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Star Citizen | Alpha 4.6.0 TECH-PREVIEW 11070640 Data Mining

In questo post indichiamo tutte le informazioni recuperate dai file di Star Citizen delle Patch 4.6.0 TECH-PREVIEW 11070640

Chiavi aggiunte per BaseToModifiedSeparator,P

  • BaseToModifiedSeparator,P = >

Chiavi aggiunte per Battaglia

  • Battaglia_MissingPersons_Intro_desc,P = [WIP] Battaglia MissingPersons Intro description
  • Battaglia_MissingPersons_Intro_title,P = [WIP] Battaglia MissingPersons Intro

Chiavi aggiunte per BeaconPlotTitle,P

  • BeaconPlotTitle,P = Beacon Plot

Chiavi aggiunte per Blueprints

  • Blueprints = Blueprints

Chiavi aggiunte per BuildingLarge,P

  • BuildingLarge,P = [L] Living Quarters

Chiavi aggiunte per BuildingMedium,P

  • BuildingMedium,P = [M] Living Quarters

Chiavi aggiunte per BuildingSmall,P

  • BuildingSmall,P = [S] Living Quarters

Chiavi aggiunte per ConstructionCentreLarge,P

  • ConstructionCentreLarge,P = [L] Construction Hub

Chiavi aggiunte per CorridorJunctionT,P

  • CorridorJunctionT,P = T-Junction Passage

Chiavi aggiunte per CorridorStraight32,P

  • CorridorStraight32,P = Straight Passage

Chiavi aggiunte per Craft

  • Craft = Craft

Chiavi aggiunte per crafting

  • crafting_machineName_fabricator_standard,P = Item Fabricator
  • crafting_ui_action,P = Action
  • crafting_ui_add-on,P = Add-on
  • crafting_ui_autoFill,P = Auto Fill
  • crafting_ui_autoFill_includeoptionals,P = Include Catalysts
  • crafting_ui_autoFill_mode_highestquality,P = Best Materials
  • crafting_ui_autoFill_mode_lowestquality,P = Worst Materials
  • crafting_ui_autofill_empty_with,P = Autofill Empty With:
  • crafting_ui_blueprint_pages,P = Blueprint Pages
  • crafting_ui_by_product_item,P = By product item
  • crafting_ui_catalyst,P = Catalyst
  • crafting_ui_claimdestinationdefault,P = Default claim destination
  • crafting_ui_craft_upgrade_repair,P = Craft / Upgrade / Repair
  • crafting_ui_crafting_time,P = Crafting time
  • crafting_ui_deliveralljobs_button,P = Deliver All
  • crafting_ui_deliveralljobstodestination,P = Deliver all to:
  • crafting_ui_delivery_location,P = Delivery location
  • crafting_ui_delivery_project,P = Delivery Project:
  • crafting_ui_delivery_required,P = Delivery Required:
  • crafting_ui_door_closing,P = Door Closing
  • crafting_ui_door_opening,P = Door Opening
  • crafting_ui_finished_project,P = Finished Project
  • crafting_ui_in_progress,P = In Progress:
  • crafting_ui_item_name,P = Item name
  • crafting_ui_jobdestination_locationinventory,P = Location Inventory
  • crafting_ui_jobdestination_machinecargogrid,P = Machine Grid
  • crafting_ui_jobdestination_undefined,P = Choose later
  • crafting_ui_kiosk_capacity,P = Slots Used
  • crafting_ui_material_type,P = Material type
  • crafting_ui_original_location,P = Original location
  • crafting_ui_processtype_create,P = Create
  • crafting_ui_processtype_dismantle,P = Dismantle
  • crafting_ui_processtype_refine,P = Refine
  • crafting_ui_processtype_refund,P = Refund
  • crafting_ui_processtype_repair,P = Repair
  • crafting_ui_processtype_research,P = Research
  • crafting_ui_processtype_upgrade,P = Upgrade
  • crafting_ui_queue,P = Queue:
  • crafting_ui_quit_confirmation,P = Quit Confirmation
  • crafting_ui_quit_message,P = Are you sure you want to quit?\nAll progress will be lost.
  • crafting_ui_refined_material,P = Refined material
  • crafting_ui_refund_confirmation,P = Refund Confirmation
  • crafting_ui_refund_message,P = Are you sure you want to refund this job?\nYou will get back a portion of its ingredients.
  • crafting_ui_select_tab_start,P = Please select a tab to start
  • crafting_ui_set_as_default_location,P = Set as default location
  • crafting_ui_slotname_anchorpins,P = Anchor Pins
  • crafting_ui_slotname_apertureiris,P = Aperture Iris
  • crafting_ui_slotname_armouredcarapace,P = Armored Carapace
  • crafting_ui_slotname_barrel,P = Barrel
  • crafting_ui_slotname_barrels,P = Barrels
  • crafting_ui_slotname_cabling,P = Cabling
  • crafting_ui_slotname_casing,P = Casing
  • crafting_ui_slotname_conduit,P = Conduit
  • crafting_ui_slotname_cycler,P = Cycler
  • crafting_ui_slotname_distorterunit,P = Distorter Unit
  • crafting_ui_slotname_drivemotor,P = Drive Motor
  • crafting_ui_slotname_electronics,P = Electronics
  • crafting_ui_slotname_emitter,P = Emitter
  • crafting_ui_slotname_filter,P = Filter
  • crafting_ui_slotname_frame,P = Frame
  • crafting_ui_slotname_grip,P = Grip
  • crafting_ui_slotname_hydraulics,P = Hydraulics
  • crafting_ui_slotname_insulativeliner,P = Insulative Liner
  • crafting_ui_slotname_lenses,P = Lenses
  • crafting_ui_slotname_magnetizer,P = Magnetizer
  • crafting_ui_slotname_plating,P = Plating
  • crafting_ui_slotname_precisionparts,P = Precision Parts
  • crafting_ui_slotname_protectivesheathing,P = Protective Sheathing
  • crafting_ui_slotname_radiator,P = Radiator
  • crafting_ui_slotname_regulator,P = Power Regulator
  • crafting_ui_slotname_reinforcedframe,P = Reinforced Frame
  • crafting_ui_slotname_segmentpanelling,P = Segment Panelling
  • crafting_ui_slotname_shell,P = Shell
  • crafting_ui_slotname_stabilizer,P = Stabilizer
  • crafting_ui_slotname_stock,P = Stock
  • crafting_ui_slotname_suitunderlay,P = Suit Underlay
  • crafting_ui_slotname_torquejunction,P = Torque Junction
  • crafting_ui_slotname_wiring,P = Wiring
  • crafting_ui_statistics,P = Statistics
  • crafting_ui_tabname_blueprints,P = Blueprints
  • crafting_ui_tabname_materials,P = Materials
  • crafting_ui_tiers,P = Tiers
  • crafting_ui_time,P = Time
  • crafting_ui_upgradable_item,P = Upgradable Item
  • crafting_ui_uses_left,P = Uses left

Chiavi aggiunte per CraftingHangarMedium,P

  • CraftingHangarMedium,P = [M] Fabrication Hangar

Chiavi aggiunte per CraftingHangarSmall,P

  • CraftingHangarSmall,P = [S] Fabrication Hangar

Chiavi aggiunte per CraftingKiosk

  • CraftingKiosk = Crafting Kiosk

Chiavi aggiunte per DefaultPlotTitle,P

  • DefaultPlotTitle,P = Default Plot

Chiavi aggiunte per Dismantle

  • Dismantle = Dismantle

Chiavi aggiunte per DismantleStructure,P

  • DismantleStructure,P = Dismantle

Chiavi aggiunte per ExistingStructureTitle,P

  • ExistingStructureTitle,P = Existing Structure

Chiavi aggiunte per ExtractorLiquidSmall,P

  • ExtractorLiquidSmall,P = [S] Liquid Extractor

Chiavi aggiunte per ExtractorSolidLarge,P

  • ExtractorSolidLarge,P = [L] Solid Extractor

Chiavi aggiunte per FlyToStructure,P

  • FlyToStructure,P = Fly To

Chiavi aggiunte per FoundationSquare,P

  • FoundationSquare,P = Foundation Square

Chiavi aggiunte per FoundationTriangle,P

  • FoundationTriangle,P = Foundation Triangle

Chiavi aggiunte per FreightElevatorLarge,P

  • FreightElevatorLarge,P = [L] Freight Elevator

Chiavi aggiunte per FreightElevatorSmall,P

  • FreightElevatorSmall,P = [S] Freight Elevator

Chiavi aggiunte per FuelBig,P

  • FuelBig,P = [L] Fuel Generator

Chiavi aggiunte per FuelSmall,P

  • FuelSmall,P = [S] Fuel Generator

Chiavi aggiunte per HangarLarge,P

  • HangarLarge,P = [L] Hangar

Chiavi aggiunte per HangarMedium,P

  • HangarMedium,P = [M] Hangar

Chiavi aggiunte per HangarSmall,P

  • HangarSmall,P = [S] Hangar

Chiavi aggiunte per HotCold

  • HotCold_obj_marker_01,P = ~mission(HotColdObject)

Chiavi aggiunte per item

  • item_Desc_rrs_specialist_heavy_arms_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_arms_05_01_01
  • item_Desc_rrs_specialist_heavy_backpack_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_backpack_05_01_01
  • item_Desc_rrs_specialist_heavy_core_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_core_05_01_01
  • item_Desc_rrs_specialist_heavy_helmet_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_helmet_05_01_01
  • item_Desc_rrs_specialist_heavy_legs_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_legs_05_01_01
  • item_Name_rrs_specialist_heavy_arms_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_arms_05_01_01
  • item_Name_rrs_specialist_heavy_backpack_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_backpack_05_01_01
  • item_Name_rrs_specialist_heavy_core_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_core_05_01_01
  • item_Name_rrs_specialist_heavy_helmet_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_helmet_05_01_01
  • item_Name_rrs_specialist_heavy_legs_05_01_01,P = PLACEHOLDER – rrs_specialist_heavy_legs_05_01_01
  • item_displayType_Crafter,P = Crafting Machine

Chiavi aggiunte per items

  • items_commodities_aslarite,P = Aslarite
  • items_commodities_aslarite_desc,P = Aslarite description
  • items_commodities_aslarite_raw,P = Aslarite (Raw)
  • items_commodities_aslarite_raw_desc,P = Aslarite (Raw) description
  • items_commodities_ouratite,P = Ouratite
  • items_commodities_ouratite_desc,P = Ouratite description
  • items_commodities_raw_ouratite,P = Raw Ouratite
  • items_commodities_raw_ouratite_desc,P = Raw Ouratite description

Chiavi aggiunte per LandClaimTitle,P

  • LandClaimTitle,P = Land Claim

Chiavi aggiunte per Materials

  • Materials = Materials

Chiavi aggiunte per MoveStructure,P

  • MoveStructure,P = Move

Chiavi aggiunte per NewStructureTitle,P

  • NewStructureTitle,P = New Structure

Chiavi aggiunte per PropertyNameToBaseSeparator,P

  • PropertyNameToBaseSeparator,P = :

Chiavi aggiunte per ProspectingPlotTitle,P

  • ProspectingPlotTitle,P = Prospecting Plot

Chiavi aggiunte per Queue

  • Queue = Queue

Chiavi aggiunte per RefineryLiquidSmall,P

  • RefineryLiquidSmall,P = [S] Liquid Refinery

Chiavi aggiunte per RefinerySolidLarge,P

  • RefinerySolidLarge,P = [L] Solid Matter Refinery

Chiavi aggiunte per RenameStructure,P

  • RenameStructure,P = Rename..

Chiavi aggiunte per RepaintStructure,P

  • RepaintStructure,P = Repaint

Chiavi aggiunte per Repair

  • Repair = Repair

Chiavi aggiunte per RepairStructure,P

  • RepairStructure,P = Repair

Chiavi aggiunte per ResourceManagementTitle,P

  • ResourceManagementTitle,P = Resource Management

Chiavi aggiunte per ResourceRequirement,P

  • ResourceRequirement,P = Resource Requirement

Chiavi aggiunte per searchbodies

  • searchbodies_cave_obj_long_01 = Go to the ~mission(Location|Address) to search for the missing persons.
  • searchbodies_cave_obj_long_02 = Confirm the Status of the missing persons.
  • searchbodies_cave_obj_marker_01 = Confirm Status of Missing Person
  • searchbodies_cave_obj_short_01 = Go To ~mission(Location|Address)
  • searchbodies_cave_obj_short_02 = Confirm Status of Missing Persons

Chiavi aggiunte per SelectABlueprintToCraft

  • SelectABlueprintToCraft = Select a blueprint to craft

Chiavi aggiunte per StatName

  • StatName_GPP_Armor_DamageMitigation = Damage Mitigation
  • StatName_GPP_Armor_RadiationCapacity,P = Radiation Capacity
  • StatName_GPP_Armor_RadiationDissipation,P = Radiation Dissipation
  • StatName_GPP_Armor_TemperatureMax,P = Max Temp
  • StatName_GPP_Armor_TemperatureMin,P = Min Temp
  • StatName_GPP_Crafter_CraftSpeed = Craft Speed
  • StatName_GPP_Crafter_DismantleEfficiency = Dismantle Efficiency
  • StatName_GPP_Weapon_Damage,P = Impact Force
  • StatName_GPP_Weapon_FireRate = Fire Rate
  • StatName_GPP_Weapon_Recoil_Handling,P = Recoil Handling
  • StatName_GPP_Weapon_Recoil_Kick,P = Recoil Kick
  • StatName_GPP_Weapon_Recoil_Smoothness,P = Recoil Smoothness
  • StatName_GPP_Weapon_ReloadSpeed,P = Reload Speed
  • StatName_GPP_Weapon_Spread,P = Spread

Chiavi aggiunte per StatUnits

  • StatUnits_Percent,P = %+.2f %%
  • StatUnits_RPM,P = %.2f RPM
  • StatUnits_RadiationCapacity,P = %.2f mRem
  • StatUnits_RadiationDissipation,P = %.2f mRem/s
  • StatUnits_Temperature,P = %+.2f ºC

Chiavi aggiunte per StructureIntegrity,P

  • StructureIntegrity,P = Integrity

Chiavi aggiunte per Upgrade

  • Upgrade = Upgrade

Chiavi aggiunte per UpgradeStructure,P

  • UpgradeStructure,P = Upgrade

Chiavi aggiunte per vehicle

  • vehicle_room_command_module_docking = Command Module Connector
  • vehicle_room_elevator_shaft = Elevator Shaft
  • vehicle_room_ladder_access = Ladder Access
  • vehicle_room_operations_deck = Operations Deck
  • vehicle_room_owners_room = Owner’s Suite
  • vehicle_room_repair_bay = Repair Bay
  • vehicle_room_secure_storage = Secure Storage

Chiavi aggiunte per VMALabel

  • VMALabel_Crafted,P = [CRAFTED]

Chiavi aggiunte per WaterPumpSmall,P

  • WaterPumpSmall,P = [S] Water Pump

Chiavi rimosse per Industrial

  • Industrial_GenericCollectDeliver_Long_And,P = Collect and deliver all of the following:
  • Industrial_GenericCollectDeliver_Long_Or,P = Collect and deliver one of the following. Deliver to ~mission(Destination|ListAll)
  • Industrial_GenericCollectDeliver_Short_Or,P = Collect and deliver one of the following:

Chiavi rimosse per item

  • item_DescApollo_Paint_Clean_Air_Red_Teal_Gold = Showcase your dedication to helping Alliance Aid assist the people of Levski during their time of need with this red livery.
  • item_DescApollo_Paint_Clean_Air_Red_Teal_Gold_B = Showcase your dedication to helping Alliance Aid assist the people of Levski during their time of need with this red livery with golden accents.
  • item_DescAsgard_Paint_Clean_Air_Green_Green_Yellow = Showcase your dedication to helping Alliance Aid assist the people of Levski during their time of need with this green livery with yellow accents.
  • item_DescGMISL_S01_CS_FSKI_Spark = Manufacturer: Firestorm Kinetics \nTracking Signal: Cross Section \nSize: 1 \n\nThose that believe size doesn’t matter would do well to stay clear of the Firestorm Kinetics Spark. Using cross section targeting, this lightweight proximity missile packs a considerable punch. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S01_EM_BEHR_Pioneer = Manufacturer: Behring \nTracking Signal: Electromagnetic \nSize: 1 \n\nBehring prides itself on dependability and the Pioneer is no exception. The updated Oracle EM tracking system has proven itself time and again in numerous consumer-testing reports against similarly classed proximity missiles. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S01_EM_THCN_TaskForce = Manufacturer: Thermyte Concern \nTracking Signal: Electromagnetic \nSize: 1 \n\nVenturing into the weapons market, Thermyte Concern have pooled their extensive knowledge of demolition explosives to create the TaskForce. A lightweight EM tracking strike missile with a top-in-class propulsion system provides an efficient mixture of speed and firepower to establish battlefield dominance. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S01_IR_BEHR_Marksman = Manufacturer: Behring \nTracking Signal: Infrared \nSize: 1 \n\nBehring’s Marksman series of proximity missiles has earned as much of a reputation for its ability to track a wide range of heat signatures as it has for its area-effect proximity damage. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S02_CS_FSKI_Tempest = Manufacturer: Firestorm Kinetics \nTracking Signal: Cross Section \nSize: 2 \n\nThe Tempest was designed with nothing but annihilation in mind. Utilizing FireStorm Kinetics’ targeting technology, this proximity missile locks onto a target’s cross section to draw conflicts to a swift conclusion. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S02_CS_THCN_StrikeForce = Manufacturer: Thermyte Concern \nTracking Signal: Cross Section \nSize: 2 \n\nThe StrikeForce is the latest culmination of Thermyte Concern’s expansion into the missile industry, showcasing notable design and cross-section targeting improvements. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S02_EM_TALN_Dominator = Manufacturer: Talon \nTracking Signal: Electromagnetic \nSize: 2 \n\nDesigned to track an opponent’s electromagnetic signature, the Dominator strike missile is a precision ordnance package designed to establish tactical battlefield dominance. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S02_IR_FSKI_Ignite = Manufacturer: Firestorm Kinetics \nTracking Signal: Infrared \nSize: 2 \n\nThe Ignite is Firestorm’s premier brand of heat-seeking strike missile that is the definition of Fire and Forget. Simply let it fly and enjoy the show. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S03_CS_FSKI_Arrester = Manufacturer: Firestorm Kinetics \n\nTracking Signal: Cross Section \nSize: 3 \n\nUsing cross section targeting to hunt for its prey, the Firestorm Arrester proximity missile makes quick work of enemies caught in the crosshairs. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S03_EM_FSKI_Thunderbolt = Manufacturer: Firestorm Kinetics \nTracking Signal: Electromagnetic  \nSize: 3 \n\nThanks to the Firestorm Thunderbolt’s agile frame and EM targeting system, this proximity missile is a solid choice for a wide variety of combat scenarios. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S03_IR_NOVP_Viper = Manufacturer: Nova Pyrotechnica \nTracking Signal: Infrared \nSize: 3 \n\nNova has worked hard to insure that their infrared tracking Viper strike missile lives up to its name by delivering agile and lethal attacks against hostile targets. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S04_CS_TALN_Assailant = Manufacturer: Talon \nTracking Signal: Cross Section \nSize: 4 \n\nThe Assailant missile from Talon is a perfect weapon solution for precision strikes against motivated opponents. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S04_IR_BEHR_Pathfinder = Manufacturer: Behring \nTracking Signal: Infrared \nSize: 4 \n\nThe Pathfinder proximity missile has been a consistent member of Behring’s already robust arsenal thanks to its tried and tested propulsion system and heat seeking guidance array. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S05_CS_TALN_Stalker = Manufacturer: Talon \nTracking Signal: Cross Section \nSize: 5 \n\nWith dedicated cross section tracking, the Talon Stalker has endured over the years as a precision strike torpedo with maximum stopping power. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S05_EM_TALN_Reaper = Manufacturer: Talon \nTracking Signal: Electromagnetic \nSize: 5 \n\nThe Reaper strike torpedo features a favorable destructive yield-to-expense ratio and a proven Talon EM tracking suite. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S05_EM_TALN_Scimitar = Manufacturer: Talon \nTracking Signal: Electromagnetic \nSize: 5 \n\nThe Scimitar missile tracks targets via their EM signature to deliver a devastating size five payload. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S05_IR_TALN_Valkyrie = Manufacturer: Talon \nTracking Signal: Infrared \nSize: 5 \n\nTalon’s torpedo design team pulled out all the stops for their latest Valkyrie strike torpedo by creating a multitiered thrust solution with state of the art infrared tracking capabilities. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S07_IR_TALN_Hellion = Manufacturer: Talon \nTracking Signal: Infrared \nSize: 7 \n\nCarrying a sizable payload and an advanced heat-seeking sensor suite, the Hellion missile from Talon can be effective against aggressors of all sizes. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S09_CS_TALN_Argos = Manufacturer: Talon \nTracking Signal: Cross Section \nSize: 9 \n\nThe Talon Argos strike torpedo features a classic, straightforward design that relies on exacting manufacturing standards and a classic cross section targeting system. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S09_EM_TALN_Seeker = Manufacturer: Talon \nTracking Signal: Electromagnetic \nSize: 9 \n\nTalon’s Seeker torpedo is a precision, EM-targeting torpedo capable of delivering a massive payload quickly and accurately. Note: This missile may only be launched by ground vehicles.
  • item_DescGMISL_S09_IR_TALN_Typhoon = Manufacturer: Talon \nTracking Signal: Infrared \nSize: 9 \n\nDesigned by Talon, the Typhoon heat seeking strike torpedo delivers a heavy payload sure to serve as a deterrent from any further hostile actions. Note: This missile may only be launched by ground vehicles.
  • item_DescPaladin_Paint_Clean_Air_Black_Grey_Grey = Showcase your dedication to helping Alliance Aid assist the people of Levski during their time of need with this grey camo livery.
  • item_DescPerseus_Paint_Clean_Air_Black_Grey_Grey_Camo = Showcase your dedication to helping Alliance Aid assist the people of Levski during their time of need with this grey camo livery.
  • item_DescRaft_Paint_Clean_Air_Green_Green_Yellow = Showcase your dedication to helping Alliance Aid assist the people of Levski during their time of need with this green livery with yellow accents.
  • item_Desc_rrs_specialist_heavy_arms_05_01_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -97 / 121 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart. The Gideon edition features a heavily worn teal finish with yellow accents and a signature red snake insignia.
  • item_Desc_rrs_specialist_heavy_backpack_05_01_01 = Item Type: Heavy Backpack\nCarrying Capacity: 150K µSCU\nCore Compatibility: Heavy\n\nComfortably carry vital gear with the RRS Morozov-CH backpack. This softshell bag is made with an advanced duraweave that’s lightweight yet ready for all manner of industrial work. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back. The Gideon edition features a heavily worn teal finish with yellow accents.
  • item_Desc_rrs_specialist_heavy_core_05_01_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -97 / 121 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart. The Gideon edition features a heavily worn teal finish with yellow accents and a signature red snake insignia.
  • item_Desc_rrs_specialist_heavy_helmet_05_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\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Gideon edition features a heavily worn teal finish with yellow accents. Visor is AR crosshair compatible.
  • item_Desc_rrs_specialist_heavy_legs_05_01_01 = Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -97 / 121 °C\nRadiation Protection: 26800 REM\nRadiation Scrub Rate: 145.8 REM/s\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart. The Gideon edition features a heavily worn teal finish with yellow accents.
  • item_NameApollo_Paint_Clean_Air_Red_Teal_Gold = Apollo Alliance Aid Red Livery
  • item_NameApollo_Paint_Clean_Air_Red_Teal_Gold_B = Apollo Alliance Aid Red & Gold Livery
  • item_NameAsgard_Paint_Clean_Air_Green_Green_Yellow = Asgard Alliance Aid Green Livery
  • item_NameGMISL_S01_CS_FSKI_Spark = Spark I-G Missile
  • item_NameGMISL_S01_CS_FSKI_Spark_short = Spark I-G
  • item_NameGMISL_S01_EM_BEHR_Pioneer = Pioneer I-G Missile
  • item_NameGMISL_S01_EM_BEHR_Pioneer_short = Pioneer I-G
  • item_NameGMISL_S01_EM_THCN_TaskForce = TaskForce I-G Missile
  • item_NameGMISL_S01_EM_THCN_TaskForce_short = TaskForce I-G
  • item_NameGMISL_S01_IR_BEHR_Marksman = Marksman I-G Missile
  • item_NameGMISL_S01_IR_BEHR_Marksman_short = Marksman I-G
  • item_NameGMISL_S02_CS_FSKI_Tempest = Tempest II-G Missile
  • item_NameGMISL_S02_CS_FSKI_Tempest_short = Tempest II-G
  • item_NameGMISL_S02_CS_THCN_StrikeForce = StrikeForce II Missile
  • item_NameGMISL_S02_CS_THCN_StrikeForce_short = StrkFrc II-G
  • item_NameGMISL_S02_EM_TALN_Dominator = Dominator II-G Missile
  • item_NameGMISL_S02_EM_TALN_Dominator_short = Dmntr II-G
  • item_NameGMISL_S02_IR_FSKI_Ignite = Ignite II-G Missile
  • item_NameGMISL_S02_IR_FSKI_Ignite_short = Ignite II-G
  • item_NameGMISL_S03_CS_FSKI_Arrester = Arrester III-G Missile
  • item_NameGMISL_S03_CS_FSKI_Arrester_short = Arrstr III-G
  • item_NameGMISL_S03_EM_FSKI_Thunderbolt = Thunderbolt III-G Missile
  • item_NameGMISL_S03_EM_FSKI_Thunderbolt_short = Thdrblt III-G
  • item_NameGMISL_S03_IR_NOVP_Viper = Viper III-G Missile
  • item_NameGMISL_S03_IR_NOVP_Viper_short = Viper III-G
  • item_NameGMISL_S04_CS_TALN_Assailant = Assailant IV-G Missile
  • item_NameGMISL_S04_CS_TALN_Assailant_short = Asslnt IV-G
  • item_NameGMISL_S04_IR_BEHR_Pathfinder = Pathfinder IV-G Missile
  • item_NameGMISL_S04_IR_BEHR_Pathfinder_short = Pathfndr IV-G
  • item_NameGMISL_S05_CS_TALN_Stalker = Stalker V-G Missile
  • item_NameGMISL_S05_CS_TALN_Stalker_short = Stalker V-G
  • item_NameGMISL_S05_EM_TALN_Reaper = Reaper V-G Missile
  • item_NameGMISL_S05_EM_TALN_Reaper_short = Reaper V-G
  • item_NameGMISL_S05_EM_TALN_Scimitar = Scimitar V-G Missile
  • item_NameGMISL_S05_EM_TALN_Scimitar_short = Scimitar V-G
  • item_NameGMISL_S05_IR_TALN_Valkyrie = Valkyrie V-G Missile
  • item_NameGMISL_S05_IR_TALN_Valkyrie_short = Valkyrie V-G
  • item_NameGMISL_S07_IR_TALN_Hellion = Hellion VII-G Missile
  • item_NameGMISL_S07_IR_TALN_Hellion_short = Hellion VII-G
  • item_NameGMISL_S09_CS_TALN_Argos = Argos IX-G Torpedo
  • item_NameGMISL_S09_CS_TALN_Argos_short = Argos IX-G
  • item_NameGMISL_S09_EM_TALN_Seeker = Seeker IX-G Torpedo
  • item_NameGMISL_S09_EM_TALN_Seeker_short = Seeker IX-G
  • item_NameGMISL_S09_IR_TALN_Typhoon = Typhoon IX-G Torpedo
  • item_NameGMISL_S09_IR_TALN_Typhoon_short = Typhoon IX-G
  • item_NamePaladin_Paint_Clean_Air_Black_Grey_Grey = Paladin Alliance Aid Camo Livery
  • item_NamePerseus_Paint_Clean_Air_Black_Grey_Grey_Camo = Perseus Alliance Aid Camo Livery
  • item_NameRaft_Paint_Clean_Air_Green_Green_Yellow = RAFT Alliance Aid Green Livery
  • item_Name_rrs_specialist_heavy_arms_05_01_01 = Morozov-SH-I Arms Gideon
  • item_Name_rrs_specialist_heavy_backpack_05_01_01 = Morozov-SH-I Backpack Gideon
  • item_Name_rrs_specialist_heavy_core_05_01_01 = Morozov-SH-I Core Gideon
  • item_Name_rrs_specialist_heavy_helmet_05_01_01 = Morozov-SH-I Helmet Gideon
  • item_Name_rrs_specialist_heavy_legs_05_01_01 = Morozov-SH-I Legs Gideon

Chiavi rimosse per ScanningObjective

  • ScanningObjective_Cave_Long,P = Scan to locate a cave near ~mission(Destination)
  • ScanningObjective_Cave_Short,P = Locate a nearby cave
  • ScanningObjective_Long,P = Scan to locate a location near ~mission(Location)
  • ScanningObjective_Short,P = Locate a nearby location

Chiavi modificate

Badge_CleanAir_Collection_T2_Desc
Old: You have been awarded: ParaMed “AA Collections” Medical Device
New: You have been awarded:

Badge_CleanAir_Collection_T4_Desc
Old: You have been awarded: Apollo Alliance Aid Red & Gold Livery
New: You have been awarded:

Badge_CleanAir_Defense_T2_Desc
Old: You have been awarded: ParaMed “AA Defense” Medical Device
New: You have been awarded:

Badge_CleanAir_Defense_T3_Desc
Old: You have been awarded: M3A Cannon Defense Division, M4A Cannon Defense Division, M5A Cannon Defense Division\n
New: You have been awarded:

Badge_CleanAir_Defense_T4_Desc
Old: You have been awarded: Paladin Alliance Aid Camo Livery
New: You have been awarded:

Badge_CleanAir_Personal_T2_Desc
Old: You have been awarded: Asgard Alliance Aid Green Livery
New: You have been awarded:

Badge_CleanAir_Personal_T3_Desc
Old: You have been awarded: Apollo Alliance Aid Red Livery
New: You have been awarded:

Badge_CleanAir_Personal_T4_Desc
Old: You have been awarded: Perseus Alliance Aid Camo Livery
New: You have been awarded:

Badge_CleanAir_Transport_T2_Desc
Old: You have been awarded: ParaMed “AA Transport” Medical Device
New: You have been awarded:

Badge_CleanAir_Transport_T3_Desc
Old: You have been awarded: MaxLift AA Transport Tractor Beam
New: You have been awarded:

Badge_CleanAir_Transport_T4_Desc
Old: You have been awarded: RAFT Alliance Aid Green Livery
New: You have been awarded:

item_Descbehr_sniper_ballistic_01_store01
Old: Manufacturer: Behring\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 20 rpm\nEffective Range: 120 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nThe Behring P6-LR ballistic sniper rifle more than makes up for its slow rate of fire with a high powered round that’s effective from long range. Featuring a scope with variable zoom modes and a barrel composed of a proprietary high-strength alloy, the P6-LR was designed to deliver when needed most. The Gideon edition features a worn teal and yellow finish.
New: Manufacturer: Behring\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 20 rpm\nEffective Range: 120 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nThe Behring P6-LR ballistic sniper rifle more than makes up for its slow rate of fire with a high powered round that’s effective from long range. Featuring a scope with variable zoom modes and a barrel composed of a proprietary high-strength alloy, the P6-LR was designed to deliver when needed most. The Gideon edition features a worn teal and gold finish.

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