[CONCEPT] SkidbladnirEverything you need to know about Skidbladnir.

[Skidbladnir] (#skidbladnir

) ## {: #skidbladnir_technical}

Overview ##### {: #skidbladnir_construction
} Construction Skidbladnir is a complex virtual vehicle, which must be built in 3 distinct stages. First, you need to build the GaragesKid in order to be able to accommodate the submarine in the 5th Sector. Secondly, you must configure the entire submarine, i.e. its main hull with its 10 modules and its Navskids, using the codes found in the Moby Dick and __20,000 Leagues Under the Sea books respectively.

Once configured and compiled, you must finalize the construction of the virtual submarine by sending it an energy overload created by the simultaneous activation of 4 towers. The main hull of the submarine requires 4 hours of compilation and 1,000 units of energy to be generated by the Supercomputer, 2,000 units in all with the 4 Navskids. See the tutorial 'Building the Skidbladnir' to learn more about this procedure.

{: #skidbladnir_destruction} Destruction

The destruction of Skidbladnir can mean serious consequences for your lyoko warriors. Indeed, if the virtual submarine disappears on a [Replika] (74 #virtualWorld_replika) while characters were on it, they will have no way of returning to Earth via the scanners or returning to [Lyoko] (74 #virtualWorld_lyoko). Being at an impasse, these characters will therefore be [lost] (77 #lw_lost) for the rest of your game. Also note that any character present in Skidbladnir at the time of its destruction will be [devirtualized] (77 #lw_devirtualization). Since Skidbladnir can accommodate up to 5 passengers, but there are only 3 scanners, the additional lyoko warriors will be sent to [border] (77 #lw_frontier).

X.A.N.A. Attack

The computer virus can attack Skidbladnir only when it is in the GarageSkid. Consult the tutorial 'Defending the Skidbladnir' to learn how to defend the submarine according to the attack.

  • Direct attack
    X.A.N.A. can send [creepers] (78 #monster_creeper) or [mantas] (78 #monster_manta) directly into the GaragesKid to directly attack the Skidbladnir docking shield. If the submarine loses its docking shield, it will be destroyed instantly.

  • Energy Draining
    X.A.N.A. can also send [Scyphozoa] (78 #monster_scyphozoa) to drain Skidbladnir's energy until Skidbladnir is completely destroyed.

Manual Destruction

Being a virtual vehicle just like overvehicles, you can manually destroy Skidbladnir using the skid.demater command.

{: #skidbladnir_guide} Lyoko Guide

The two main pieces of information you need to watch out for about Skidbladnir are its [label] {blue-light} energy gauge [label] and the [label] {label|orange} condition of its main shell [label]. Both of these pieces of information are displayed in the lower left corner of the ['Ski Control'] window (53).

Energy Gauge

Skidbladnir has a reserve of [label] {blue-light} [label] virtual energy [label] used to operate all of its modules. Of the 10 submarine modules, 8 of them have such minimal consumption that it does not affect the submarine's energy gauge. Thus, the Skidbladnir energy gauge is actually used by 2 modules. Finally, note that the submarine's energy reserve will gradually be restored once it is attached to a tower or to the GarageSkid.

:: note
Skidbladnir's [label] {blue-light} energy gauge [label] is fictitious. You will therefore be able to continue sailing with the submarine in the Digital Sea even if it no longer has virtual energy.
::

  • Turbopropeller
    The turbopropeller of the Skidbladnir is the main source of energy consumption for the virtual submarine. Used for movement in the Digital Sea, the energy consumption of the module is proportional to the speed of movement of the submarine.

  • Shield
    The shield module draws directly from the submarine's energy reserve to ensure its protection. Note that to protect Skidbladnir from the strong pressure present in the Digital Sea, the shield will constantly consume energy in the submarine reserve.

Physical hull

When it is no longer protected by the shield module, all damage suffered by the submarine will be applied directly to the physical hull of the Skidbladnir. The status of the main hull of the submarine is indicated via the [label] {orange} [label] orange-red gauge [label] displayed under the [label] {green-light} energy gauge [label] in the ['Ski Control'] window (53).

Being completely exposed to any attack, this is when modules or navskids can be damaged in the event of an attack. Finally, if the Skidbladnir suffers too much damage to its main hull, it will be completely destroyed permanently.

{: #skidbladnir_distribution} Distribution

The term Skidbladnir refers to the virtual marine submarine as a whole, that is:

  • A main hull that contains the submarine's cockpit, as well as all its modules (sonar, clamps, etc…)
  • 4 navskids that are directly attached to the main axis of Skidbladnir using clamps. Each shuttle has its own power reserve and its own missiles so that it can move freely, and protect Skidbladnir in the event of an attack in the Digital Sea.
{: #skidbladnir_representation} Representation & Selection

The targeting of Skidbladnir by a program can be achieved either with the skidbladnir parameter or its diminutive skid. Skidbladnir is represented in different ways depending on the interface programs.

3D Model The

Skidbladnir is represented by a 3D model on all 3D maps of the interface ('Virtual Map', ['5th Territory Sensor'] (31 #carthage_sensor)), but also in the ['Boarding'] windows (69), ['Compiler - Vehicle'] or ['Ski Control'] windows (28 #build_vehicleCompiler). Note that for the latter, the 3D model is interactive and thus adapts to the real position of the Skidblandir.

Symbol

The 'Digital Sea Map' uses the symbol to represent Skidbladnir when it is in the Digital Ocean. This allows you to know the position of the submarine in the Digital Sea, but also the direction in which it is heading via the orientation of the arrow.

{: #skidbladnir_control} Skidbladnir controls To control

Skidbladnir, you can either use the navigation options available in the ['Ski Control'] window (53) ** (displayed when you click on the central column of the window) **, or using the commands that can be used directly from the interface. To learn how to navigate from one virtual world to another and more generally in the Digital Sea, consult the tutorial 'Navigating to a virtual world'.

{: #skidbladnir_move} Displacement

The Skidbladnir movement system will adapt to the environment in which it is located. All orders related to the movement of the Skidbladnir have the same nomenclature, that is: skid.to.<Lieu>.

{: #skidbladnir_move_virtualWorld} Virtual World

In the sky of a virtual world, Skidbladnir's travel options adapt to the main points of interest available on the sector. In this type of environment, the submarine will then move in a straight position using its thrusters.

  • **Lyoko's main territory (5th Territory)
    ** -
    GaragesKid Located at the North Pole of the core zone, the GarageSkid is a room designed to secure the Skidbladnir when not in use. The 4 anchors in the room generate a protective shield called docking shield, offering enhanced protection to the submarine.

  • Data tunnel
    Place Skidbladnir opposite the [surface sector] tunnel (73 #sector_lyoko_surface) chosen from the North Pole of the core zone.

  • Mountain, Desert, Forest, and Ice Shelf Territory

  • Tower
    Places Skidbladnir above the selected tower.

  • Passage
    Only available on [Lyoko's surface sectors] (73 #sector_lyoko_surface). Place Skidbladnir at the entrance of the tunnel connecting the territory to the 5th Territory.

  • Digital Sea Places Skidbladnir above
    the Digital Sea of the sector.

{: #skidbladnir_move_digitalSea} Digital Sea

Being designed like a submarine, it is in the Digital Sea that Skidbladnir can be controlled most freely. The submarine will then use its Turbopropeller to propel itself and its sonar to guide itself in the Virtual Ocean. To speed up your movements in this gigantic space, you can use any hub as a teleporter, to coordinates, or another [virtual object of the Digital Sea] (75 #digitalSea_object), by configuring it using the [Smap].

Speed

You can control the speed of movement of the submarine in the Digital Sea using the 'Propeller Speed' gauge in the ['Ski Control'] window (53). You can also adjust the speed of the Turbopropeller* (between 0 and 1,200 rpm) * with the skid.hSpeed command.<Valeur>.

Direction

The additional heading is a value between -5 and 5 that is incremented at the heading set on Skidbladnir. You can check this value using the 'Cap Additive' gauge accessible in the ['Ski Control'] window (53).

{: #skidbladnir_maneuvers} Maneuvers

A maneuver corresponds to an automated action that allows Skidbladnir to perform movements that require great precision. Regardless of the environment in which it is found, Skidbladnir always maneuvers in an upright position using its thrusters and stabilizers. Finally, all the commands related to maneuvers have the same nomenclature, that is skid.do.<Manoeuvre>.

Enter Allows Skidbladnir

to enter a virtual world, enter the GarageSkid, use a [hub] (75 #digitalSea_hub), or use a data tunnel in the [5th Territory] (73 #sector_lyoko_core).

Disengage

Get the Skidbladnir out of its garage or return the submarine to its navigational position in the Digital Sea.

Dive Have

Skidbladnir dive into the Digital Sea in order to get out of a virtual world. In the case of a [Replika] (74 #virtualWorl_replika), all of the lyoko warriors must be present in Skidbladnir for the submarine to leave the virtual world.

Attach & Undock the Skidbladnir to

a tower or GaragesKid. In the case of a tower, you need to be connected to the [main sector] (73 #sector_category) of the virtual world to be able to dock Skidbladnir there.

{: #skidbladnir_program} Skidbladnir Programs ##### {: #skidbladnir_control}

Skidnladnir Control Program The ['Ski Control'] window (53) is the main window used to manage Skidbladnir. The options available in this window allow you to move the submarine in the skies of a virtual world or directly in the Digital Sea. It also tells you about the global status of the virtual submarine by telling you the level of its energy reserve, the level of damage to the physical hull as well as the state of the various modules of the submarine.

{: #skidbladnir_dockingShield} Docking Shield The docking

shield is a shield generated by the 4 GaragesKid anchors that is automatically activated when the submarine docks in its garage. Powered directly by Supercomputer energy, this shield has the advantage of being much more powerful than the shield generated by the submarine's shield module. You can check the status of the submarine's docking shield via the ['Skid - Docking Shield'] window (). A different animation will play in the window depending on whether Skidbladnir is attacked by the [Scyphozoa] (78 #monster_scyphozoa) or by [creepers] (78 #monster_creeper) and [mantas] (78 #monster_manta). Finally, this shield recharges automatically after a certain period of time.

{: #skidbladnir_transfert} Skidbladnir Transfer Program

Only usable when the Skidbladnir is docked, the [skTransf] program manages all transfers related to Skidbladnir. The program thus has 2 transfer modes: one allowing the characters to be onboarded and another allowing them to be disembarked. Consult the 'Boarding Skidbladnir' and 'Disembarking Skidbladnir' tutorials to learn more about these procedures.

{: #skidbladnir_map} Digital Sea Map

The 'Digital Sea Map' is essential for all your excursions in the Digital Sea. Thus, in addition to indicating the position of Skidbladnir in the Virtual Ocean, this program uses data collected by the submarine's sonar to identify all the [hubs] (75 #digitalSea_hub) and virtual worlds that you encounter during your travels. Finally, this program also allows virtual routes to be configured for Skidbladnir via hubs to [virtual objects] (75 #digitalSea_object) or precise coordinates of the Digital Sea.

{: #skidbladnir_sensor} Digital Sea Sensor

This window allows you to connect the Supercomputer interface to the [entrance door to a virtual world] (74 #virtualWorld_entry). It will open automatically when Skidbladnir's digital key connects to the locked lock in a virtual world. You can then unlock the hatch using the Cryptosmasher.

{: #skidbladnir_module} Skidbladnir Modules Skidbladnir

has 10 modules that allow it to perform various specific actions either in the Digital Sea, or in the skies of a virtual world, or both. These modules are configured when the submarine is built. You should then define, using the Moby Dick book, the order in which each mold will be added to the main shell. Finally, each module has its own control panel in the ['Ski Control'] window (53) showing you various information on the status of the module. Also note that each module has its own acronym* (in English) *.

{: #skidbladnir_module_primary} Primary modules

The primary modules manage the systems that ensure the basic operation of Skidbladnir. These modules may be damaged during an external attack by the submarine in the Digital Sea. The primary module panels are displayed on the left side of the ['Ski Control'] window (53).

{: #skidbladnir_sonar} Sonar [SNR]

Located at the very end of Skidbladnir's main axis, sonar allows the submarine to analyze a large area around it. Any [hub] (75 #digitalSea_hub) or virtual world entering the sonar radius is automatically recorded on the 'Digital Sea Map'. The panel of this module also shows you the heading, in degrees, followed by the submarine, as well as the additional heading (between -5 and 5) * applicable to it.

{: #skidbladnir_digitalKey} Digital Key [DGK]

The Skidbladnir digital key connects the interface to the locked [virtual worlds entrance hatch] (74 #digitalSea_entry). The ['Digital Sea Sensor'] window (68) represents this link. A light ray will then connect Skidbladnir to the entrance lock in the 'Virtual Card' as long as the digital key is active.

{: #skidbladnir_turbohelix} Turbopropeller [TBX]

The Turbopropeller provides submarine propulsion for Skidbladnir. You can control its rotation speed, either with the command skid.hspeed.<Valeur>, or via the gauge available in the Skidbladnir controls in the ['Ski Control'] window (53). The faster the Skidbladnir moves, the more energy it will consume. Finally, the Turbopropeller panel shows you the speed of rotation of the latter.

{: #skidbladnir_propulsors} Thrusters [PRP]

Located in each wing of the Skidbladnir, the thrusters are used for aerial navigation as well as to perform all the maneuvers of the submarine* (alignment, stabilization,…) *. The thrusters panel indicates their speed in revolutions/s.

###### {: #skidbladnir_clamps} Pliers [CLP]
The clamps are used to keep the navskids attached to the main axis of the Skidbladnir. They can be deactivated to release shuttles in the Digital Sea.

{: #skidbladnir_module_additional} Additional modules

Although not vital to the operation of the submarine, the additional modules nevertheless allow the Skidbladnir to avoid suffering damage when it performs perilous maneuvers. These modules can be corrupted during attacks by X.A.N.A.

###### {: #skidbladnir_stabilizers} Stabilizers [STB] Skidbladnir's stabilizers
are used every time the virtual submarine performs a maneuver. They allow the submarine to gain accuracy when it makes movements that require great precision, such as approaching a tower.

{: #skidbladnir_mainAxis} Main Axis [AXS] The Skidbladnir

stabilizers are used every time the virtual submarine performs a maneuver. They allow the submarine to gain accuracy when it makes movements that require great precision, such as approaching a tower.

{: #skidbladnir_shields} Shield [SHS] The shield

module generates a protective veil around the submarine, protecting it on land as well as at sea. The shield module draws directly from the Skidbladnir energy reserve. For example, the [label] {blue-light} [label] blue energy gauge [label] located at the bottom left of the ['Ski Control'] window (53) represents not only the submarine's energy level, but also the state of its shield outside its garage.

Note that when the Skidbladnir is stowed in the GaragesKid, the shield module is deactivated to make way for the docking shield generated by the room's 4 docking anchors.

{: #skidbladnir_retrobrakes} Rear brakes [RTB]

The Skidbladnir has 2 rear brakes on each side of its cockpit that allow it to brake once the submarine has been expelled from a [hub] (75 #digitalSea_hub).

{: #skidbladnir_torpedoes} Torpedoes [TRP]

Skidbladnir has 3 powerful torpedoes and 12 common torpedoes allowing it to defend itself in the event of an attack in the Digital Sea.

{: #navskid} Navskids

##### {: #navskid_construction} Construction
The 4 navskids must all be configured at the same time as the Skidbladnir using the building codes found in the 20,000 Leagues Under the Sea book. Each navskid has its own construction code according to its color as well as its own compilation time, which is 2.5 hours per navskid, or 10 hours of compilation in total for the construction of the 4 Navskids. Finally, once built, a navskid will consume 250 units of energy to be generated by the Supercomputer.

{: #navskid_destruction} Destruction

Being autonomous shuttles compared to Skidbladnir, Navskids can be destroyed individually if they take too much damage to their main hull. They will also be destroyed if they are attached to the main axis of Skidbladnir while the submarine is itself destroyed.

{: #navskid_guide} Lyoko-guide

The [label] {blue-light} energy level [label] of a navskid and the physical state of its shell are indicated respectively via the blue and red/orange gauges displayed in the lower right corner of the ['Navskid'] window (53 #skid_navskid) linked to the shuttle.

Energy gauge

Used only when the navskid detaches from the main axis of the Skidbladnir, the virtual energy reserve of a shuttle is mainly used by two modules.

  • Propuller
    The propulsion unit of a navskid consumes energy in proportion to the speed of the shuttle as it moves.

  • Shield
    The main source of virtual energy consumption of a Navskid, the shield draws directly from the energy reserve to power itself and thus protect the shuttle from any damage. Also protecting the shuttle from the pressure of the Digital Sea, the shield module will therefore constantly consume energy even if the shuttle is not attacked.

Physical shell If

a navskid no longer has virtual energy to power its protective shield, all the damage suffered by the shuttle will be applied directly to the shuttle's hull. If the hull is damaged too much, the navskid will then be permanently destroyed.

{: #navskid_module} Navskid modules Each

navskid has 4 modules allowing it to be autonomous once detached from the [main axis] (75 #skidbladnir_mainAxis) of Skidbladnir. The status of these modules is shown directly to you in the shuttle's ['Navskid'] window (53 #skid_navskid).

Sonar Sonar

allows Navskids to find their way around once engaged in combat in the Digital Sea. This module will also allow the shuttle pilot to spot the monsters present in the area as well as to find Skidbladnir once the fight is over.

Propeller

Unlike Skidbladnir, Navskids do not move with the help of a Turbopropeller, but directly with a propeller offering them great speed and maneuverability in the Virtual Ocean.

Torpedoes Just

like the Skidbladnir, each navskid has 3 powerful torpedoes and 12 common torpedoes allowing them to defend themselves in the event of an attack in the Digital Sea.

Shield

Each navskid is equipped with a protective shield protecting the shuttle's hull in the event of an attack. As with the Skidbladnir shield, the Navskids shield module draws directly from the shuttle's energy reserve to ensure its protection.