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Systems serve as individual components of a ship which provide certain functions depending on their state of power, crew presence and upgrade level.
Some systems can be manned by the crew to provide set bonuses, while others require crew attendance to function at all. The bonuses gained from manning can improve over time when the crew member gains experience.
- 1
- 2Subsystems
[edit]
Shields[edit]
Purchase price | 125 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | - | - |
Level 2 | 1 Shield Bar | 100 |
Level 3 | - | 20 |
Level 4 | 2 Shield Bars | 30 |
Level 5 | - | 40 |
Level 6 | 3 Shield Bars | 60 |
Level 7 | - | 80 |
Level 8 | 4 Shield Bars | 100 |
Powers your shields. Every shield layer can block one incoming shot. Upgrading the system increases the layer count. Some enemy cruisers can have up to five layers, while player cruisers can reach the maximum of four.
It takes approximately 2 seconds to recharge one layer of shields. This can be improved further by the augmentation Shield Charge Boosters and manning the system with a crew member. You can easily train the shield skill by sitting in an asteroid field and taking hits, as long as an enemy is present.
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Skill level of crew member | Manning bonus |
---|---|
Level 0 (Clear skillbar) | 10% faster recharge |
Level 1 (Green skillbar) | 20% faster recharge |
Level 2 (Golden skillbar) | 30% faster recharge |
Engines[edit]
Upgrade level | Level Bonus | Level Cost |
---|---|---|
Level 1 | Dodge: 5; FTL: 1x | - |
Level 2 | Dodge: 10; FTL: 1.25x | 10 |
Level 3 | Dodge: 15; FTL: 1.5x | 15 |
Level 4 | Dodge: 20; FTL: 1.75x | 30 |
Level 5 | Dodge: 25; FTL: 2x | 40 |
Level 6 | Dodge: 28; FTL: 2.25x | 60 |
Level 7 | Dodge: 31; FTL: 2.5x | 80 |
Level 8 | Dodge: 35; FTL: 2.75x | 120 |
Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges. The FTL recharge rate can be further improved by the augmentation FTL Recharge Booster and the chance of dodging can be raised by manning the system. A higher upgrade level can provide blue options in certain events.
Skill level of crew member | Manning bonus |
---|---|
Level 0 (Clear skillbar) | Evasion +5% |
Level 1 (Green skillbar) | Evasion +7% |
Level 2 (Golden skillbar) | Evasion +10% |
Oxygen[edit]
Upgrade level | Level Bonus | Level Cost |
---|---|---|
Level 1 | Normal refill rate | - |
Level 2 | 3x refill rate | 25 |
Level 3 | 6x refill rate | 50 |
Refills the oxygen in the ship. Upgrading increases the rate of refill.
Weapon Control[edit]
Purchase price | 20 |
---|---|
Upgrade level | Level Cost |
Level 1 | - |
Level 2 | 60 |
Level 3 | 25 |
Level 4 | 35 |
Level 5 | 50 |
Level 6 | 75 |
Level 7 | 90 |
Level 8 | 100 |
Powers all of the ship's weapons. Upgrading lets you power more weapons.
This system can be manned by a crew member to increase the recharge rate. The augmentation Weapon Pre-igniter charges the weapons right after an FTL jump. The recharge rate can be further improved by the augmentation Automated Re-Loader.
Skill level of crew member | Manning bonus |
---|---|
Level 0 (Clear skillbar) | 10% faster charge |
Level 1 (Green skillbar) | 15% faster charge |
Level 2 (Golden skillbar) | 20% faster charge |
Drone Control[edit]
Purchase price | 80 |
---|---|
Upgrade level | Level Cost |
Level 1 | - |
Level 2 | 10 |
Level 3 | 20 |
Level 4 | 30 |
Level 5 | 45 |
Level 6 | 60 |
Level 7 | 80 |
Level 8 | 100 |
Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.
It uses a drone part every time a new drone is activated. Those can be regained to an extent with the use of the augmentation Drone Recovery Arm.
Artillery Beam[edit]
Upgrade level | Level Bonus | Level Cost |
---|---|---|
Level 1 | Cooldown: 50 sec | - |
Level 2 | Cooldown: 40 sec | 30 |
Level 3 | Cooldown: 30 sec | 50 |
Level 4 | Cooldown: 20 sec | 80 |
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Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown. Exclusive to the Federation Cruiser and its B layout.
Medbay[edit]
Purchase price | 60 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | Healing Boost: 1x | - |
Level 2 | Healing Boost: 1.5x | 35 |
Level 3 | Healing Boost: 3x | 45 |
Heals all crew-members within the Medbay room. Upgrading increases healing speed.
This includes crew members who are simply walking through the medbay. Thus it is possible to heal more crew members at once than there are slots in the medbay by ordering crew to walk back and forth within the medbay.
The base medbay heals at the same speed the crew loses health when suffocating.
A level 2 medbay provides (Improved Medbay) blue options and a level 3 medbay provides (Advanced Medbay) blue options in certain situations. Sometimes, however, only the term (Medbay) is used.
A medbay will heal your crew as they fight boarders! This is a very powerful advantage, and a level 3 medbay allows a single crewmember to eliminate an entire invasion force. Boarders can be funneled to the medbay by venting other areas, since they will flee rooms with no oxygen.
Cloaking[edit]
Purchase price | 150 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | Cloak Time: 5 sec | - |
Level 2 | Cloak Time: 10 sec | 30 |
Level 3 | Cloak Time: 15 sec | 50 |
Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.
Shooting weapons while the cloak is active disrupts it, decreasing the time it will be active. This effect can be negated to a certain extent with the use of the augmentation Stealth Weapons.
Crew Teleporter[edit]
Purchase price | 90 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | 20 sec cooldown | - |
Level 2 | 15 sec cooldown | 30 |
Level 3 | 10 sec cooldown | 60 |
Allows you to send your crew-members to board enemy vessels.
A Lvl 2 Teleporter will grant additional blue options in some situations.As a random fact you are able to teleport in mind controlled enemies for clearing the crew from a ship.
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Hacking[edit]
Purchase price | 80 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | 4 sec disruption | - |
Level 2 | 7 sec disruption | 35 |
Level 3 | 10 sec disruption | 60 |
Targets a single system, locking its doors and granting the ability to temporarily disable or disrupt it. Requires drone part to launch.
Targeted System | Effects |
---|---|
Shields | Temporarily drain power from enemy shields. |
Engines | Temporarily reduce the enemy's evasion to 0. |
Medbay | Temporarily drains health from crew in Medbay. |
Cloning Bay | Shuts down Cloning Bay. |
Oxygen | Temporarily drain the enemy ship of oxygen. |
Weapons | Temporarily drain charge from enemy weapons. |
Drones | Stuns enemy drones. |
Hacking | Shuts down enemy Hacking. |
Mind Control | Free any currently controlled people and temporarily mind control an enemy unit. |
Cloaking | Temporarily shut down the enemy's ability to cloak. |
Piloting | Temporarily reduce the enemy ship's evasion to 0. |
Sensors | Temporarily shut down enemy sensors |
Doors | Temporarily lock down all enemy doors. |
Battery Backup | Temporarily shut down Battery Backup and disable 2 power bars of enemy reactor. |
Clone Bay[edit]
Purchase price | 50 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | 12 sec clone + 8 hp / jump | - |
Level 2 | 9 sec clone + 16 hp / jump | 35 |
Level 3 | 7 sec clone + 25 hp / jump | 45 |
Automatically clones dead crew with skill penalty (10-15%). Taking advantage of micro-cloning, crew heals partially with every jump. Jump heal is passive and requires no power.
You can only have either the Medbay system or the Clone Bay on a ship. When you have one, the other will appear in stores.
Crew which are left on an enemy ship that jumps away are still lost.
All of your crew will respawn after death as long as your Clone Bay is operational. If you have the Backup DNA Bank augment, the system does not need to be operational to prevent crew from dying permanently.
Mind Control[edit]
Purchase price | 75 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | Mind control one person | - |
Level 2 | Boosts health and damage | 30 |
Level 3 | Increases boost | 60 |
Targets a room, turning an enemy crew member into an ally for a few seconds. Can also be used to cancel out enemy mind control on a crewmember.
Subsystems[edit]
Piloting[edit]
Upgrade level | Level Bonus | Level Cost |
---|---|---|
Level 1 | Needs pilot to function | - |
Level 2 | Auto: 50% evasion | 20 |
Level 3 | Auto: 80% evasion | 50 |
Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.
Level 2 piloting provides (Piloting) blue options in certain situations.
When on level 1, this subsystem has to be manned by a crew member to function, otherwise dodge chance drops to 0% (unless cloaking). Manning provides a bonus regardless of its necessity.
Skill level of crew member | Manning bonus |
---|---|
Level 0 (Clear skillbar) | Evasion +5% |
Level 1 (Green skillbar) | Evasion +7% |
Level 2 (Golden skillbar) | Evasion +10% |
Sensors[edit]
Purchase Price | 40 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | See ship interior | - |
Level 2 | See enemy interior | 25 |
Level 3 | See enemy weapon cooldowns | 40 |
Level 4 | See enemy power use | - |
Reveals the interior of your ship and gives information about enemy ships.
Additional levels of Sensors provide certain blue options in events. Sensors can be manned which will provide a +1 level boost to the system. Level 4 can only be achieved by manning the system.
Door System[edit]
Purchase Price | 60 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | Normal Doors | - |
Level 2 | Blast Doors | 35 |
Level 3 | Improved Blast Doors | 50 |
Level 4 | Super Blast Doors | - |
Allows remote opening and closing of doors. Upgrading to Blast Doors impedes fire spread and intruder movement. Level 4 Blast Doors can only be achieved by manning the system.
Backup Battery[edit]
Purchase Price | 35 | |
---|---|---|
Upgrade level | Level Bonus | Level Cost |
Level 1 | 2 Power | - |
Level 2 | 4 Power | 50 |
Provides 2 or 4 bonus reactor power for 30 seconds. Cooldown is 60 seconds. The Cooldown can be reduced by 50% with the Battery Charge Booster.
Reactor[edit]
The reactor can provide a maximum of 25 power bars. The cost of first five is 30, the next 20, then 25, following with 30 and finally 35 for the last set.
It is, however, possible to obtain more than 25 power bars from certain events (such as the one where you give away an item and get +1 reactor power). [confirmation needed]Does not let you go past 25, i just had the event.
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
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.