Ftl System Slots
FTL Unlocking Ships. There are 10 ships in total and 2 or 3 different layouts per ship that can be unlocked as well. A ship can carry a maximum of 8 crew members from various races. Ftl System Slots also receive 50 free spins! Bonus doesn't work. T&C. Subscribe to our newsletter to. FTL system active points (shield) - 000c player/enemy 003c active points 0040 total avail slots 00ec avail slots (less than total means they're broken) 00f0 the (total) avail slots to compare 00ec to (amount of broken slots is 00f0-00ec) 00f4% of bar destroyed (burned or attacked by enemy crew).
Description
The FTL is a test block for interfacing substation devices (protection relays, fault recorders, revenue meters, ... ) to the voltage and current transformers and to other equipment on the system side of a power grid.
The FTL test block uses disconnect pins to isolate the substation devices from the system side equipment. Once isolated, secondary injection can be performed using banana jacks on the front side of the test block.
Key Features
- Finger-safe
There are no exposed metallic parts on the FTL test block, greatly increasing safety during testing. Even the back-side is finger-safe. - Keyed Disconnect Pins
Disconnect pins are keyed to the corresponding slots of the test block, preventing mistakes and errors during test. - Less than 2 mΩ internal resistance
Thanks to the patented construction, FTL test blocks have an extremely low internal resistance. This decreases the burden placed on instrumentation transformers and also reduces heat dissipation inside cabinets and panels. - Over 100 Models and Counting
Models with 8, 10, 12, 14, 16, 18 or 20 poles. Any combination of currents, voltages or trip signals. Custom labeling. The right FTL test block either already exists or can easily be created. - Ideal for Retrofit of Older FT Switches
The 10-pole models use the same panel cutout as the older FT switches. Even the terminal labeling is the same. That means that you can have the increased safety and efficiency from the FTL without having to change your engineering drawings.
Principle of Operation
A FTL test block contains 8, 10, 12, 14, 16, 18 or 20 modular units (or poles) each allocated to a current, voltage, signal or trip circuit. Each circuit is connected through the block via two silver-plated copper contacts, pressed securely together by two pressure springs to create a highly conductive electrical connection. In this situation, a electrical connection is established between the device side (B) and the system side (A).
To open one of these modular poles, a disconnect pin is removed from its inactive 'parking' position and inserted between the silver-coated copper contacts (the 'test' position). In this position, the device and system sides of the test block are isolated from each other. For current circuits, the disconnect pins include internal shorting bridges. When the pin is moved back to the 'parking' position, the internal springs force the contacts back together, returning the circuit to its normally-closed position. There is no in-between position, completely eliminating the risk of accidents resulting from improperly closed circuits.
When the disconnect pin is in the 'test' position, a banana jack is accessible on the device side of the test block, allowing the connection of a test set and the associated signal injection. The banana jack on the system side is optional, but it is always accessible, if present.
Accessories
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Allows the connection of test equipment with insulated banana plugs to the FTL test block (width of the insulated banana plug less than 11.5 mm)
This adapter is built for the connection of test equipment with relatively wide insulated banana plugs (width of 11.5 mm or more) to the FTL test block. One side of the adapter connects to the wide test lead and then connects via a short cable to a smaller banana plug that fits comfortably into the FTL banana jacks. The banana plug in the adapter assembly has a see-through plastic shielding that recedes when entered into the FTL banana jack.
This jumper cable allows the connection between 2 poles of the FTL test block. Both banana plugs of the jumper cable have a see-through plastic shielding that recedes when entered into the FTL banana jack.
This special test probe allows the connection of current measurement device or a shunt. The AWG 13 (2.5 mm) connection cable has a length of 118.11 inch (3 meters). The test probe are available with c-hook terminals or banana plugs at the tip of the cable.
SecuControl offers metal plates for installation of FTL test blocks in 19” racks that come painted in various colors and with various cutouts for LTB test blocks, in standard heights of 2U or 3U.
Please consult our manual on the download section of this site for ordering information.
3D View
Click button to load 3D-Model (resource intensive)Documents
FTL Test Block — Reference Handbook FTL Brochure Product ConfigurationsModding guide |
Events file structure |
Ships |
Continue.sav |
Mod manager |
Mods |
Ship data is divided between several files. For example, the Kestrel has a kestral.txt (sic) that details the room/door layout, a kestral.xml file for explosion data and position of weapon slots, and an entry in blueprints.xml defining the game data of the ship.
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A ship editor GUI is in development.
Another editor has already been released, but it lacks many key features, such as loading the XML file.
Ftl System Slots Games
Yet another ship editor - Superluminal - is available and constantly updated. Allows the user to modify pretty much every property of a ship.
Graphics[edit]
Filename | Description |
---|---|
(ship) | Indicates the ship's name. Example, Zoltan A is 'energy_cruiser' Thus 'energy_cruiser_base.png', etc. |
(ship)_base.png | The base image file of the ship, seen when no rooms are displayed. |
(ship)_floor.png | The gray background image behind rooms. Used only on player ships. |
(ship)_gib#.png | The pieces that are displayed when a ship breaks apart. '#' is 1-6 for player ships, 1-4 for enemy ships. |
(ship)_cloak.png | The pale outline when a ship engages its cloaking device. A <cloakImage>(another_ship)</cloakImage> can be included in the ship's blueprint file, to make it use another ship's cloak graphic. |
(ship)_shields1.png | The shields displayed for a particular ship. A <shieldImage>(another_ship)</shieldImage> can be included in the ship's blueprint file, to make it use another ship's shield graphic. |
TXT File[edit]
Code | Description |
---|---|
X_OFFSET | |
<number> | [<number>*35 offsets the entire ship in the X axis] |
Y_OFFSET | |
<number> | [<number>*35 offsets the entire ship in the Y axis] |
HORIZONTAL | |
<number> | [<number> offsets the entire ship in the X axis by this many pixels. Has no apparent effect on enemy ships] |
VERTICAL | |
<number> | [<number> offsets the entire ship in the Y axis by this many pixels] |
ELLIPSE | [The shield graphic uses these parameters. Also determines the collision perimeter and orbit on which defense drones move.] |
<width> | [Actually half of the ellipse's final width.] Does not affect the width of player ships' shield graphic. |
<height> | [Actually half of the ellipse's final height.] Does not affect the height of player ships' shield graphic. |
<x-offset> | [Offsets the shield graphic by <x-offset> pixels.] |
<y-offset> | [Offsets the shield graphic by <y-offset> pixels.] |
ROOM | |
<id> | [Unique ID] |
<x> | [How many tiles from 0 the room is on the X-axis] |
<y> | [How many tiles from 0 the room is on the Y-axis] |
<w> | [How wide is the room, in tiles] |
<h> | [How tall is the room, in tiles] |
DOOR | |
<x> | [How many tiles from 0 the door is on the X-axis] |
<y> | [How many tiles from 0 the door is on the Y-axis] |
<Left/Top room ID> | [ID of the room to the left, or top, of this door.] Value of -1 means the door functions as an airlock, and will drain oxygen from the other room when opened. |
<Right/Bottom room ID> | [ID of the room to the right, or bottom, of this door.] Value of -1 means the door functions as an airlock, and will drain oxygen from the other room when opened. |
<vertical/horizontal> | [Determines whether the door is vertical or horizontal.] 0 = door is horizontal, 1 = door is vertical. Door always snaps to the left or top wall of the tile at which it is located. |
Note
It's possible to move between two rooms as long as there is a door that links them, no matter which ID is used.
However, airlocks will not work that way.
For this reason, it is better to link rooms using the following logic -- it guarantees that both rooms and airlocks will work correctly:
XML File[edit]
Code | Description |
---|---|
<img x='#' y='#' w='#' h='#'/> | Determines the size and X/Y offeset of (ship)_base.png |
X= | Slides the base image left (negative value) or right (positive value) |
Y= | Slides the base image up (negative value) or down (positive value) |
W= | The width of the (ship)_base.png Can cause stretching if set higher or lower than actual (ship)_base dimensions |
H= | The height of the (ship)_base.png Can cause stretching if set higher or lower than actual (ship)_base dimensions |
<weaponMounts> | |
<mount x='#' y='#' rotate='true' mirror='false' gib='#' slide='down'/> | Determines the placement and movement of ship-mounted weaponry. |
X= / Y= | X,Y Coordinates determine where the weapon appears on the ship. Origin (0,0) is determined by the top-left corner of (ship)_base.png and is not affected by <img> offset values |
Note: | All default weapon sprites face upwards with mounting points to the left. |
rotate= | True - Turns the weapon sprite 90 degrees clockwise. Used on player ships to make weapons face right. False - Weapon remains vertically aligned. Used on enemy ships to keep weapons facing up. |
mirror= | True - Flips the weapon horizontally. Used for player weapons on the top of ships / Enemy weapons on left side. Independent of rotate= tagFalse - Weapon sprite maintains original orientation. |
gib= | The chunk of ship the weapon remains attached to when destroyed. Allows weapon to 'drift' with destroyed wreckage. |
slide= | Determines which way the weapon moves when powered up. Accepted values are Up , Down , Left , Right , No |
</weaponMounts> | |
<explosion> | |
<gib#> | Determines alignment of (ship)_gib#.png, and movement during ship destruction |
<velocity min='0.6' max='1'/> | Determines speed of gib movement. Game randomly selects a value between minimum / maximum values. |
<direction min='60' max='120'/> | Direction of gib movement. Values between 0-360, rotational. Negative values allowed. Value of 0 is equivalent to facing north. Helps create image of ship blowing apart, rather than collapsing in on itself. Direction of gibs should face outwards from center. |
<angular min='-0.4' max='-0.1'/> | Creates 'spin' on gib chunks, causing rotation as pieces move away. Value of 10 is equivalent to a full revolution. |
<x>0</x> | Horizontal offset, determined from origin of (ship)_base |
<y>0</y> | Vertical offset, determined from origin of (ship)_base |
</gib#> | |
</explosion> |
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Blueprint XML File[edit]
Code | Description |
---|---|
<shipBlueprint name='PLAYER_SHIP_HARD' layout='kestral' img='kestral'> | layout determines the name of the .txt and .xml files associated with the ship img determines the base name of image files associated with the ship |
<class>Kestrel Cruiser</class> | Name of spaceship in selection screen. |
<name>The Kestrel</name> | Default name for spaceship. |
<desc>This class of ship was decommissioned .../desc> | Description of ship in selection screen. |
<systemList> | List of systems that are installed or could be installed in the ship. |
<pilot power='1' room='0' start='true' img='room_pilot'> | room: Room ID as described in TXT file. power: Initial level of associated system. start: Ship starts with this system installed. img: Image for room. |
<slot> <direction>right</direction> | Slot for the position of the system operator. 0 - upper left, 1 - upper right, 2 - lower left, 3 - lower right. |
</pilot> | |
<doors power='1' room='2' start='true' img='room_doors'/> | |
<sensors power='1' room='3' start='true' img='room_sensors'/> | |
<medbay power='1' room='4' start='true' img='room_medbay'> | |
<slot> <number>1</number> | slot for medbay defines which slot is blocked - '-2' means no blocked slot. |
</medbay> | |
<oxygen power='1' room='13' start='true' img='room_oxygen'/> | |
<shields power='2' room='5' start='true' img='room_shields'/> | |
<engines power='2' room='14' start='true' img='room_engines'/> | |
<weapons power='3' room='10' start='true' img='room_weapons'/> | |
<drones power='2' room='1' start='false'/> | |
<teleporter power='1' room='15' start='false'/> | |
<cloaking power='1' room='8' start='false'/> | |
</systemList> | |
<weaponSlots>4</weaponSlots> | Max weapon slots for ship. Requires weapon system to be installed. |
<droneSlots>2</droneSlots> | Max drone slots for ship. Requires drones system to be installed. |
<weaponList count='2' missiles='8'> | Weapons this ship starts with. missiles: Number of initial missiles. |
<weapon name='MISSILES_2_PLAYER'/> | |
<weapon name='LASER_BURST_3'/> | |
</weaponList> | |
<droneList count='3' drones='6'> | Drones this ship starts with. drones: Number of initial drone parts. |
<drone name='BATTLE'/> | |
<drone name='REPAIR'/> | |
<drone name='REPAIR'/> | |
</droneList> | |
<health amount='30'/> | Initial ship health. |
<maxPower amount ='8'/> | Initial max power. |
<crewCount amount = '3'/> | Start with <amount> number of <class>. This may be listed more than once for mixed-race ships. |
</shipBlueprint> |
Notes[edit]
- Slots are numbered progressively in rows, beggining at the top left corner, and ending at bottom right corner. For example, in a 2x2 room, slots in top row would be numbered 0 and 1, while in a 3x2 room 0, 1 and 2, with bottom row having numbers 3, 4 and 5.
- Man-able systems and medbay have default slots, for when they're not explicitly defined in the blueprints file.
System | Default slot and direction |
---|---|
Pilot | 0, right |
Weapons | 1, up |
Shields | 0, left |
Engines | 2, down |
Medbay | 1, N/A |
- Because of this, systems that are assigned to small enough rooms without an explicitly defined slot will bug, making the station inaccessible.
- If a ship has artillery system, but doesn't have a weapon mount assigned to it, the artillery weapon will shoot from beyond the screen, left-hand side. For the graphic to show up properly, the ship's xml file has to have five weapon mounts declared, the fifth mount being the artillery weapon.
- If a ship has no crew declared in blueprint file, it is considered an automated ship, with all systems appearing manned by non-experienced crew.
- For player ships, all systems except artillery have to be declared. If a system declaration is not present, it will bug - it won't be available at the start, but it will be purchaseable, and once the player buys the system at a store, it won't show up on the ship, systems interface nor in the upgrade tab.
- Shield graphic uses the ellipse properties in ship's .txt file; offset applies for both player and enemy ships, but the graphic's dimensions only affect enemy ships' shields.
- Shield mechanic is collision based; the ellipse property in .txt file is used to determine the collision perimeter. If a ship's room is not inside this ellipse, it will be possible to hit it even if the shields are raised (as long as the missile comes at such an angle that it won't collide with ellipse prior to reaching its target).