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Star Citizen | Alpha 3.20 8576403 Data Mining

In questo post indichiamo tutte le informazioni recuperate dai file di Star Citizen delle Patch 3.20.0. dalla 8576403

Reputation

BitZeros_RepUI_Area=Stanton
BitZeros_RepUI_Description=A brazen hacker collective rumored to have been started by a group disaffected teens on microTech who bonded over their affinity for old technology. Bored by more serious criminals, they are thrill seekers out to make some money, live large, and stick it to the major corporations in Stanton. With a strong preference for digital infiltration and subterfuge, they have been known to bring in outside help when jobs require a more direct approach.
BitZeros_RepUI_DisplayName=Bit Zeros
BitZeros_RepUI_Focus=Espionage, Theft, Hacking
BitZeros_RepUI_Founded=2951
BitZeros_RepUI_HQ=microTech, Stanton System
BitZeros_RepUI_Leadership=Weevil

Datapad

Datapad_general_01_msg=Dear All,\n\nWe would like to remind you that the break room is meant to be enjoyed, but its upkeep falls to all of us. Please dispose of trash in the proper receptacles and wash any dishes or utensils that you use. Also, when warming meals containing fish or other strong smelling foods, please turn on the exhaust fan. Finally, protocol requires that weapons either be kept on your person or stored in your locker and not left lying about common areas. \n\nThanks for your understanding and compliance in the matters above. Only together can we make this workplace better for all!
Datapad_general_01_recipient=To: All Personnel
Datapad_general_01_subject=Subject: Break Room Etiquette
Datapad_general_02_msg=Hi All, \n\nPlease welcome the newest member of our security team, Shoji Cunniff. Before joining us, Shoji worked as an independent security professional with over 15 years of experience in volatile systems, including Charon, Magnus, and Pyro. Shoji spent the past five years exclusively in Nexus providing protection services and running escort missions.\n \nShoji Cunniff is our new Security Professional I, and will be focused on upholding security protocols and defending the site against hostile actors. Shoji looks forward to the comradery that comes with being a part of a team, updating and expanding his skills as a security professional, and getting to know the Stanton system better. \n\nPlease join us in welcoming Shoji to the team!
Datapad_general_02_recipient=To: All Personnel
Datapad_general_02_subject=Subject: Welcome Our Newest Team Member!
Datapad_general_03_msg=Fellow Cass-fanatic, \n\nThe rumors are true! Ellroy Cass is back to deliver the most memorable and intimate experience of his genre-defying career. The legendary multi-hyphenate artist and performer has commandeered an 890 Jump and turned it into the ultimate venue that’s part performance space, part art gallery, and a complete sensory experience.\n\nAs a certified Cass-fanatic, Ellroy is offering you the opportunity to purchase a ticket to this exclusive experience. Explore the ship to see some of his most famous and controversial art installations, hop into a simpod to be transported into scenes from some of Ellroy’s most legendary vid performances, and then dance the day away to an intimate and career-spanning music set. It’s guaranteed to be a once-in-a-lifetime event unlike anything you’ve ever experienced. \n\nIf you are interested in spending a day with Ellroy Cass and a ship full of fellow fanatics, reply to the comm for price and location details. Due to the intimate nature of the event, tickets are extremely limited and cannot be resold or transferred. Don’t miss your chance to see the latest masterpiece from this enigmatic, incendiary, and boundary-pushing performer!
Datapad_general_03_recipient=To: CassaNovaKid08
Datapad_general_03_subject=Subject: Ellroy Cass Fan Club: Exclusive Pre-sale!
Datapad_general_04_msg=Happy birthday!! \n\nHoping you had a great day and took some time off to celebrate. You deserve it with how hard you work. Wanted to let you know I’m thinking of you, and hope your next year is filled with health, happiness, and a whole lot of luck. \n\nLet me know next time you’re in Area18 and I’ll buy you dinner to celebrate. \n\nCheers!\nHarrison
Datapad_general_04_recipient=To: Reggie
Datapad_general_04_subject=Subject: Happy Birthday!
Datapad_general_05_msg=Consider this a friendly reminder, since I saw you didn’t write any of this down:\n\nRothman’s Ginger Elixir (6 pack)\nRecor & Son Firedbrand Extra Spiced Rhum (Please NOT the Original)\nSmoltz (12 pack)\nLiberty Lake (12 pack)\n- Aero Liberty, if possible. Otherwise Pike Liberty works.\nTwo bottles of Miner’s Gap (One red, one white)\nBottle of Nightingale 12\nBunch of Pips\nRingalings (For Kara)\nHandful of Snaggle Sticks\nMa’s Ready to Eat (Variety pack)\nCorvium Plus\nZaranex MAX\n\nComm me if you have any questions!\n\nKP\n
Datapad_general_05_recipient=To: Junius
Datapad_general_05_subject=Subject: Shopping List

Cargo

Hints_Cargo_Align=To begin the Cargo Transfer process, align your ship within the loading area and hold your position. Any subsequent movement will interrupt the process. If you fail to report to the loading area in time and your slot is revoked, contact Cargo Services for a new deck assignment.
Hints_Cargo_Align_Title=Cargo Transfer – Alignment
Hints_Cargo_Collect=Ships like the Hull C require external loading and unloading through the Cargo Transfer system. Contact Cargo Services to be assigned an open cargo deck where you can receive your purchased cargo.
Hints_Cargo_Collect_Title=Cargo Transfer – Purchases
Hints_Cargo_Deliver=Ships like the Hull C require external loading and unloading through the Cargo Transfer system. Contact Cargo Services to be assigned an open cargo deck where you can unload your cargo. Your payment will be transferred to your account after the transfer is complete.
Hints_Cargo_Deliver_Title=Cargo Transfer – Sold Items
Hints_Cargo_Forfeit=If you exit the loading area before finishing the Cargo Transfer process you will need to contact Cargo Services to resume the process. If you depart entirely, your transaction will be cancelled and any remaining cargo that hasn’t been claimed will be forfeited.
Hints_Cargo_Forfeit_Title=Cargo Transfer – Interruptions
Hints_Cargo_Hail=To begin transferring cargo after initiating a transaction, contact Cargo Services from the Commlink in your mobiGlas or the Comm’s menu on your ship’s multi-function displays (MFDs) to be assigned an open loading area.
Hints_Cargo_Hail_Title=Cargo Services
Hints_Cargo_Interrupt_Transfer=The Cargo Transfer process can be interrupted by several variables including: moving or exiting your ship, retracting the cargo spindles, or an obstruction to the loading area.
Hints_Cargo_Interrupt_Transfer_Title=Cargo Transfer – Interruptions
Hints_Cargo_Invalid_Ship=Cargo Services can only accommodate larger vehicles that support exterior loading, such as the Hull series of ships.
Hints_Cargo_Invalid_Ship_Title=Cargo Services – Vehicle Size
Hints_Cargo_Loading_Revoked=If you fail to report to your assigned cargo deck in a timely manner your loading area will be revoked. Contact Cargo Services for a new deck assignment.
Hints_Cargo_Loading_Revoked_Title=Cargo Transfer – Revoked
Hints_Cargo_Spindles=To load cargo onto the Hull series of ships, the cargo spindles must be extended.
Hints_Cargo_Spindles_Title=Cargo Spindles

Interaction

Interaction_InteractionMode=~action(player_choice|pc_interaction_mode)
Interaction_Select=~action(player_choice|pc_select)

Maps

Maps_Drag,P=Drag
Maps_Orbit,P=Orbit
Maps_Zoom,P=Zoom

Missions Items

Mission_Item_0151,P=family heirloom

Siege of Orison

PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_001_AttentionThisIs_Edit=Attention, this is Rowena Dulli with the CDF. We’ve been getting chatter through some of our contacts about an imminent threat. I’m currently waiting for clearance to activate the CDF if the need arises, but will keep you posted.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_002_AttentionStantonSystem_Edit=Attention, Stanton system. This is Rowena Dulli with the CDF. I’ve been getting unsubstantiated reports of a potential emergency on Crusader. If verified, it may require CDF assistance.

Cargo ATC

PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_001_AlrightCargoIs=Alright, cargo is being transferred.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_002_HoldTightWere=Hold tight. We’re starting to transfer your cargo.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_003_CoolStartCargo=Cool, start cargo transfer now.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_001_AlrightYoureLoaded=Alright, you’re loaded up. Have a good one.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_002_AllCargosBeen=All cargo’s been transferred. Safe flying.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_003_TransferCompleteYoure=Transfer complete. You’re good to go.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_001_WhoaGotAn=Whoa, got an issue. Double check your position and that the loading area is clear.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_002_ImGettingAn=I’m getting an error on your cargo. Check your position and make sure the area’s clear and we can continue.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_003_GotAnError=Got an error so I’m stopping the transfer. Make sure you’re in the right position and the area’s clear so we can keep going.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_001_AlrightIveGot=Alright, I’ve got you in the loading area. Get into place and we’ll start loading your cargo.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_002_ImTrackingYou=I’m tracking you. Go ahead and get into position to get your cargo transferred.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_003_WelcomeToThe=Welcome to the loading area, if you get into position, we can get started.
PU_CARGOATC01_F_ATC_Call_Security_IG_001_IveContactedArea=I’ve contacted area security.
PU_CARGOATC01_F_ATC_Call_Security_IG_002_DontDoAnything=Don’t do anything crazy. Security’s on the way.
PU_CARGOATC01_F_ATC_Call_Security_IG_003_YouMessedUp=You messed up now. I’ve flagged you with security.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_001_UhYouAlready=Uh… you already have a spot.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_002_IGaveYou=I gave you a spot already.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_003_TheresAlreadyA=There’s already a slot assigned to you.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_001_SorryICant=Sorry, I can’t give you a spot with an active CrimeStat.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_002_HeyYouNeed=Hey, you need to take care of that CrimeStat before you can land here.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_003_ImNotAllowed=I’m not allowed to assign a slot to wanted criminals.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_001_SorryButYouve=Sorry but you’ve been denied access to this facility.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_002_HateToDo=Hate to do this, but I can’t let you dock here.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_003_LookIDont=Look, I don’t think I’m gonna be able to help you.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_001_HeyImSorry=Hey, I’m sorry but we can’t accommodate that vehicle here.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_002_IDontThink=I don’t think we’re kitted out to handle that vehicle here. Sorry.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_003_WeCantHandle=We can’t handle that vehicle here. Sorry about that.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_001_YouAskedFor=You asked for it. Landing systems are taking control of your systems.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_002_AlrightFineLocking=Alright, fine. Locking down your vehicle now.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_003_OkayFineWell=Okay, fine, we’ll do this hard way. Taking over control of your vehicle.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_001_SendingYouA=Sending you a deck assignment.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_002_OkayHeresYour=Okay, here’s your deck assignment.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_003_GotADeck=Got a deck assignment for you.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_001_LooksLikeWere=Looks like we’re full up at the moment. Stand by.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_002_IDontActually=I don’t actually have any free spots. Hold tight for a sec.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_003_ALittleSlammed=A little slammed right now, give me a minute and I’ll get you a spot.
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_001_CargoServicesLet=Cargo services, let me see what we’ve got…
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_002_ThanksForContacting=Thanks for contacting cargo services, checking for an open slot.
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_003_HeyThisIs=Hey, this is cargo services. Let me see what we got.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_001_WereOnA=We’re on a tight schedule, I can’t transfer cargo unless you’re in place. Please vacate the area and request again.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_002_WeCantKeep=We can’t keep waiting for you to get into place. You’re gonna have to leave.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_003_OkayLookI=Okay, look, I can’t wait anymore for you to get in place, you’ll have to clear the area.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_001_SorryICant=Sorry, I can’t hold your deck spot any longer.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_002_ImPullingYour=I’m pulling your deck assignment. Next time get there quicker.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_003_LookWerePretty=Look, we’re pretty busy here, so I can’t hold onto your spot if you aren’t gonna use it.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_001_ImPullingYour=I’m pulling your deck assignment.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_002_AlrightImVoiding=Alright, I’m voiding your deck assignment.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_003_SorryButI=Sorry but I canceled your assignment.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_001_JustWaitingOn=Just waiting on you to get in place.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_002_WeCantStart=We can’t start transferring your cargo until you’re in position.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_003_CouldYouGet=Could you get your ship in place so we can start transferring? Thanks.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_001_GonnaNeedYou=Gonna need you to get to your deck assignment.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_002_CanYouHead=Can you head to your deck assignment if you still need it.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_003_WereBusyToday=We’re busy today, get to your assigned deck.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_001_YoureAllDone=You’re all done here, so I’m gonna need the deck for another pilot.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_002_HeyImGonna=Hey, I’m gonna need you to clear out.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_003_CouldYouHead=Could you head on out of here? I got someone looking to use the deck.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_001_HeyImGonna=Hey, I’m gonna need you to shift your vehicle configuration to accept cargo.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_002_YouNeedTo=You need to shift your vehicle into the other configuration before we can load cargo.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_003_ICantStart=I can’t start loading until you adjust your ship configuration.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_001_LookYouCant=Look, you can’t be here. Get out or we’ll lock down your vehicle.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_002_YouArentAuthorized=You aren’t authorized to be here. Get the hell out or you vehicle will be seized.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_003_HeyYoureTrespassing=Hey, you’re trespassing. Landing services will seize your ship if you don’t get out of here.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_001_ImNotGonna=I’m not gonna tell you again. Get the hell out of here or we’ll lock down your vehicle.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_002_IfYouDont=If you don’t leave, you’re gonna be in violation of landing protocols.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_003_LastChanceYou=Last chance. You better leave or landing’s gonna take control of your vehicle.

Retake Location

RetakeLocation_Neutralize_obj_03_hud=Targets Remaining Interior: %ls
RetakeLocation_Neutralize_obj_04_hud=Targets Remaining Exterior: %ls

Retrieve Consignment

RetrieveConsignment_Datapad_01_AccessCode=Access Code:
RetrieveConsignment_Datapad_01_ConsignmentNumber=Consignment #
RetrieveConsignment_Datapad_01_Manifest=Manifest:\n
RetrieveConsignment_obj_01_Long=Go to ~mission(location|address).
RetrieveConsignment_obj_01_Marker=~mission(location)
RetrieveConsignment_obj_01_Short=Go To ~mission(location)
RetrieveConsignment_obj_02_Long=Retrieve the confidential materials from the consignment locker at ~mission(location|address).
RetrieveConsignment_obj_02_Marker=Access Consignment Locker
RetrieveConsignment_obj_02_Short=Retrieve Confidential Materials from Locker at ~mission(location)
RetrieveConsignment_obj_03_Long=Deliver the confidential materials to ~mission(DropOff1|address).
RetrieveConsignment_obj_03_Package_Marker=Deliver
RetrieveConsignment_obj_03_Short=Deliver Confidential Materials to ~mission(DropOff1)

Salvage Contractor

SalvageContractor_Lawful_giver=~mission(Contractor|ResourceRushSalvageFrom)
SalvageContractor_obj_progress_short_2=Remaining Hull\n

Ship Strip

ShipStrip_missioncomplete=Entire Hull Scraped
ShipStrip_missionfail=Ship Was Identified
ShipStrip_obj_beacon_01=Last Known Location
ShipStrip_obj_long_01=Reach the ~mission(ship) near ~mission(location).
ShipStrip_obj_long_02=Scrape the hull of the ~mission(ship) before Security arrives.
ShipStrip_obj_marker_01=Reach ~mission(ship)
ShipStrip_obj_marker_02=Scrape
ShipStrip_obj_short_01=Reach the ~mission(ship)
ShipStrip_obj_short_02=Scrape the ~mission(ship) in Time

Derelict Settlement

Stanton1_DerelictSettlement_CuttersRig,P=Cutters Rig
Stanton1_DerelictSettlement_FinnsFolly,P=Finn’s Folly
Stanton1_DerelictSettlement_Ludlow,P=Ludlow
Stanton1_DerelictSettlement_MakersPoint,P=Maker’s Point
Stanton1_DerelictSettlement_PickersField,P=Picker’s Field
Stanton1_DerelictSettlement_Rappel,P=Rappel
Stanton1_DerelictSettlement_WeepingCove,P=Weeping Cove
Stanton1_DerelictSettlement_Zephyr,P=Zephyr
Stanton4_DerelictSettlement_AstorsClearing,P=Astor’s Clearing
Stanton4_DerelictSettlement_BloodshotRidge,P=Bloodshot Ridge
Stanton4_DerelictSettlement_Dunboro,P=Dunboro
Stanton4_DerelictSettlement_Frostbite,P=Frostbite
Stanton4_DerelictSettlement_HarpersPoint,P=Harper’s Point
Stanton4_DerelictSettlement_MorelandHills,P=Moreland Hills
Stanton4_DerelictSettlement_RazorsEdge,P=Razor’s Edge

Illegal Local Delivery

Station_Illegal_LocalDelivery_Header,P=Grab a special package
Station_Illegal_LocalDelivery_Title,P=Grab a special package
Station_Illegal_LocalDelivery_desc_001,P=Do me a favour would ya? There’s a package that’s been left for me.\nGo and get it would yah, I’ll pay you for this small task.
Station_Illegal_LocalDelivery_desc_002,P=Hey could you grab my parcel for me?
Station_Illegal_LocalDelivery_desc_003,P=You want some quick cash, grab me my shit and I’ll give you some cash.\nFair trade right?

Tar Pits Ship Strip

TarPits_ShipStrip_desc_001=Got a particular salvage job that we could use some extra hands on. \n\nWe need you to find a ~mission(ship) that got punched out around ~mission(location). Security’s already searching for it and if they find it, they’ll ID it for sure and we’ll be in loads of trouble.\n\nSo, we want you to scrape it clean before anybody else gets eyes on it. Rip the entire hull off so nobody can tell who it belonged to, don’t leave a speck of paint, and obviously keep your mouth shut about anything you see. \n\nWe’ll cred you up and anything you scrap is yours to keep. But if security finds the ship before you’re done, we’ll all be screwed and you won’t get paid so don’t disappoint.
TarPits_ShipStrip_title_001=~mission(ship) clean up

Actor Status

atmGas_ActorStatus_Toxic,P=Toxic

Bitzeros Retrieve Consignment

bitzeros_RetrieveConsignment_desc_001=Hey,\n\nSome interesting intel just spun into our orbit. Seems ~mission(location|address) recently received a super secret shipment containing confidential materials. Anything they’re going those lengths to hide’s got to be worth something, right? That’s why we’re willing to transfer over some primo creds to any motivated and brave soul willing to breach the facility, commandeer those confidential materials, and drop them off at ~mission(dropoff1|address) for us.\n\nFull disclosure, part of why we’re not doing this one ourselves is you’ll have to get your hands dirty. Plus, we’ve learned the shipment’s been stored in a secure consignment locker. The code to access it is only generated on-site and not something we can hack remotely. That means you’ll have to figure out for yourself how to get your hands on it. But the gigs got some perks. The shipment includes other crates that we don’t really give a crap about that are probably worth something too. \n\nSo what do you say? Interested in making some serious creds?\n\n- Bit Zeros \n
bitzeros_RetrieveConsignment_title_001=Secret Locker Loot

Blacjac Retrieve Consignment

blacjac_RetrieveConsignment_desc_001=ATTN: Mercenaries with Cargo Handling Experience\n\nFollowing the recent delivery of an important consignment to ~mission(Location|address), the facility has come under attack. We don’t think this is a coincidence. BlacJac needs someone to remedy the situation immediately by securing the confidential materials from the consignment locker and delivering them to ~mission(dropoff1|address). You are authorized to neutralize any trespassers who attempt to stop you.\n\nTo obtain the confidential materials, you will need to find a security code on-site to access the consignment. Payment is contingent upon the delivery of the confidential materials.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, “Protection Provided”
blacjac_RetrieveConsignment_title_001=Protect Site and Procure Consignment

Cargo Transfer HUD

cargoTransfer_HUD_AwaitingArrival,P=Awaiting your arrival at
cargoTransfer_HUD_BeginTransfer,P=to begin transfer.
cargoTransfer_HUD_CargoSlot,P=Cargo Deck
cargoTransfer_HUD_CargoSlotObstructed,P=Obstruction of Loading Area preventing transfer.
cargoTransfer_HUD_CargoSlotReservationTimeOut,P=Enter the Loading Area
cargoTransfer_HUD_CargoSlotRevokedSubtext,P=Please request a new deck assignment to continue.
cargoTransfer_HUD_CargoSlotRevokedTitle,P=Loading Area Revoked
cargoTransfer_HUD_CargoTransferComplete,P=Cargo Transfer Complete
cargoTransfer_HUD_CargoTransferRequested,P=Cargo Transfer Requested
cargoTransfer_HUD_CargoTransferRequested_0,P=Cargo Transfer Requested
cargoTransfer_HUD_CargoWaitingForVehicleStateChange,P=Waiting for extension of spindles
cargoTransfer_HUD_ResumeCargoTransfer,P=Resuming Cargo Transfer
cargoTransfer_HUD_SellOrderCompletedString1,P=Sell Order Completed –
cargoTransfer_HUD_SellOrderCompletedString2,P=deposited to your account.
cargoTransfer_HUD_StartCargoTransfer,P=Commencing Cargo Transfer
cargoTransfer_HUD_StopCargoTransfer,P=Transfer Paused
cargoTransfer_HUD_UnableToTransfer,P=Unable to Transfer
cargoTransfer_HUD_VehicleIsMoving,P=Vehicle must be stationary within the loading area.
cargoTransfer_HUD_VehicleLeftAreaSubtext,P=Leaving the area will forfeit any unclaimed cargo.
cargoTransfer_HUD_VehicleLeftAreaTitle,P=Unclaimed Cargo Awaiting Transfer
cargoTransfer_HUD_VehicleMovedOutOfArea,P=Return to the designated loading area within
cargoTransfer_HUD_VehicleMustLeaveCargoSlotSubtext,P=Vehicle will be forcefully removed in
cargoTransfer_HUD_VehicleMustLeaveCargoSlotTitle,P=Exit the Loading Area

Cargo Notify

cargo_notify_generic_obstruction=Caution! You are Obstructing a Cargo Loading Area
cargo_notify_interrupt_generic=Cargo Transfer Interrupted
cargo_notify_interrupt_obstruction=Cargo Transfer Interrupted: Loading Area Obstruction
cargo_notify_interrupt_shipmoving=Cargo Transfer Interrupted: Vehicle Movement
cargo_notify_removal=Cargo Repossessed: Failure to Collect
cargo_notify_revokeloading_generic=Assigned Loading Area Revoked
cargo_notify_revokeloading_timeout=Assigned Loading Area Revoked: Failure to Report
cargo_notify_transfer=Cargo Transfer Complete
cargo_notify_transfer_resumed=Cargo Transfer Resumed
cargo_reminder_retrieve=Contact Cargo Services: Cargo Awaiting Transfer
cargo_warning_removal=Caution! Cargo Will Be Forfeit If You Leave the Area

Crusader Retrieve Consignment

crusader_RetrieveConsignment_desc_001=Crusader Security is urgently in need of help. Reports indicate that Nine Tails are currently attacking ~mission(location|address) and security forces are in need of assistance. Latest intel suggests that the facility recently received confidential materials that the outlaws are attempting to gain access to. Crusader Security needs a contractor to support our security team, retrieve the confidential materials from the consignment locker, and deliver them to ~mission(dropoff1|address). \n\nBased on the initial reports, we strongly recommend that you come well equipped and consider bringing back-up. For security purposes, codes for the consignment locker are kept locally and will need to be found at the facility before you can access the confidential materials. \n\nBy accepting this contract, you agree to abide by all Crusader Security protocols: If you harm any guards or other authorized contractors, your contract will be terminated and you will be marked as a target. \n\nCONTRACT AUTHORIZED BY: \nLiaison Officer Bautista \nID# 948J030K
crusader_RetrieveConsignment_title_001=Support Security Forces and Secure Consignment

AC/SM

ea_ui_BalancingTeams=Balancing Teams
ea_ui_ByOriginalSystems=By Original Systems
ea_ui_character_ueepilot_Ash=Ash “The Lion”
ea_ui_character_ueepilot_Loki=Loki “The Protector”
ea_ui_character_ueepilot_Luna=Luna “The Shadow”
ea_ui_character_ueepilot_Nova=SuperNova
ea_ui_character_ueepilot_Ollie=Ollie “The Mindless”
ea_ui_character_ueepilot_Robbie=Robbie “The Wise”
ea_ui_character_ueepilot_Sophie=Sophie “The Boss”
ea_ui_character_ueepilot_Tasha=Ms. Lady Tasha
ea_ui_deathinfo_Header=Death Recap
ea_ui_deathinfo_KilledBy=Killed by
ea_ui_deathinfo_KillsDeathsVsKiller=( %d – %d )
ea_ui_deathinfo_Vehicle=Vehicle
ea_ui_deathinfo_Weapon=Weapon
ea_ui_frontend_AnyMap=Any Map
ea_ui_frontend_AnyMapDesc=Prepare to enter any map available for this mode!
ea_ui_frontend_AnyTeam=Any Team
ea_ui_frontend_AnyTeamDesc=You’ll be placed in any of the available teams.
ea_ui_frontend_ButtonDescription=Compete or relax in risk-free single or multiplayer game modes from the safety of your SimPod.
ea_ui_frontend_ButtonTitle=Arena Commander
ea_ui_frontend_Experimental=Experimental (Limited Time)
ea_ui_frontend_FPSLoadout=FPS Loadout
ea_ui_frontend_Featured=Featured
ea_ui_frontend_GameMode=Game Mode
ea_ui_frontend_GameType=Game Type
ea_ui_frontend_InviteAllToLobby=Invite All to Lobby
ea_ui_frontend_InviteToLobby=Invite to Lobby
ea_ui_frontend_Map=Map
ea_ui_frontend_MatchCreation=Lobby Creation
ea_ui_frontend_PrivateMatchSettings=Private Match Settings
ea_ui_frontend_ReadyNumbers=%d / %d
ea_ui_frontend_ScoreLimit=Score Limit
ea_ui_frontend_Team=Team
ea_ui_frontend_TimeLimit=Time Limit
ea_ui_frontend_WaitingForServices=Waiting for Services
ea_ui_frontend_currentselection=Current Selection:
ea_ui_frontend_customsettings=Custom Settings
ea_ui_frontend_error_CancelMatch=Failed to cancel match.
ea_ui_frontend_error_CreateLobby=Failed to create lobby. Services may be down, please restart client or try again.
ea_ui_frontend_error_FindMatch=Failed to find match. Please try again.
ea_ui_frontend_error_InvalidLobby=Failed to get lobby data. Services may be down, please restart client.
ea_ui_frontend_error_InvalidSettings=Invalid lobby settings. Please review and try again.
ea_ui_frontend_error_JoinLobby=Failed to join lobby. Services may be down, please restart client or try again.
ea_ui_frontend_error_KickFailed=Failed to kick player. Please try again.
ea_ui_frontend_error_LeaveLobby=An error occurred while leaving lobby. Please restart client.
ea_ui_frontend_error_MissingBadge=%s Missing Badge For %s
ea_ui_frontend_error_PlayerLimit=Player Limit (%d) Exceeded
ea_ui_frontend_error_ReadyCheck=%d / %d
ea_ui_frontend_filter_Coop=Co-op
ea_ui_frontend_filter_DeveloperOnly=Developer Only
ea_ui_frontend_filter_Experimental=Experimental
ea_ui_frontend_filter_FPS=FPS
ea_ui_frontend_filter_Featured=Featured
ea_ui_frontend_filter_Flight=Flight
ea_ui_frontend_filter_GroundVehicles=Ground Vehicles
ea_ui_frontend_filter_Leaderboards=Leaderboards
ea_ui_frontend_filter_PvE=PvE
ea_ui_frontend_filter_PvP=PvP
ea_ui_frontend_filter_Racing=Dogfighting
ea_ui_frontend_filter_Released=Racing
ea_ui_frontend_filter_Solo=Solo
ea_ui_frontend_filter_Teams=Teams
ea_ui_frontend_filters=Filters:
ea_ui_frontend_gamemode_01=Game Mode
ea_ui_frontend_networktype_custom=Custom
ea_ui_frontend_networktype_offline=Offline
ea_ui_frontend_networktype_online=Online
ea_ui_frontend_networktypedesc_custom=Play an online game that is restricted to only party members.
ea_ui_frontend_networktypedesc_offline=Practice your skills offline.
ea_ui_frontend_networktypedesc_online=Prove your skills online.
ea_ui_frontend_pilot=Pilot
ea_ui_frontend_play=Play
ea_ui_frontend_player=Player
ea_ui_frontend_ready=Ready
ea_ui_frontend_seat=Seat
ea_ui_frontend_shiploadout=Ship Loadout
ea_ui_frontend_shipselection=Ship Selection
ea_ui_frontend_unselected=
ea_ui_frontend_vehicle=Vehicle
ea_ui_frontend_vehicleloadout=Vehicle Loadout
ea_ui_frontend_vehicleselection=Vehicle Selection
ea_ui_gamefeed_ParamMVP=MVP –
ea_ui_map_DunlowDerby=Dunlow Derby
ea_ui_map_HurstonGroundArena=Hurston
ea_ui_map_JerichoStation=INS Jericho
ea_ui_map_Kareah=Security Post Kareah
ea_ui_map_MagdaGroundArena=Magda
ea_ui_map_NHS_DeffordLink_Short=Defford Link
ea_ui_map_NHS_HalloranCircuit=New Horizon Speedway – Halloran Circuit
ea_ui_map_NHS_HalloranCircuit_Short=Halloran Circuit
ea_ui_map_NHS_OldVanderval_Short=Old Vanderval
ea_ui_map_NHS_RikkordMemorial_Short=Rikkord Memorial Raceway
ea_ui_map_NHS_WinnersCircle=New Horizon Speedway – Winner’s Circle
ea_ui_map_NHS_WinnersCircle_Short=Winner’s Circle
ea_ui_map_RiverZero=River Zero
ea_ui_map_YelaGroundArena=Yela
ea_ui_mapdesc_CaplanCircuit=Race through the intricate framework and sharp turns of the Caplan Industrial Platform, just a short flight away from the August Dunlow Spaceport. The Caplan Circuit is a rite of passage for all local racers.
ea_ui_mapdesc_DunlowDerby=Inspired by the real life underground race through the heart of Orison, this sim map allows pilots to test their mettle and precision handling skills without endangering the local Crusader populace.
ea_ui_mapdesc_GroundArena=A battleground fit for determining which tank or team will reign supreme.
ea_ui_mapdesc_Icebreaker=Face off against the frigid winds that cover the mountains of the Euterpe Advanced Research Laboratories or bide your time and hope the weather clears. Whatever your choice, know that the Icebreaker takes no prisoners.
ea_ui_mapdesc_JerichoStation=Completed in 2871, INS Jericho is the main port of call for the UEE Navy in the Stanton system. Named after famed squadron leader Amare Jericho, this station is outfitted to provide logistical support, refueling and resupply options for a variety of capital ships, as well as smaller support and combat vessels.
ea_ui_mapdesc_Kareah=Security Post Kareah was heralded as a next-generation policing station for Crusader Security, yet years of budget shortfalls left it unfinished. Eager to stem the tide of outlaws eager to exploit the station’s connection to the Advocacy’s secure data network, Crusader Security has recently begun using the facility as a heavily-guarded, evidence storage depot.
ea_ui_mapdesc_LorvilleOutskirts=A sprawling network of interworking cranes, pipes, and industrial machinery line the winding quarry of this active worksite that doubles as the Lorville Outskirts racetrack.
ea_ui_mapdesc_MinersLament=Brave this eerie racetrack on the edge of Yela’s asteroid belt. Once the site of a tragic mining disaster, the forsaken machinery and floating derelicts of Miner’s Lament will now put your skills and your nerve to the test.
ea_ui_mapdesc_NHS_HalloranCircuit=One of the newest tracks added to the Murray Cup’s rotation, Halloran Circuit’s death-defying turns and dives have made it a fan favorite, drawing incredible viewership to its spectrum broadcasts.
ea_ui_mapdesc_NHS_WinnersCircle=The popular sim map, Winner’s Circle, transforms the iconic aesthetic of the New Horizon Speedway into a combat arena, perfect for honing atmospheric maneuvers and dogfighting skills.
ea_ui_mapdesc_RiverZero=A scenic course that follows the natural bends of the River Zero on microTech. Its natural beauty can be distracting to pilots attempting to follow its winding path while staying above the water but below the tree tops.
ea_ui_mapdesc_SkyScraper=Challenge the skies above Area18 and conquer the Sky Scraper by narrowly threading your way through towering high-rises and dense urban-sprawl at breakneck speeds.
ea_ui_mapdesc_SnakePit=Weave around pylons, duck under cranes, and avoid precarious pipes in this abandoned mining facility as you strive to prevail over the Snake Pit and its venomous turns.
ea_ui_mapdesc_YadarValley=The cranes, refinery towers, and bridges of rocky terrain in the Yadar Valley will require you to think fast and fly even faster, if you wish to triumph.
ea_ui_matchmaking_Error=Matchmaking Error
ea_ui_matchmaking_SearchingForMatch=Searching for Match
ea_ui_matchmaking_error_CanceledByService =Matchmaking canceled by services.
ea_ui_matchmaking_error_InvalidSettings=Invalid Match Settings
ea_ui_matchmaking_error_LobbySize=Lobby size exceeds maximum for the selected mode.
ea_ui_matchmaking_error_MatchNotFound=No match found. Servers may be down or busy.
ea_ui_mode_Control=Control
ea_ui_mode_Duel_Fury=2 Fury 2 Furious
ea_ui_mode_Duel_MasterModes=Master Modes: Duel
ea_ui_mode_Elimination_XOnly=Single Weapon Elimination
ea_ui_mode_FPSGunGame=Gun Rush
ea_ui_mode_FreeFlight_MasterModes=Master Modes: Free Flight
ea_ui_mode_MasterModes=Master Modes – Limited Test
ea_ui_mode_TonkRoyale_FFA=Tank Royale
ea_ui_mode_TonkRoyale_FFA_Hardcore=Tank Royale (Hardcore)
ea_ui_mode_TonkRoyale_Team=Team Tank Battle
ea_ui_mode_TonkRoyale_Team_Hardcore=Team Tank Battle (Hardcore)
ea_ui_mode_VanduulSwarmEndless=Vanduul Swarm (Endless)
ea_ui_mode_VanduulSwarm_MasterModes=Master Modes: Vanduul Swarm
ea_ui_modedesc_Duel_Fury=Battle it out in an intense 1v1 dogfight in the new Mirai Fury.
ea_ui_modedesc_Duel_MasterModes=Duel 1v1 against another player while flying the same modified Gladius in this exclusive limited Master Modes test.
ea_ui_modedesc_FPSGunGame=Become the master-at-arms in this free-for-all where everyone begins with the same weapon, gets a new one with each kill, or has their weapon revert a level if killed by a melee attack.
ea_ui_modedesc_FreeFlight_MasterModes=Freely fly a modified Gladius in a limited time test of a new flight model. In Free Flight players can do what they want from arranging team fights to solo flying for fun.
ea_ui_modedesc_MasterModes=Experience the latest in flight controls as you battle your way through a free-for-all that puts your dogfighting skills to the test and allows you to switch between navigation and combat modes.
ea_ui_modedesc_TonkRoyale=Team up in armored vehicles and fight for battlefield supremacy, where every kill brings you one point closer to victory.
ea_ui_modedesc_VanduulSwarmEndless=Face off against an endless, unrelenting swarm of Vanduul in this limited time game mode. \n\nAs the odds increase against you, how long can you survive?
ea_ui_modedesc_VanduulSwarm_MasterModes=Fight an endless swarm of Vanduul in this limited test of PvE combat using the new Master Modes flight model.
ea_ui_msg_RespawnPrompt=~action(default|respawn) to respawn
ea_ui_msg_gungame_RankDown=Rank Down!\n%d/%d
ea_ui_msg_gungame_RankUp=Rank Up!\n%d/%d
ea_ui_objective_name_S4=S4
ea_ui_objective_name_S5=S5
ea_ui_patchnotes_category_0=Unified Frontend
ea_ui_patchnotes_category_1=New Lobby/Squad System
ea_ui_patchnotes_category_2=Experimental Modes
ea_ui_patchnotes_category_3=Spawn Screen
ea_ui_patchnotes_category_4=Competitive Scoring & Team Balancing
ea_ui_patchnotes_category_BugFixes=Bug Fixes
ea_ui_patchnotes_category_Maps=Maps
ea_ui_patchnotes_category_Modes=Game Modes
ea_ui_patchnotes_category_SystemBalance=System & Balance
ea_ui_patchnotes_version=3.20 Patch Notes
ea_ui_pirateswarm_SurviveObjective=! SURVIVE !
ea_ui_pirateswarm_SurviveUpdate=Reinforcements: %s
ea_ui_player_adetorres_cig=adetorres_cig
ea_ui_player_cdoerning_cig=cdoerning_cig
ea_ui_player_cig_seant=CIG-SeanT
ea_ui_player_count=10
ea_ui_player_count_bracket_left=(
ea_ui_player_count_bracket_right=)
ea_ui_player_ktome_cig=ktome_cig
ea_ui_player_mabent_cig=mabent_cig
ea_ui_player_netherese_cig=Netherese-CIG
ea_ui_player_ralvarez_cig=ralvarez_cig
ea_ui_player_sbaus_cig=sbaus-CIG
ea_ui_player_thedjbuntin_cig=TheDJBuntin-CIG
ea_ui_reward_DevSlayer_Msg=’AC – Dev Slayer’ Unlocked!
ea_ui_reward_EndlessVanduulSwarm_Msg=’2953 Vanduul Aggressor’ Unlocked! You made it further than most, yet, the Vanduul still proved to be a force that must be feared.
ea_ui_reward_GunGame_Msg=’2953 Master of Arms’ Unlocked! Congratulations for winning Gun Rush during its debut release.
ea_ui_reward_Ironman_Msg=Congratulations! You completed this mode without dying. ‘AC – Ironman’ Unlocked!
ea_ui_reward_ModeTester_Msg=’AC – Experimental Tester’ Unlocked! Thank you for testing this Experimental Mode.
ea_ui_reward_TankCommander_Msg=’2953 Tank Commander’ Unlocked! You proved to be a reliable tank operator!
ea_ui_scoring_ControlTerminalDomination=Terminal Domination
ea_ui_scoring_TakeDown=Takedown Kill
ea_ui_spawning_loadout_ArmorSet=Armor Set
ea_ui_spawning_loadout_Custom=Custom %d
ea_ui_spawning_loadout_Heavy=Heavy
ea_ui_spawning_loadout_Medic=Medic
ea_ui_spawning_loadout_Primary1=Primary 1
ea_ui_spawning_loadout_Primary2=Primary 2
ea_ui_spawning_loadout_Recon=Recon
ea_ui_spawning_loadout_Sidearm=Sidearm
ea_ui_spawning_loadout_Utility=Utility
ea_ui_vanduulswarm_SurviveUpdate=Hostiles Incoming: %s
ea_ui_vehicle_USSBugsmasher=Bugsmasher

Engineering

engineering_PLACEHOLDER_room01,P=Cockpit
engineering_PLACEHOLDER_room02,P=Room 02
engineering_PLACEHOLDER_room03,P=Room 03
engineering_PLACEHOLDER_room04,P=Bathroom
engineering_ui_Gravity_CurrentAmountOfG,P=Current amount of “G”s:
engineering_ui_Gravity_SetAmountOfG,P=Set amount of gravity in relation to Earth Gravity
engineering_ui_Gravity_currentGravity,P=Current Gravity:
engineering_ui_Gravity_targetGravity,P=Target Gravity:
engineering_ui_Info_LifeSupport,P=INFO: \nControls affect all selected rooms at the same time\nData shown will show the average of each room.\n\nUse arrows to increase or decrease values.
engineering_ui_Item_CoolantUsage,P=Coolant Usage
engineering_ui_Item_FuelUsage,P=Fuel Usage
engineering_ui_Item_Heat,P=Heat
engineering_ui_Item_Power,P=Power
engineering_ui_Item_PowerUsage,P=Power Usage
engineering_ui_LifeSupport_Co2Level,P=CO2 Level
engineering_ui_LifeSupport_FocusPressure,P=Scrub Pressure
engineering_ui_LifeSupport_FocusScrubbing,P=Scrub Atmosphere
engineering_ui_LifeSupport_FocusTemperature,P=Scrub Temperature
engineering_ui_LifeSupport_O2Level,P=O2 Level
engineering_ui_LifeSupport_currentPressure,P=Current Pressure:
engineering_ui_LifeSupport_currentTemperature,P=Current Temperature:
engineering_ui_LifeSupport_fill,P=Fill
engineering_ui_LifeSupport_pressureControl,P=Pressure Control
engineering_ui_LifeSupport_selectAtmosphere,P=Select Atmosphere
engineering_ui_LifeSupport_targetPressure,P=Target Pressure:
engineering_ui_LifeSupport_targetTemperature,P=Target Temperature
engineering_ui_LifeSupport_temperatureControl,P=Temperature Control
engineering_ui_LifeSupport_vent,P=Vent
engineering_ui_LifeSupport_ventControl,P=Vent Control
engineering_ui_LifeSupport_ventFlowSpeed,P=Vent Flow Speed
engineering_ui_Options_disableWarnings,P=Disable all warning, that informs of no available interactions
engineering_ui_Options_enableWarnings,P=enable all warnings
engineering_ui_Warning_ignoreWarnings,P=Ignore all warnings
engineering_ui_Warning_noValidControls,P=No available controls for:
engineering_ui_button_confirm,P=Confirm \nChanges
engineering_ui_button_details,P=more
engineering_ui_controls_egineering,P=Engineering controls
engineering_ui_controls_gravity,P=Gravity control
engineering_ui_rackType_Group,P=Group
engineering_ui_rackType_Item,P=Item
engineering_ui_rackType_System,P=System
engineering_ui_resource_CPU_short,P=CPU
engineering_ui_resource_coolant_short,P=CLT
engineering_ui_resource_cooling_setting1,P=THRO
engineering_ui_resource_cooling_setting2,P=UNLK
engineering_ui_resource_power_setting1,P=MIN
engineering_ui_resource_power_setting2,P=NRM
engineering_ui_resource_power_setting3,P=OCK
engineering_ui_resource_power_setting4,P=MAX
engineering_ui_tab_data,P=Data
engineering_ui_tab_doors,P=Doors
engineering_ui_tab_engineering,P=Engineering
engineering_ui_tab_graph,P=Graph
engineering_ui_tab_gravity,P=Gravity
engineering_ui_tab_items,P=Items
engineering_ui_tab_lifeSupport,P=Life Support
engineering_ui_tab_rooms,P=Rooms

HUD

hud_Label_Current=CURRENT
hud_Label_Remaining=REMAINING
hud_Label_Target=TARGET
hud_mining_gathering=Collection
hud_nav=NAV
hud_op_AirTraffic=ATF
hud_op_Combat=GUN
hud_op_Flight=FLT
hud_op_Mining=MIN
hud_op_Missile=MSL
hud_op_QuantumBoost=QB
hud_op_QuantumNavigation=QT
hud_op_Refuel=RFL
hud_op_Salvage=SVG
hud_op_Scanning=SCN
hud_op_Turret=TRT
hud_op_inactive=—
hud_scanning_cat_radar_point,P=Scanned Point
hud_scanning_signature_strength_title=Signature

Hurston Retrieve Consignment

hurston_RetrieveConsignment_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep & Package Retrieval\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: G. Livingston\nRISK ASSESSMENT: High\nRUSH CONTRACT: Yes\n\nHurston has learned that ~mission(Location|address) is currently being targeted due the recent delivery of confidential materials. Hurston is seeking a contractor willing to secure those confidential materials from the consignment locker, and deliver them to a secure location. \n\nYou are authorized to take any actions necessary when confronting the trespassers. Hurston will not provide material support and can’t provide information or updates regarding the status of the facility’s security forces. Security codes to access the consignment locker are only generated locally and will need to be acquired on-site. It’s strongly recommended that you arrive prepared and bring your own back up. Payment will be sent once the confidential materials have been delivered to ~mission(dropoff1|address). \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_RetrieveConsignment_title_001=Defend Site and Retrieve Consignment

Interaction

interaction_comms_tap_gainAccess=Tap Comms
interaction_equip_helmet=Equip Helmet
interaction_pet=Pet
interaction_restraints_restrain=Restrain
interaction_restraints_unrestrain=Unrestrain

Items

item_DescFlair_dice_1_a=This white six-sided die houses a green rotating core that features the numbers one through six. When rolled along a surface, a random number will display on the upper face of the die as the rotating core comes to rest.
item_DescFlair_dice_1_b=This red six-sided die houses a rotating core that features the numbers one through six. When rolled along a surface, a random number will display on the upper face of the die as the rotating core comes to rest.
item_DescFlair_dice_1_c=This orange six-sided die houses a rotating core that features the numbers one through six. When rolled along a surface, a random number will display on the upper face of the die as the rotating core comes to rest.
item_DescFlair_dice_1_d20_a=Ready to roll? Make your randomly generated numbers a little more squeezable with this plush icosahedron. Each surface of the large red die features a different easy-to-read number.
item_DescFlair_dice_1_d20_b=Ready to roll? Make your randomly generated numbers a little more squeezable with this plush icosahedron. Each surface of the large green die features a different easy-to-read number.
item_DescFlair_dice_1_d20_c=Ready to roll? Make your randomly generated numbers a little more squeezable with this plush icosahedron. Each surface of the large blue die features a different easy-to-read number.
item_DescFlair_dice_2_a=When rolled along a surface, this red twenty-sided die will display a numerical result on the upper face as it comes to rest.
item_DescFlair_dice_2_b=When rolled along a surface, this green twenty-sided die will display a numerical result on the upper face as it comes to rest.
item_DescFlair_dice_2_c=When rolled along a surface, this blue twenty-sided die will display a numerical result on the upper face as it comes to rest.
item_DescGRIN_TractorBeam_S1=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\n\nGreycat’s latest addition to their field-tested tractor beam line is a dependable addition to their catalog. Aside from a more efficient pull/draw ratio, the latest model does little to advance from the previous models. The SureGrip has settings to target and extract everything from asteroid fragments to drifting crewmen, backed by Greycat’s certified Soft-Touch® guarantee.
item_DescRRS_consumable_sedative_01=Manufacturer: Roussimoff Rehabilitation Systems\nItem Type: Medical Consumable\n\nDesigned by RRS for field applications, this single-use device injects a fast-acting sedative into the target’s body that will incapacitate the subject for a short duration preventing them from hurting themselves or others. item_DescGRIN_TractorBeam_S1=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\n\nGreycat’s latest addition to their field-tested tractor beam line is a dependable addition to their catalog. Aside from a more efficient pull/draw ratio, the latest model does little to advance from the previous models. The SureGrip has settings to target and extract everything from asteroid fragments to drifting crewmen, backed by Greycat’s certified Soft-Touch® guarantee.
item_Desc_alb_gloves_02_01_01,P=PH – alb_gloves_02_01_01
item_Desc_alb_jacket_03_01_01,P=PH – alb_jacket_03_01_01
item_Desc_alb_jacket_05_01_01=The durable Marshal sleeveless vest by Alejo Brothers is made to endure life on the frontier while distinct stylings like shoulder straps, bold cross-chest placket, and a high-collar make sure the wearer stands out on any far flung world.
item_Desc_alb_mask_01_01_01,P=PH – alb_mask_01_01_01
item_Desc_alb_mask_02_01_01,P=PH – alb_mask_02_01_01
item_Desc_alb_mask_02_01_04,P=PH – alb_mask_02_01_04
item_Desc_alb_mask_02_01_13,P=PH – alb_mask_02_01_13
item_Desc_alb_mask_02_01_17,P=PH – alb_mask_02_01_17
item_Desc_alb_mask_02_01_19,P=PH – alb_mask_02_01_19
item_Desc_alb_pants_01_01_01,P=PH – alb_pants_01_01_01
item_Desc_alb_shoes_01_01_01,P=PH – alb_shoes_01_01_01
item_Desc_ccc_viral_helmet_01_01_01=Type: Flight Helmet\nDamage Reduction: 10%\n\nInfect your friends with your Day of the Vara spirit when you wear this helmet inspired by the hit vid Lost Plague. The helmet perfectly replicates the horrific death of xenoarchaeologist Diane Wu, first victim of the ancient alien virus she unwittingly unleashes on an unsuspecting galaxy. CC’s Conversions utilized a proprietary lightweight yet sturdy rubber to accurately reproduce the deadly plague’s signature spines so you can enjoy hours of wear without straining your neck.
item_Desc_ccc_viral_helmet_01_02_01=Type: Flight Helmet\nDamage Reduction: 10%\n\nInfect your friends with your Day of the Vara spirit when you wear this helmet inspired by the hit vid Lost Plague. The helmet perfectly replicates the horrific death of xenoarchaeologist Diane Wu, first victim of the ancient alien virus she unwittingly unleashes on an unsuspecting galaxy. CC’s Conversions utilized a proprietary lightweight yet sturdy rubber to accurately reproduce the deadly plague’s signature spines so you can enjoy hours of wear without straining your neck.
item_Desc_ccc_viral_helmet_01_03_01=Type: Flight Helmet\nDamage Reduction: 10%\n\nInfect your friends with your Day of the Vara spirit when you wear this helmet inspired by the hit vid Lost Plague. The helmet perfectly replicates the horrific death of xenoarchaeologist Diane Wu, first victim of the ancient alien virus she unwittingly unleashes on an unsuspecting galaxy. CC’s Conversions utilized a proprietary lightweight yet sturdy rubber to accurately reproduce the deadly plague’s signature spines so you can enjoy hours of wear without straining your neck.
item_Desc_clda_utility_heavy_helmet_03_01_01,P=PH – clda_utility_heavy_helmet_02_01_01
item_Desc_clda_utility_heavy_helmet_03_01_07,P=PH – clda_utility_heavy_helmet_03_01_07
item_Desc_clda_utility_heavy_helmet_03_01_11,P=PH – clda_utility_heavy_helmet_03_01_11
item_Desc_clda_utility_heavy_helmet_03_01_15,P=PH – clda_utility_heavy_helmet_03_01_15
item_Desc_dnn_shoes_03_01_01,P=PH – dnn_shoes_03_01_01
item_Desc_hdh_boots_01,P=PH – hdh_boots_01
item_Desc_hdh_jacket_06,P=PH – hdh_jacket_06
item_Desc_hdh_jacket_08_01_01,P=PH – hdh_jacket_08_01_01
item_Desc_hdh_jacket_06,P=PH – hdh_jacket_06
item_Desc_hdh_jacket_08_01_01,P=PH – hdh_jacket_08_01_01
item_Desc_hdh_jacket_11_01_13,P=PH – hdh_jacket_11_01_13
item_Desc_hdh_jacket_11_01_17,P=PH – hdh_jacket_11_01_17
item_Desc_hdh_pants_02_01_01=Carrying Capacity: 7.3K µSCU\n\nStay warm and dry on rainy days in the Zelena pants and the Bisbee boots. Both made with water-repellant materials and built-in sweat-wicking technology, they’ll be your go-to choice for adventures on even the most hostile worlds.
item_Desc_hdh_pants_06_01_01,P=PH – hdh_pants_06_01_01
item_Desc_hdh_pants_06_01_13,P=PH – hdh_pants_06_01_13
item_Desc_hdh_pants_06_01_17,P=PH – hdh_pants_06_01_17
item_Desc_r6p_gloves_01_01_01,P=PH – r6p_gloves_01_01_01
item_Desc_r6p_gloves_01_01_04,P=PH – r6p_gloves_01_01_04
item_Desc_r6p_gloves_01_01_13,P=PH – r6p_gloves_01_01_13
item_Desc_r6p_gloves_01_01_17,P=PH – r6p_gloves_01_01_17
item_Desc_r6p_shoes_04_01_01,P=PH – r6p_shoes_04_01_01
item_Desc_r6p_shoes_04_01_04,P=PH – r6p_shoes_04_01_04
item_Desc_r6p_shoes_04_01_13,P=PH – r6p_shoes_04_01_13
item_Desc_r6p_shoes_04_01_17,P=PH – r6p_shoes_04_01_17
item_Desccrlf_medgun_01_grey01=Placeholder
item_Desccrlf_medgun_01_purple01=Placeholder
item_Desccrlf_medgun_01_red01=Placeholder
item_Desccrlf_medgun_01_yellow01=Placeholder
item_NameBOMB_S05_FSKI_Stormburst_short=Stormburst
item_NameCup_Plastic=Plastic Cup
item_NameFlair_dice_1_a=Six-Sided Rotating Die White
item_NameFlair_dice_1_b=Six-Sided Rotating Die Red
item_NameFlair_dice_1_c=Six-Sided Rotating Die Orange
item_NameFlair_dice_1_d20_a=Twenty-Sided Plushie Red
item_NameFlair_dice_1_d20_b=Twenty-Sided Plushie Green
item_NameFlair_dice_1_d20_c=Twenty-Sided Plushie Blue
item_NameFlair_dice_2_a=Twenty-Sided Die Red
item_NameFlair_dice_2_b=Twenty-Sided Die Green
item_NameFlair_dice_2_c=Twenty-Sided Die Blue
item_NameGRIN_TractorBeam_S1=SureGrip TH1 Tractor Beam
item_NameGRIN_TractorBeam_S1_short=SureGrip TH1 Tractor
item_NameGRIN_TractorBeam_S2=SureGrip TH2 Tractor Beam
item_NameGRIN_TractorBeam_S2_short=SureGrip TH2 Tractor
item_NameGRIN_TractorBeam_S3=SureGrip TH3 Tractor Beam
item_NameGRIN_TractorBeam_S3_short=SureGrip TH3 Tractor
item_NameGRIN_TractorBeam_S4=SureGrip TH4 Tractor Beam
item_NameGRIN_TractorBeam_S4_short=SureGrip TH4 Tractor
item_NameRRS_consumable_sedative_01=Drema Injector
item_Name_alb_gloves_01_01_11,P=PH – alb_gloves_01_01_11
item_Name_alb_gloves_01_01_12,P=PH – alb_gloves_01_01_12
item_Name_alb_gloves_01_01_13,P=PH – alb_gloves_01_01_13
item_Name_alb_gloves_01_01_15,P=PH – alb_gloves_01_01_15
item_Name_alb_jacket_03_01_11,P=PH – alb_jacket_03_01_11
item_Name_alb_jacket_03_01_12,P=PH – alb_jacket_03_01_12
item_Name_alb_jacket_03_01_13,P=PH – alb_jacket_03_01_13
item_Name_alb_jacket_03_01_15,P=PH – alb_jacket_03_01_15
item_Name_alb_jacket_05_01_01=Marshal Sleeveless Vest
item_Name_alb_jumpsuit_01_01_01,P=PH – alb_jumpsuit_01
item_Name_alb_mask_01_01_01,P=PH – alb_mask_01_01_01
item_Name_alb_mask_01_01_11,P=PH – alb_mask_01_01_11
item_Name_alb_mask_01_01_12,P=PH – alb_mask_01_01_12
item_Name_alb_mask_01_01_13,P=PH – alb_mask_01_01_13
item_Name_alb_mask_01_01_15,P=PH – alb_mask_01_01_15
item_Name_alb_mask_02_01_01,P=PH – alb_mask_02_01_01
item_Name_alb_mask_02_01_04,P=PH – alb_mask_02_01_04
item_Name_alb_mask_02_01_13,P=PH – alb_mask_02_01_13
item_Name_alb_mask_02_01_17,P=PH – alb_mask_02_01_17
item_Name_alb_mask_02_01_19,P=PH – alb_mask_02_01_19
item_Name_alb_pants_01_01_01,P=PH – alb_pants_01_01_01
item_Name_alb_pants_01_01_11,P=PH – alb_pants_01_01_11
item_Name_alb_pants_01_01_12,P=PH – alb_pants_01_01_12
item_Name_alb_pants_01_01_13,P=PH – alb_pants_01_01_13
item_Name_alb_pants_01_01_15,P=PH – alb_pants_01_01_15
item_Name_alb_shoes_01_01_01,P=PH – alb_shoes_01_01_01
item_Name_alb_shoes_01_01_11,P=PH – alb_shoes_01_01_11
item_Name_alb_shoes_01_01_12,P=PH – alb_shoes_01_01_12
item_Name_alb_shoes_01_01_13,P=PH – alb_shoes_01_01_13
item_Name_alb_shoes_01_01_15,P=PH – alb_shoes_01_01_15
item_Name_ccc_viral_helmet_01_01_01=Lost Plague Helmet Radioactive Yellow
item_Name_ccc_viral_helmet_01_02_01=Lost Plague Helmet Biohazard Blue
item_Name_ccc_viral_helmet_01_03_01=Lost Plague Helmet Explosive Orange
item_Name_clda_undersuit_01_01_04,P=PH – clda_undersuit_01_01_04
item_Name_clda_undersuit_01_01_11,P=PH – clda_undersuit_01_01_11
item_Name_clda_undersuit_01_01_15,P=PH – clda_undersuit_01_01_15
item_Name_clda_undersuit_02_01_01,P=PH – clda_undersuit_02_01_01
item_Name_clda_utility_heavy_helmet_03_01_01,P=PH – clda_utility_heavy_helmet_03_01_01
item_Name_clda_utility_heavy_helmet_03_01_07,P=PH – clda_utility_heavy_helmet_03_01_07
item_Name_clda_utility_heavy_helmet_03_01_11,P=PH – clda_utility_heavy_helmet_03_01_11
item_Name_clda_utility_heavy_helmet_03_01_15,P=PH – clda_utility_heavy_helmet_03_01_15
item_Name_gys_helmet_02_01_14,P=PH – gys_helmet_02_01_14
item_Name_gys_helmet_02_01_15,P=PH – gys_helmet_02_01_15
item_Name_gys_helmet_02_01_18,P=PH – gys_helmet_02_01_18
item_Name_hdh_gloves_01_01_01=Sootho Gloves
item_Name_hdh_jacket_06_01_01,P=PH – hdh_jacket_06_01_01
item_Name_hdh_jacket_11_01_13,P=PH – hdh_jacket_11_01_13
item_Name_hdh_jacket_11_01_17,P=PH – hdh_jacket_11_01_17
item_Name_hdh_pants_01_01_01=Zelena Pants and Bisbee Boots
item_Name_hdh_pants_04_01_01,P=PH – hdh_pants_04_01_01
item_Name_hdh_pants_06_01_04,P=PH – hdh_pants_06_01_04
item_Name_hdh_pants_06_01_13,P=PH – hdh_pants_06_01_13
item_Name_hdh_pants_06_01_17,P=PH – hdh_pants_06_01_17
item_Name_ksar_light_armor_arms_01_01_11=Microid Battle Suit Arms Nomad
item_Name_ksar_light_armor_arms_01_02_01=Microid Battle Suit Arms Crucible
item_Name_ksar_light_armor_arms_01_02_15=Microid Battle Suit Arms Lodestone
item_Name_ksar_light_armor_arms_01_03_01=Microid Battle Suit Arms Badland
item_Name_ksar_light_armor_arms_01_03_11=Microid Battle Suit Arms Lowland
item_Name_ksar_light_armor_core_01=Microid Battle Suit Core
item_Name_ksar_light_armor_core_01_01_11=Microid Battle Suit Core Nomad
item_Name_ksar_light_armor_core_01_02_01=Microid Battle Suit Core Crucible
item_Name_ksar_light_armor_core_01_03_01=Microid Battle Suit Core Badland
item_Name_ksar_light_armor_core_01_03_11=Microid Battle Suit Core Lowland
item_Name_ksar_light_armor_helmet_01_02_01=Microid Battle Suit Helmet Crucible
item_Name_ksar_light_armor_helmet_01_02_15=Microid Battle Suit Helmet Lodestone
item_Name_ksar_light_armor_helmet_01_03_01=Microid Battle Suit Helmet Badland
item_Name_ksar_light_armor_helmet_01_03_11=Microid Battle Suit Helmet Lowland
item_Name_ksar_light_armor_legs_01=Microid Battle Suit Legs
item_Name_ksar_light_armor_legs_01_01_11=Microid Battle Suit Legs Nomad
item_Name_ksar_light_armor_legs_01_02_01=Microid Battle Suit Legs Crucible
item_Name_ksar_light_armor_legs_01_02_15=Microid Battle Suit Legs Lodestone
item_Name_ksar_light_armor_legs_01_03_01=Microid Battle Suit Legs Badland
item_Name_ksar_light_armor_legs_01_03_11=Microid Battle Suit Legs Lowland
item_Name_ksar_undersuit_01_01_16=Scaleweave Undersuit Barrens
item_Name_ksar_undersuit_01_02_01=Scaleweave Undersuit Ironclad
item_Name_ksar_undersuit_01_02_11=Scaleweave Undersuit Whetstone
item_Name_ksar_undersuit_01_03_01=Scaleweave Undersuit Driftwood
item_Name_ksar_undersuit_01_03_20=Scaleweave Undersuit Quagmire
item_Name_outlaw_legacy_armor_light_arms_01_02_01=Lynx Arms Draas
item_Name_outlaw_legacy_armor_light_arms_01_02_11=Lynx Arms Firebrick
item_Name_outlaw_legacy_armor_light_arms_01_03_01=Lynx Arms Sandstorm
item_Name_outlaw_legacy_armor_light_arms_01_03_11=Lynx Arms Lichen
item_Name_outlaw_legacy_armor_light_core_01_02_01=Lynx Core Draas
item_Name_outlaw_legacy_armor_light_core_01_02_11=Lynx Core Firebrick
item_Name_outlaw_legacy_armor_light_core_01_03_01=Lynx Core Sandstorm
item_Name_outlaw_legacy_armor_light_core_01_03_11=Lynx Core Lichen
item_Name_outlaw_legacy_armor_light_helmet_01_02_01=Oracle Helmet Draas
item_Name_outlaw_legacy_armor_light_helmet_01_02_11=Oracle Helmet Firebrick
item_Name_outlaw_legacy_armor_light_helmet_01_03_01=Oracle Helmet Sandstorm
item_Name_outlaw_legacy_armor_light_helmet_01_03_11=Oracle Helmet Lichen
item_Name_outlaw_legacy_armor_light_legs_01_02_01=Lynx Legs Draas
item_Name_outlaw_legacy_armor_light_legs_01_02_11=Lynx Legs Firebrick
item_Name_outlaw_legacy_armor_light_legs_01_03_01=Lynx Legs Sandstorm
item_Name_outlaw_legacy_armor_light_legs_01_03_11=Lynx Legs Lichen
item_Name_r6p_gloves_01_01_01,P=PH – r6p_gloves_01_01_01
item_Name_r6p_gloves_01_01_04,P=PH – r6p_gloves_01_01_04
item_Name_r6p_gloves_01_01_13,P=PH – r6p_gloves_01_01_13
item_Name_r6p_gloves_01_01_17,P=PH – r6p_gloves_01_01_17
item_Name_r6p_shoes_04_01_01,P=PH – r6p_shoes_04_01_01
item_Name_r6p_shoes_04_01_04,P=PH – r6p_shoes_04_01_04
item_Name_r6p_shoes_04_01_13,P=PH – r6p_shoes_04_01_13
item_Name_r6p_shoes_04_01_17,P=PH – r6p_shoes_04_01_17
item_Namecrlf_medgun_01_grey01=Grey variant
item_Namecrlf_medgun_01_purple01=Purple variant
item_Namecrlf_medgun_01_red01=Red variant
item_Namecrlf_medgun_01_short_grey01=Grey variant
item_Namecrlf_medgun_01_short_purple01=Purple variant
item_Namecrlf_medgun_01_short_red01=Red variant
item_Namecrlf_medgun_01_short_yellow01,P=Yellow varaint
item_Namecrlf_medgun_01_yellow01,P=Yellow variant
item_qt_obstruction=Obstruction %0.1f km

Kiosk

kiosk_Make_A_Transaction=Make a Transaction
kiosk_Shop_Terminal=Shop_Terminal

Contracts Manager

mG_ContractsMgr_AppSubTitle,P=View, Accept and Create Contracts
mG_ContractsMgr_AppTitle,P=Contracts Manager
mG_ContractsMgr_CreateNewBeacon,P=Create New Beacon
mG_ContractsMgr_Distance,P=Distance
mG_ContractsMgr_IllegalMode,P=Illegal Mode
mG_ContractsMgr_MainTab_Accepted,P=Accepted
mG_ContractsMgr_MainTab_Beacons,P=Beacons
mG_ContractsMgr_MainTab_History,P=History
mG_ContractsMgr_MainTab_Offers,P=Offers
mG_ContractsMgr_QuickSort,P=Quick Sort:
mG_ContractsMgr_Reward,P=Reward
mG_ContractsMgr_SearchText,P=Search for things like names or rewards

Master Mode

masterMode_NAV=NAV Mode
masterMode_NAV_long=Navigation Mode
masterMode_NAV_short=NAV
masterMode_None=NONE
masterMode_None_Short=NONE
masterMode_SCM=SCM Mode
masterMode_SCM_long=Combat Mode
masterMode_SCM_short=SCM

MFD

mfd_missile_armed,P=Armed
mfd_scan_ID,P=Registered ID
mfd_view_self_status_weapon_loadout,P=Weapons Loadout
mfd_weapon_designation_placeholder=XX-000

Ruto Retrieve Consignment

mg_ruto_RetrieveConsignment_desc_001=Hey there, got a little bit of intel that ~mission(location|address) recently received some confidential materials that are of great interest to an acquaintance of mine. They’ll make it very worth your while to storm the facility, grab the goods, and deliver them to ~mission(dropoff|address). Now I expect there to be plenty of security, who will most likely put up a fight, so I’d bring a gun or two. \n\nAlso, the consignment locker can only be accessed with a code generated on-site, so you’ll have to locate that before getting your hands on the goods. \n\nIf you need a little sweetener, I’ve seen the manifest and can confirm that there are other crates included in the shipment. My client could care less about what happens to them, so they’re yours to do as you please. Run this right and those extra crates could be a nice bonus on top of the delivery fee for you.
mg_ruto_RetrieveConsignment_title_001=get the goods

Mission Items

mission_items_ClassifiedFiles=Classified

Mission Location

mission_location_stanton_617=CRR-2A
mission_location_stanton_618=Building A on Platform 2 in Cloudrest Retreat
mission_location_stanton_619=CRR-2B
mission_location_stanton_620=Building B on Platform 2 in Cloudrest Retreat
mission_location_stanton_621=CRR-2C
mission_location_stanton_622=Building C on Platform 2 in Cloudrest Retreat
mission_location_stanton_623=CRR-2D
mission_location_stanton_624=Building D on Platform 2 in Cloudrest Retreat
mission_location_stanton_625=CRR-2E
mission_location_stanton_626=Building E on Platform 2 in Cloudrest Retreat
mission_location_stanton_627=CRR-2F
mission_location_stanton_628=Building F on Platform 2 in Cloudrest Retreat
mission_location_stanton_629=CRR-2G
mission_location_stanton_630=Building G on Platform 2 in Cloudrest Retreat
mission_location_stanton_631=CRR-2H
mission_location_stanton_632=Building H on Platform 2 in Cloudrest Retreat
mission_location_stanton_633=CRR-2I
mission_location_stanton_634=Building I on Platform 2 in Cloudrest Retreat
mission_location_stanton_635=CRR-5A
mission_location_stanton_636=Building A on Platform 5 in Cloudrest Retreat
mission_location_stanton_637=CRR-5B
mission_location_stanton_638=Building B on Platform 5 in Cloudrest Retreat
mission_location_stanton_639=CRR-5C
mission_location_stanton_640=Building C on Platform 5 in Cloudrest Retreat
mission_location_stanton_641=CRR-5D
mission_location_stanton_642=Building D on Platform 5 in Cloudrest Retreat
mission_location_stanton_643=CRR-9A
mission_location_stanton_644=Building A on Platform 9 in Cloudrest Retreat
mission_location_stanton_645=CRR-9B
mission_location_stanton_646=Building B on Platform 9 in Cloudrest Retreat
mission_location_stanton_647=CRR-9C
mission_location_stanton_648=Building C on Platform 9 in Cloudrest Retreat
mission_location_stanton_649=CRR-9D
mission_location_stanton_650=Building D on Platform 9 in Cloudrest Retreat
mission_location_stanton_651=EPP-5A
mission_location_stanton_652=Building A on Platform 5 in Empyrean Park
mission_location_stanton_653=EPP-5B
mission_location_stanton_654=Building B on Platform 5 in Empyrean Park
mission_location_stanton_655=EPP-5C
mission_location_stanton_656=Building C on Platform 5 in Empyrean Park
mission_location_stanton_657=EPP-5D
mission_location_stanton_658=Building D on Platform 5 in Empyrean Park
mission_location_stanton_659=EPP-5E
mission_location_stanton_660=Building E on Platform 5 in Empyrean Park
mission_location_stanton_661=EPP-5F
mission_location_stanton_662=Building F on Platform 5 in Empyrean Park
mission_location_stanton_663=EPP-5G
mission_location_stanton_664=Building G on Platform 5 in Empyrean Park
mission_location_stanton_665=EPP-5H
mission_location_stanton_666=Building H on Platform 5 in Empyrean Park
mission_location_stanton_667=EPP-5I
mission_location_stanton_668=Building I on Platform 5 in Empyrean Park
mission_location_stanton_669=EPP-8A
mission_location_stanton_670=Building A on Platform 8 in Empyrean Park
mission_location_stanton_671=PSP-2A
mission_location_stanton_672=Building A on Platform 2 in Prospect Point
mission_location_stanton_673=PSP-2B
mission_location_stanton_674=Building B on Platform 2 in Prospect Point
mission_location_stanton_675=PSP-2C
mission_location_stanton_676=Building C on Platform 2 in Prospect Point
mission_location_stanton_677=PSP-2D
mission_location_stanton_678=Building D on Platform 2 in Prospect Point
mission_location_stanton_679=PSP-6A
mission_location_stanton_680=Building A on Platform 6 in Prospect Point
mission_location_stanton_681=PSP-6B
mission_location_stanton_682=Building B on Platform 6 in Prospect Point
mission_location_stanton_683=PSP-6C
mission_location_stanton_684=Building C on Platform 6 in Prospect Point
mission_location_stanton_685=PSP-6D
mission_location_stanton_686=Building D on Platform 6 in Prospect Point
mission_location_stanton_687=PSP-4A
mission_location_stanton_688=Building A on Platform 4 in Prospect Point
mission_location_stanton_689=PSP-4B
mission_location_stanton_690=Building B on Platform 4 in Prospect Point
mission_location_stanton_691=PSP-4C
mission_location_stanton_692=Building C on Platform 4 in Prospect Point
mission_location_stanton_693=PSP-4D
mission_location_stanton_694=Building D on Platform 4 in Prospect Point
mission_location_stanton_695=PSP-4E
mission_location_stanton_696=Building E on Platform 4 in Prospect Point
mission_location_stanton_697=PSP-4F
mission_location_stanton_698=Building F on Platform 4 in Prospect Point
mission_location_stanton_699=PSP-4G
mission_location_stanton_700=Building G on Platform 4 in Prospect Point
mission_location_stanton_701=PSP-4H
mission_location_stanton_702=Building H on Platform 4 in Prospect Point
mission_location_stanton_703=PSP-4I
mission_location_stanton_704=Building I on Platform 4 in Prospect Point
mission_location_stanton_705=PSP-28A
mission_location_stanton_706=Building A on Platform 28 in Prospect Point
mission_location_stanton_707=PSP-28B
mission_location_stanton_708=Building B on Platform 28 in Prospect Point
mission_location_stanton_709=PSP-28C
mission_location_stanton_710=Building C on Platform 28 in Prospect Point
mission_location_stanton_711=PSP-28D
mission_location_stanton_712=Building D on Platform 28 in Prospect Point
mission_location_stanton_713=EPP-8B
mission_location_stanton_714=Building B on Platform 8 in Empyrean Park
mission_location_stanton_715=EPP-8C
mission_location_stanton_716=Building C on Platform 8 in Empyrean Park
mission_location_stanton_717=EPP-8D
mission_location_stanton_718=Building D on Platform 8 in Empyrean Park
mission_location_stanton_719=EPP-1A
mission_location_stanton_720=Building A on Platform 1 in Empyrean Park
mission_location_stanton_721=EPP-1B
mission_location_stanton_722=Building B on Platform 1 in Empyrean Park
mission_location_stanton_723=EPP-1C
mission_location_stanton_724=Building C on Platform 1 in Empyrean Park
mission_location_stanton_725=EPP-1D
mission_location_stanton_726=Building D on Platform 1 in Empyrean Park

MTPS Retrieve Consignment

mtps_RetrieveConsignment_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a security professional who’s immediately available to support security forces in repelling an attack currently underway at ~mission(Location). However, your main focus will be collecting confidential material currently stored in the facility’s consignment locker and delivering it to ~mission(dropoff1). For security reasons, the access codes for the locker are only stored locally and will need to be acquired on-site.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Use force as necessary to collect the confidential materials from the consignment locker.\n• Deliver the confidential materials to ~mission(dropoff1|address).\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment. \n• Access to a spaceship that can transport cargo.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n• Experience hauling important cargo.
mtps_RetrieveConsignment_title_001=Defend Location and Deliver Consignment

EVA

notification_actor_eva_fuel_empty=EVA Fuel Empty : Using Oxygen Supply

Operator Mode

operatorMode_Combat,P=Guns
operatorMode_Flight,P=Flight
operatorMode_Flight_Short=FLT
operatorMode_Inactive_Short=NONE
operatorMode_Mining_Short=MNG
operatorMode_Missile_Short=MISL
operatorMode_None_Short=NONE
operatorMode_Refuel,P=Refuel
operatorMode_Refuel_Short=RFL
operatorMode_Salvage_Short=SLVG
operatorMode_Turret,P=Turret
operatorMode_Turret_Short=TUR

Options

pause_options_auto_gimbal_mode=Aiming – Auto Gimbal Display
pause_options_auto_gimbal_mode_on_pip=On Average PIP
pause_options_auto_gimbal_mode_on_target=On Target With Gimbal Indicators
pause_options_flight_rel_throttle_threshold=Pilot – Relative Throttle – Axis Crossing Trap Threshold
pause_options_flight_rel_throttle_trap_time=Pilot – Relative Throttle – Axis Crossing Trap Time (sec)
pause_options_guns_fallback_convergence=Guns – Fallback Convergence Distance (meters)
pause_options_weapons_show_precision_lines=Aiming – Show Precision Lines
pit_qswheel_deployables_fromInventory=Stored Deployables

Text UI

text_ui_SIUnit_Percent=%
text_ui_SIUnit_Power=W
text_ui_units_EVA,P=EVA
text_ui_units_Temp,P=Temp
text_ui_units_hpa,P=hPa
text_ui_units_mrem,P=Rem
text_ui_units_persecond,P=/s

UI

ui_CGVehicleMobiGlas=Vehicle – Mobiglas
ui_CG_MFDs,P=Vehicles – Multi Function Displays (MFDs)
ui_CIFPSSelectUtilityItem,P=Select Utility Item
ui_CIFPSSelectUtilityItemDesc,P=Select Utility Item
ui_CIMFDCancelLong,P=Cancel (Long Press)
ui_CIMFDCancelShort,P=Cancel (Short Press)
ui_CIMFDCycleViewBackwardsLong,P=Cycle MFD View – Backwards (Long Press)
ui_CIMFDCycleViewBackwardsShort,P=Cycle MFD View – Backwards (Short Press)
ui_CIMFDCycleViewForwardLong,P=Cycle MFD View – Forwards (Long Press)
ui_CIMFDCycleViewForwardShort,P=Cycle MFD View – Forwards (Short Press)
ui_CIMFDHardSelectLeftCastLong,P=Focus – Left MFD Cast (Long Press)
ui_CIMFDHardSelectLeftCastShort,P=Focus – Left MFD Cast (Short Press)
ui_CIMFDHardSelectLong,P=Focus MFD (Long Press)
ui_CIMFDHardSelectMFD10Long,P=Focus – MFD 10 (Long Press)
ui_CIMFDHardSelectMFD10Short,P=Focus – MFD 10 (Short Press)
ui_CIMFDHardSelectMFD1Long,P=Focus – MFD 1 (Long Press)
ui_CIMFDHardSelectMFD1Short,P=Focus – MFD 1 (Short Press)
ui_CIMFDHardSelectMFD2Long,P=Focus – MFD 2 (Long Press)
ui_CIMFDHardSelectMFD2Short,P=Focus – MFD 2 (Short Press)
ui_CIMFDHardSelectMFD3Long,P=Focus – MFD 3 (Long Press)
ui_CIMFDHardSelectMFD3Short,P=Focus – MFD 3 (Short Press)
ui_CIMFDHardSelectMFD4Long,P=Focus – MFD 4 (Long Press)
ui_CIMFDHardSelectMFD4Short,P=Focus – MFD 4 (Short Press)
ui_CIMFDHardSelectMFD5Long,P=Focus – MFD 5 (Long Press)
ui_CIMFDHardSelectMFD5Short,P=Focus – MFD 5 (Short Press)
ui_CIMFDHardSelectMFD6Long,P=Focus – MFD 6 (Long Press)
ui_CIMFDHardSelectMFD6Short,P=Focus – MFD 6 (Short Press)
ui_CIMFDHardSelectMFD7Long,P=Focus – MFD 7 (Long Press)
ui_CIMFDHardSelectMFD7Short,P=Focus – MFD 7 (Short Press)
ui_CIMFDHardSelectMFD8Long,P=Focus – MFD 8 (Long Press)
ui_CIMFDHardSelectMFD8Short,P=Focus – MFD 8 (Short Press)
ui_CIMFDHardSelectMFD9Long,P=Focus – MFD 9 (Long Press)
ui_CIMFDHardSelectMFD9Short,P=Focus – MFD 9 (Short Press)
ui_CIMFDHardSelectPrimaryLong,P=Focus – Primary MFD (Long Press)
ui_CIMFDHardSelectPrimaryShort,P=Focus – Primary MFD (Short Press)
ui_CIMFDHardSelectRightCastLong,P=Focus – Right MFD Cast (Long Press)
ui_CIMFDHardSelectRightCastShort,P=Focus – Right MFD Cast (Short Press)
ui_CIMFDHardSelectShort,P=Focus MFD (Short Press)
ui_CIMFDNavigateDownLong,P=Move MFD selection – Down (Long Press)
ui_CIMFDNavigateDownShort,P=Move MFD selection – Down (Short Press)
ui_CIMFDNavigateLeftLong,P=Move MFD selection – Left (Long Press)
ui_CIMFDNavigateLeftShort,P=Move MFD selection – Left (Short Press)
ui_CIMFDNavigateRightLong,P=Move MFD selection – Right (Long Press)
ui_CIMFDNavigateRightShort,P=Move MFD selection – Right (Short Press)
ui_CIMFDNavigateUpLong,P=Move MFD selection- Up (Long Press)
ui_CIMFDNavigateUpShort,P=Move MFD selection – Up (Short Press)
ui_CIMFDSelectViewCommsLong,P=Change View – Communications (Long Press)
ui_CIMFDSelectViewCommsShort,P=Change View – Communications (Short Press)
ui_CIMFDSelectViewConfigurationLong,P=Change View – Vehicle Configuration (Long Press)
ui_CIMFDSelectViewConfigurationShort,P=Change View – Vehicle Configuration (Short Press)
ui_CIMFDSelectViewDiagnosticsLong,P=Change View – Diagnostics (Long Press)
ui_CIMFDSelectViewDiagnosticsShort,P=Change View – Diagnostics (Short Press)
ui_CIMFDSelectViewIFCSLong,P=Change View – IFCS (Long Press)
ui_CIMFDSelectViewIFCSShort,P=Change View – IFCS (Short Press)
ui_CIMFDSelectViewResourceNetworkLong,P=Change View – Resource Network (Long Press)
ui_CIMFDSelectViewResourceNetworkShort,P=Change View – Resource Network (Short Press)
ui_CIMFDSelectViewScanningLong,P=Change View – Scanning (Long Press)
ui_CIMFDSelectViewScanningShort,P=Change View – Scanning (Short Press)
ui_CIMFDSelectViewSelfStatusLong,P=Change View – Self Status (Long Press)
ui_CIMFDSelectViewSelfStatusShort,P=Change View – Self Status (Short Press)
ui_CIMFDSelectViewTargetStatusLong,P=Change View – Target Status (Long Press)
ui_CIMFDSelectViewTargetStatusShort,P=Change View – Target Status (Short Press)
ui_CIMFDSoftSelectLeftCastLong,P=Select – Left MFD Cast (Long Press)
ui_CIMFDSoftSelectLeftCastShort,P=Select – Left MFD Cast (Short Press)
ui_CIMFDSoftSelectMFD10Long,P=Select – MFD 10 (Long Press)
ui_CIMFDSoftSelectMFD10Short,P=Select – MFD 10 (Short Press)
ui_CIMFDSoftSelectMFD1Long,P=Select – MFD 1 (Long Press)
ui_CIMFDSoftSelectMFD1Short,P=Select – MFD 1 (Short Press)
ui_CIMFDSoftSelectMFD2Long,P=Select – MFD 2 (Long Press)
ui_CIMFDSoftSelectMFD2Short,P=Select – MFD 2 (Short Press)
ui_CIMFDSoftSelectMFD3Long,P=Select – MFD 3 (Long Press)
ui_CIMFDSoftSelectMFD3Short,P=Select – MFD 3 (Short Press)
ui_CIMFDSoftSelectMFD4Long,P=Select – MFD 4 (Long Press)
ui_CIMFDSoftSelectMFD4Short,P=Select – MFD 4 (Short Press)
ui_CIMFDSoftSelectMFD5Long,P=Select – MFD 5 (Long Press)
ui_CIMFDSoftSelectMFD5Short,P=Select – MFD 5 (Short Press)
ui_CIMFDSoftSelectMFD6Long,P=Select – MFD 6 (Long Press)
ui_CIMFDSoftSelectMFD6Short,P=Select – MFD 6 (Short Press)
ui_CIMFDSoftSelectMFD7Long,P=Select – MFD 7 (Long Press)
ui_CIMFDSoftSelectMFD7Short,P=Select – MFD 7 (Short Press)
ui_CIMFDSoftSelectMFD8Long,P=Select – MFD 8 (Long Press)
ui_CIMFDSoftSelectMFD8Short,P=Select – MFD 8 (Short Press)
ui_CIMFDSoftSelectMFD9Long,P=Select – MFD 9 (Long Press)
ui_CIMFDSoftSelectMFD9Short,P=Select – MFD 9 (Short Press)
ui_CIMFDSoftSelectPrimaryLong,P=Select – Primary MFD (Long Press)
ui_CIMFDSoftSelectPrimaryShort,P=Select – Primary MFD (Short Press)
ui_CIMFDSoftSelectRightCastLong,P=Select – Right MFD Cast (Long Press)
ui_CIMFDSoftSelectRightCastShort,P=Select – Right MFD Cast (Short Press)
ui_Press_KEY_ToOpenSpawnScreen,P=Press [~action(default|respawn)] for spawn screen
ui_ScanChargeBar_Charging=Charging
ui_ScanChargeBar_Cooling=Cooling
ui_ScanChargeBar_Ready=Ready
ui_aiming=Aiming and Weapons
ui_controlhint_boats_movement=Move
ui_controlhint_boats_power_toggle=Power (Toggle)
ui_controlhint_boats_standingDriver_exit=Exit
ui_controlhint_boats_steer=Steer
ui_controlhint_hacking_minigame_ability_inject=Capture Node
ui_controlhint_hacking_minigame_ability_ping=Ping
ui_controlhint_hacking_minigame_ability_slowdown=DDos
ui_controlhint_hacking_minigame_ability_swap=Swap Node
ui_controlhint_hacking_minigame_ability_swap_rotate=Rotate Swap Node
ui_controlhint_hacking_minigame_abort=Exit Hacking
ui_controlhint_hacking_minigame_camera_control=Rotate Board
ui_controlhint_hacking_minigame_movement=Move
ui_dest_lowerdecks,P=Lower Decks
ui_dest_maintenanceshaft,P=Maintenance Shaft
ui_dest_workerarea,P=Worker’s Area
ui_flight_strafe_forward_back_rel=Throttle – Forward / Backwards (relative)
ui_interactor_enter_bottom_front_remote_turret=Enter Lower Front Remote Turret
ui_interactor_enter_bottom_rear_remote_turret=Enter Lower Rear Remote Turret
ui_interactor_enter_top_front_remote_turret=Enter Upper Front Remote Turret
ui_interactor_enter_top_rear_remote_turret=Enter Upper Rear Remote Turret
ui_label_auxiliary,P=Auxiliary
ui_v_strafe_abs_rel_swap=Throttle – Swap Relative and Absolute
ui_v_strafe_abs_rel_swap_desc=Throttle – Swap Relative and Absolute
ui_v_strafe_back_abs=Throtte – Backward (abs)
ui_v_strafe_back_abs_desc=Throtte – Backward (abs)
ui_v_strafe_back_abs_rel=Throttle – Backward (abs & rel)
ui_v_strafe_back_abs_rel_desc=Throttle – Backward (abs & rel)
ui_v_strafe_back_rel=Throttle – Backward (rel)
ui_v_strafe_back_rel_desc=Throttle – Backward (rel)
ui_v_strafe_forward_abs=Throtte – Forward (abs)
ui_v_strafe_forward_abs_desc=Throtte – Forward (abs)
ui_v_strafe_forward_abs_rel=Throttle – Forward (abs & rel)
ui_v_strafe_forward_abs_rel_desc=Throttle – Forward (abs & rel)
ui_v_strafe_forward_rel=Throttle – Forward (rel)
ui_v_strafe_forward_rel_desc=Throttle – Forward (rel)
ui_v_strafe_longitudinal_abs=Throttle – Forward / Backward (abs)
ui_v_strafe_longitudinal_abs_desc=Throttle – Forward / Backward (abs)
ui_v_strafe_longitudinal_abs_rel=Throttle – Forward / Backward (abs & rel)
ui_v_strafe_longitudinal_abs_rel_desc=Throttle – Forward / Backward (abs & rel)
ui_v_strafe_longitudinal_rel=Throttle – Forward / Backward (rel)
ui_v_strafe_longitudinal_rel_desc=Throttle – Forward / Backward (rel)
ui_v_strafe_reset_rel_long=Throttle – Remove Trim (long)
ui_v_strafe_reset_rel_long_desc=Throttle – Remove Trim (long)
ui_v_strafe_reset_rel_short=Throttle – Remove Trim (short)
ui_v_strafe_reset_rel_short_desc=Throttle – Remove Trim (short)
ui_v_strafe_set_rel_from_abs_long=Throttle – Set Trim (long)
ui_v_strafe_set_rel_from_abs_long_desc=Throttle – Set Trim (long)
ui_v_strafe_set_rel_from_abs_short=Throttle – Set Trim (short)
ui_v_strafe_set_rel_from_abs_short_desc=Throttle – Set Trim (short)
ui_v_weapon_convergence_distance_abs=Manual Convergence Distance (absolute)
ui_v_weapon_convergence_distance_abs_desc=Sets the Manual Convergence Distance on an absolute axis
ui_v_weapon_convergence_distance_limiter_rel_desc=Sets the manual convergence distance on a relative axis
ui_v_weapon_convergence_distance_rel=Manual Convergence Distance (relative)
ui_v_weapon_convergence_distance_rel_decrease=Manual Convergence Distance – Decrease
ui_v_weapon_convergence_distance_rel_decrease_desc=Decreases the Manual Convergence Distance
ui_v_weapon_convergence_distance_rel_increase=Manual Convergence Distance – Increase
ui_v_weapon_convergence_distance_rel_increase_desc=Increases the Manual Convergence Distance
ui_v_weapon_convergence_distance_set_default=Manual Convergence Distance – Reset
ui_v_weapon_convergence_distance_set_default_desc=Resets the Manual Convergence Distance to the default value
ui_weapon_convergence_distance_abs=Manual Convergence Distance (absolute)
ui_weapon_convergence_distance_rel=Manual Convergence Distance (relative)
ui_weapons_chargedrain_battery=Battery
ui_weapons_chargedrain_charge=Charge
ui_weapons_chargedrain_charging=Charging
ui_weapons_chargedrain_depleting=Depleting
ui_weapons_chargedrain_drain=Drain
ui_weapons_chargedrain_draining=Draining
ui_weapons_chargedrain_drainingavailable=Draining Available
ui_weapons_chargedrain_drainingunavailable=Draining Unavailable
ui_weapons_chargedrain_ec=EC:
ui_weapons_chargedrain_generator=Generator
ui_weapons_chargedrain_idle=Idle
ui_weapons_chargedrain_infinite=Infinite – On The Grid
ui_weapons_chargedrain_inpoerable=Inoperable
ui_weapons_chargedrain_nocharge=No Charge
ui_weapons_chargedrain_offline=Offline
ui_weapons_chargedrain_powered=Powered
ui_weapons_chargedrain_powersource=Power Source
ui_weapons_chargedrain_prime=Prime
ui_weapons_chargedrain_prime_required=Priming Required
ui_weapons_chargedrain_primed=Primed
ui_weapons_chargedrain_priming=Priming
ui_weapons_chargedrain_ready=Ready
ui_weapons_chargedrain_status=Status:
ui_weapons_chargedrain_unit_ec=ec
ui_weapons_chargedrain_unit_volts=v
ui_weapons_multi_Scanned=Scanned
ui_weapons_repair_material_detected=Repairable Damage Detected
ui_weapons_salvage_material_detected=Salvageable Material Detected
ui_weapons_tractor_Overpower,P=Overpower
ui_weapons_warning_broken=Broken
ui_weapons_warning_jammed=Jammed

Vehicle Class

vehicle_class_snubbomber=Snub Bomber

Vehicle Room

vehicle_room_airlock=Airlock
vehicle_room_component_access=Component Access

Weapon Stats

weapon_stats_ammo_string_5mm_ballistic=5 mm ballistic ammo
weapon_stats_name_capacity=Ammo capacity
weapon_stats_name_damage=Damage
weapon_stats_name_effectiveRange=Effective range
weapon_stats_name_firerate=Fire rate
weapon_stats_name_handling=Handling
weapon_stats_name_modes=Fire modes
weapon_stats_name_velocity=Muzzle velocity
weapon_stats_name_weight=Weight
weapon_stats_unit_rpm=rpm

Patch News

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Guide

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Patch List

EVOCATI

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WAVE 3

WAVE 4

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WAVE 5

LIVE

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