New: Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic   \nMagnification: 2x – 4x\nAim Time: +5%\nVisual Recoil: -10%\nParallax: Medium\nSize: 2\n\nCombining a premium 4x telescopic sight with Gemini’s innovative echoburst rangefinder, the OT4-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. When paired with the Gemini S71 or other compatible weapon, the OT4-RF is engineered to impress in a variety of situations and engagements. The Scorched edition features a unique flame patina.

item_Descgmni_optics_tsco_x8_s3_firerats01
Old: Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic \nMagnification: 4x – 8x\nSize: 3\n\nCombining a premium 8x telescopic sight with Gemini’s innovative echoburst rangefinder, the OT8-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. The standard scope for Gemini’s A03 Sniper Rifle, the OT8-RF is engineered to impress in a variety of situations and engagements. The Scorched edition features a unique flame patina.
New: Manufacturer: Gemini\nType: Telescopic\nAttachment Point: Optic\nMagnification: 4x – 8x\nParallax: Medium\nSize: 3\n\nCombining a premium 8x telescopic sight with Gemini’s innovative echoburst rangefinder, the OT8-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. The standard scope for Gemini’s A03 Sniper Rifle, the OT8-RF is engineered to impress in a variety of situations and engagements. The Scorched edition features a unique flame patina.

item_Descnone_lmg_ballistic_01_store01
Old: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of 50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG waste no time with pleasantries, instead lends itself to a more direct confrontational approach. \n\nThe Payback version is sprayed with red paint and anointed with bone fragments.
New: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of .50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG wastes no time with pleasantries, instead lends itself to a more direct confrontational approach. \n\nThe Payback version is sprayed with red paint and anointed with bone fragments.

item_Descnone_lmg_ballistic_01_tint01
Old: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of 50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG wastes no time with pleasantries, instead lending itself to a more direct confrontational approach. \n\nThe Bloody version features a red paintjob.
New: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of .50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG wastes no time with pleasantries, instead lends itself to a more direct confrontational approach. \n\nThe Bloody version features a red paintjob.

item_Descnone_lmg_ballistic_01_tint02
Old: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of 50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG wastes no time with pleasantries, instead lends itself to a more direct confrontational approach. \n\nThe Mustard version features a yellow paintjob.
New: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of .50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG wastes no time with pleasantries, instead lends itself to a more direct confrontational approach. \n\nThe Mustard version features a yellow paintjob.

item_Descnone_lmg_ballistic_01_tint03
Old: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of 50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG wastes no time with pleasantries, instead lends itself to a more direct confrontational approach. \n\nThe Bleach version features a white paintjob.
New: Manufacturer: Unknown\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 355 rpm\nEffective Range: 100 m\n\nNothing like ripping through a huge mag of .50 cal bullets to scare away unwanted guests. Based on a modified FS9, the Pulverizer LMG wastes no time with pleasantries, instead lends itself to a more direct confrontational approach. \n\nThe Bleach version features a white paintjob.

item_Descnvtc_optics_rdot_x1_s1_firerats01
Old: Manufacturer: NV-TAC \nType: Reflex\nAttachment Point: Optic\nMagnification: 1x – 3x\nAim Time: +2.5%\nRecoil Smoothness: +10%\nSize: 1\n\nIdeal for civilians and professionals, the Delta non-magnifying reflex sight from NV-TAC provides a precise illuminated target marker, visible across a wide range of light levels. The Scorched edition features a unique flame patina.
New: Manufacturer: NV-TAC \nType: Reflex\nAttachment Point: Optic\nMagnification: 1x – 3x\nAim Time: +2.5%\nAim Recoil: -10%\nVisual Recoil: -10%\nParallax: Medium\nSize: 1\n\nIdeal for civilians and professionals, the Delta non-magnifying reflex sight from NV-TAC provides a precise illuminated target marker, visible across a wide range of light levels. The Scorched edition features a unique flame patina.

item_Descnvtc_optics_tsco_x4_s2_firerats01
Old: Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic  \nMagnification: 2x – 4x\nAim Time: +5%\nRecoil Smoothness: +10%\nSize: 2\n\nThe Tau Plus 4x telescopic sight from NV-TAC uses a proprietary optics coating to ensure a crystal clear image regardless of light levels and conditions, allowing you to precisely engage targets at medium range. The Scorched edition features a unique flame patina.
New: Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic  \nMagnification: 2x – 4x\nAim Time: +5%\nVisual Recoil: -25%\nParallax: Medium\nSize: 2\n\nThe Tau Plus 4x telescopic sight from NV-TAC uses a proprietary optics coating to ensure a crystal clear image regardless of light levels and conditions, allowing you to precisely engage targets at medium range. The Scorched edition features a unique flame patina.

item_Descvolt_smg_energy_01_black01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features Hurston branding.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features Hurston branding.

item_Descvolt_smg_energy_01_blue01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features Crusader branding.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features Crusader branding.

item_Descvolt_smg_energy_01_collector01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Jungle Camo” edition gives the weapon a classic dark green camo pattern.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Jungle Camo” edition gives the weapon a classic dark green camo pattern.

item_Descvolt_smg_energy_01_collector02
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nTan, dark brown, and black combine for the “Hunter Camo” edition of the weapon.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nTan, dark brown, and black combine for the “Hunter Camo” edition of the weapon.

item_Descvolt_smg_energy_01_collector03
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Cobalt Camo” edition features a striking dark blue and black camo pattern.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Cobalt Camo” edition features a striking dark blue and black camo pattern.

item_Descvolt_smg_energy_01_red01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features ArcCorp branding.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features ArcCorp branding.

item_Descvolt_smg_energy_01_store01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe dynamically designed “True Valor” edition features a blue base with a progression of grey, white, and yellow patterns from muzzle to stock.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe dynamically designed “True Valor” edition features a blue base with a progression of grey, white, and yellow patterns from muzzle to stock.

item_Descvolt_smg_energy_01_store02
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nSwirls of blue and white give the “Clawed Steel” edition its unique look.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nSwirls of blue and white give the “Clawed Steel” edition its unique look.

item_Descvolt_smg_energy_01_store03
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “New Dawn” edition brings a truly unique look to the weapon with a dazzling kaleidoscope of colors reminiscent of memorable sunrises.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “New Dawn” edition brings a truly unique look to the weapon with a dazzling kaleidoscope of colors reminiscent of memorable sunrises.

item_Descvolt_smg_energy_01_tint01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Deadfall” edition is primarily muted green with black highlights.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 545\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Deadfall” edition is primarily muted green with black highlights.

item_Descvolt_smg_energy_01_tint02
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe green glow of the Quartz’s barrel pops against the all black look of the “Black Op” edition.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe green glow of the Quartz’s barrel pops against the all black look of the “Black Op” edition.

item_Descvolt_smg_energy_01_tint03
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Lumen” edition mixes crisp white base with black highlights.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThe “Lumen” edition mixes crisp white base with black highlights.

item_Descvolt_smg_energy_01_uee01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThis “GCD-Army” edition has yellow wiring and is decorated with a dark and light gray digital camo pattern.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon.\n\nThis “GCD-Army” edition has yellow wiring and is decorated with a dark and light gray digital camo pattern.

item_Descvolt_smg_energy_01_white01
Old: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 50\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features microTech branding.
New: Manufacturer: Verified Offworld Laser Technologies\nItem Type: SMG\nClass: Energy (Electron)\n\nBattery Size: 45\nRate of Fire: Beam\nEffective Range: 15-20 m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nManufacturer VOLT’s Quartz SMG utilizes exciting new weapon technology that fires a short range beam that fractures into multiple beams the longer it fires, making it an extremely effective close quarter weapon. This special edition features microTech branding.

item_TypeLifeSupportVent,P
Old: Room Vent
New: Room Life Support

item_TypeSelfDestruct
Old: Self Destruct
New: Self Destruct Unit

item_descarma_barrel_comp_s1_contestedzonereward
Old: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 1\n\nFire Rate: +10%\nRecoil Stability: +30%\nRecoil Kick: +20%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator1. ArmaMod’s expertly designed S1 barrel attachment efficiently expels gasses to keep every shot on target. This “Tweaker” version has been unofficially modified for a faster fire rate.
New: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 1\n\nAim Recoil: +35%\nVisual Recoil: -30%\nRecoil Time: -33%\nFire Rate: +12.5%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator1. ArmaMod’s expertly designed S1 barrel attachment efficiently expels gasses to keep every shot on target. This “Tweaker” version has been unofficially modified for a faster fire rate.

item_descarma_barrel_comp_s2_contestedzonereward
Old: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nRecoil Stability: +70%\nRecoil Smoothness: +50%\nADS Time: +25%\nSpread: +25%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod’s expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target. This “Tweaker” version has been unofficially modified for a smoother firing experience.
New: Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nAim Time: +25%\nSpread: +25%\nAim Recoil: -35%\nVisual Recoil: -50%\nDamage: -10%\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod’s expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target. This “Tweaker” version has been unofficially modified for a smoother firing experience.

item_descarma_barrel_stab_s2_contestedzonereward
Old: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 2\n\nDamage: +12.5%\nRecoil Stability: +15%\nRecoil Kick: +40%\nSpread: +25%\nAmmo Cost Per Shot: +100%\n\nReduce energy weapon recoil with the Emod Stabilizer2. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot. This “Tweaker” version has been unofficially modified to do more damage.
New: Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 2\n\nHeat: -80%\nAim Recoil: +40%\nVisual Recoil: -15%\nDamage: +12.5%\nAmmo Consumption: +100%\n\nArmaMod designed the Emod Stabilizer2 attachment to improve heat distribution and visual stability allowing for a more precise shot. This “Tweaker” version has been unofficially modified to do more damage at the cost of expending more energy.

pause_OptionsBrightness
Old: Brightness (SDR)
New: Brightness

pause_OptionsContrast
Old: Contrast (SDR)
New: Contrast

pause_OptionsGamma
Old: Gamma (SDR)
New: Gamma

pause_OptionsPlanetVolumetricClouds
Old: Planet Volumetric Clouds
New: Planet Volumetric Clouds Quality

pause_OptionsUIAspectModifier
Old: UI – Aspect Modifier
New: Visor and Lens Aspect Modifier

pause_Options_tractor_beam_rotation_mode
Old: Tractor Beam – Rotate via Object Space, Not Player Space
New: Tractor Beam – when rotating use rotated object space instead of player space

pause_options_esp_zone_inner
Old: Pilot E.S.P. – Inner Zone Size (percent of zone size)
New: Pilot E.S.P. – Inner Zone Size Ratio

pause_options_head_tracking_tobii_profile0_eye_head_tracking_ratio
Old: Head Tracking – Tobii – Seat – Input Mix (0: Gaze, 1: Head)
New: Head Tracking – Tobii – Seated – Input Mix (0: Gaze, 1: Head)

pause_options_head_tracking_tobii_profile0_gaze_responsiveness
Old: Head Tracking – Tobii – Seat – Input Mix Gaze Responsiveness
New: Head Tracking – Tobii – Seated – Gaze Responsiveness

pause_options_head_tracking_tobii_profile0_head_center_stabilization
Old: Head Tracking – Tobii – Seat – Center Stabilization
New: Head Tracking – Tobii – Seated – Center Stabilization

pause_options_head_tracking_tobii_profile0_head_sensitivity_pitch
Old: Head Tracking – Tobii – Seat – Head Sensitivity Pitch
New: Head Tracking – Tobii – Seated – Head Sensitivity Pitch

pause_options_head_tracking_tobii_profile0_head_sensitivity_roll
Old: Head Tracking – Tobii – Seat – Head Sensitivity Roll
New: Head Tracking – Tobii – Seated – Head Sensitivity Roll

pause_options_head_tracking_tobii_profile0_head_sensitivity_yaw
Old: Head Tracking – Tobii – Seat – Head Sensitivity Yaw
New: Head Tracking – Tobii – Seated – Head Sensitivity Yaw

pause_options_head_tracking_tobii_profile0_head_view_auto_center
Old: Head Tracking – Tobii – Seat – Auto Center Enabled
New: Head Tracking – Tobii – Seated – Auto Center Enabled

pause_options_head_tracking_tobii_profile1_gaze_responsiveness
Old: Head Tracking – Tobii – FPS – Input Mix Gaze Responsiveness
New: Head Tracking – Tobii – FPS – Gaze Responsiveness

pause_options_turret_adaptive_zoom_sensitivity
Old: Turret – Mouse – Adaptive Zoom Sensitivity
New: Turret – Mouse – Adaptive Sensitivity (except VJoy)

pause_options_turret_default_mouse_mode_1to1
Old: Relative 1:1
New: Relative Mouse Dragging

pause_options_turret_default_mouse_mode_pointer
Old: Relative Pointer
New: Pointer

pause_options_turret_default_mouse_mode_vjoy
Old: VJoy
New: VJoy Dragging

ui_Inventory_ContainerStatus_TooSmall
Old: Too Large For Container
New: Cannot fit inside

ui_error_message_30027,P
Old: (Unused) You should not see this. Please report.
New: If you are seeing this error message something went wrong. Please report this error to the issue council and try again.

ui_pause_PopupCancelMenuButtonText
Old: Return to Game
New: Cancel

ui_pause_PopupConfirmMenuButtonText
Old: Proceed to Menu
New: Confirm

ui_pause_PopupQuitGameButtonText
Old: Quit to Desktop
New: Quit

ui_pause_PopupQuitGame_Title
Old: Quit Game
New: Quit to desktop

ui_v_ifcs_gravity_compensation_off
Old: Gravity Compensation – Disable
New: IFCS – Gravity Compensation – Disable

ui_v_ifcs_gravity_compensation_on
Old: Gravity Compensation – Enable
New: IFCS – Gravity Compensation – Enable

ui_v_ifcs_toggle_gravity_compensation
Old: Gravity Compensation – Toggle
New: IFCS – Gravity Compensation – Toggle

ui_v_ifcs_toggle_gravity_compensation_desc
Old: Gravity Compensation – Toggle
New: IFCS – Gravity Compensation – Toggle

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