Ship construction: Difference between revisions

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The ship has a complex structure and consists of several main parts. The sum of the characteristics of these parts is the totality of the tactical and technical characteristics of the ship (TTC). It is highly recommended to display "Full ship information" in order to display all the parameters of the ship in the game settings.
A spaceship is a complex machine and consists of several main parts. The sum of these parts is the totality of the Tactical and Technical Characteristics of the ship (TTC). It is highly recommended to display "Full Ship Information" in the game settings in order to display all the parameters of a selected ship in the hanger.


='''Construction of the ship'''=
='''Ship Anatomy'''=
==Hull==
==Hull==
The hull is the basis of the ship, on which all the other components, modules and weapons are mounted. The main parameters of the hull are:
The hull is the basis of the ship, on which all the other components, modules and weapons are mounted. The main parameters of the hull are:
*Strength. It is expressed by the number characterizing the "life stock" of the ship. When you take damage, your life margin decreases. If the hull strength dropped to 0, then the ship is considered destroyed.
* '''Strength'''. It is expressed by the number characterizing the "life stock" or health of your ship. When you take Hull damage, your Health decreases. If your Hull strength drops to 0, then the ship is destroyed.
* [[Resistance]]. The ability of the hull to reduce damage taken.
* '''[[Resistance]]'''. The ability of the hull to reduce damage taken. Hulls take the most damage from Kinetic weapons and the least damage from EM weapons by default, although this can be modified by installing modules that affect the Hull.
* Regeneration. A number indicating how much the hull regenerates every second. Equal to zero, if not installed [[Regenerative Coating]] and other mechanics restoring the hull.
* '''Regeneration'''. A number indicating how much the Hull regenerates every second. Normally, your Hull does not "heal" and needs to be repaired with a friendly Engineer frigate or by using repair modules. You can install [[Regenerative Coating]] and other modules to restore Hull strength otherwise.


==Shield==
==Shield==
The shield is called the energy barrier, which takes damage from weapons. The enemy’s weapons primarily cause damage to the shield (except for certain weapons and modules that ignore it). If the "charge level" of the shield is 0, then the damage is applied to the body. The shield is able to resist damage. The charge level of the shield is able to automatically recover (regenerate). Regeneration is constantly, but can slow down and accelerate under different influences.
The ship's Shield is an energy barrier that protects your Hull from damage. The enemy’s weapons primarily cause damage to the Shield (except for certain weapons and modules that ignore Shields), and the Shield must be destroyed first before damage to the Hull can occur. If the "charge level" of the Shield reaches 0, then any further damage is applied to the Hull. The Shield is also able to resist damage, like the Hull, and the charge level of the Shield is able to automatically recover (regenerate). Regeneration is constant, but can slow down or accelerate under different influences.
The main parameters of the shield are:
The main parameters of the shield are:
* Maximum charge of shield. It is expressed by a number characterizing the "charge of the shield."
* '''Maximum Charge'''. It is expressed by a number characterizing your Shield's total health (separate from Hull health).
* [[Resistance]]. Shield's ability to reduce damage taken.
* '''[[Resistance]]'''. Shield's ability to reduce damage taken. Shields are the opposite of the Hull: they take the most damage from EM weapons and the least damage from Kinetic weapons. Like the Hull, this can be modified with modules and upgrades.
* Regeneration. A number indicating how much the shield regenerates every second.
* '''Regeneration'''. A number indicating by how much health the Shield regenerates every second. Can be boosted through modules and upgrades.


==Engine==
==Engine==
The engine is a complex system that allows the ship to move in space and maneuver. The engine, in turn, is divided into several parts:
The engine is a complex system that allows the ship to move in space and maneuver. The engine is divided into several parts:
* Marching engine. Used in normal motion. Defines the parameters "speed", "reverse speed", "acceleration".
* '''Drive Engine(s)'''. Used in normal motion. Defines the ship's "speed", "reverse speed", and "acceleration" (how quickly the ship is able to start and stop).
* Afterburner engine. Used when driving on afterburner - determines the parameters "afterburner", "afterburning reverse speed" (not displayed) and "afterburning acceleration" (not displayed). When driving in the afterburner, the energy-parameter "afterburner energy use" is consumed. Ideally, it should be less than the rate of energy regeneration.
* '''Afterburners'''. Determines the ship's "afterburner" speed. When using the afterburner, the ship's energy reserves are consumed. Ideally, Afterburner Energy Consumption should be less than the rate of Energy Regeneration (see Capacitor below). ''Used to move faster than normal at the cost of using your ship's energy reserves''.
* Shunting engines. Used for lateral displacement of the ship-determine the parameters "strafe" and "acceleration of strafe" (not displayed).
* '''Shunting Engines'''. Used for lateral displacement of the ship. Determines the ship's ability to "strafe" side to side / up and down, and how quickly. ''Useful for dodging and advanced maneuverability''.
* Rotary engines. Used to rotate the ship-determine the parameters "roll" (turn around the axis) and "pitch / roar" (turn nose up-down / left-right).
* '''Rotary Engines'''. Used to rotate the ship. Determines the ship's "roll" (rotating left/right on it's axis) and "pitch / yaw" (pointing the nose up-down / left-right). ''Useful for turning quickly and general maneuverability''.


==Capacitor==
==Capacitor==
The capacitor is designed to store energy, which can later be spent on the needs of the ship. The capacitor has two main characteristics:
The ship's Capacitor is designed to store energy, which can later be spent on the needs of the ship. The capacitor has two main characteristics:
*Capacity.
* '''Capacity'''. This is how much energy your ship has at any one time when not being used. The more energy you have stored up, the more modules and afterburner you can use.
* [[Energy regeneration]].
* '''[[Energy regeneration]]'''. How fast your Capacitor generates more energy after you've used it. It is useful to attempt getting your Energy Regeneration higher than your Afterburner Energy Use, so that you can afterburn endlessly when wanted.


==CPU==
==CPU==
The ship's computer is responsible for finding and tracking targets - enemy ships, drones and other objects. The computer has the following main characteristics:
The ship's computer is responsible for finding and tracking targets - enemy ships, drones and other objects. The computer has the following main characteristics:
* Sensor range. This is the maximum line-of-sight distance at which you can identify ships, drones and {{Tooltip|stationary objects|Autonomous charging/repair stations,warp gates, enemy's EM-bombs}} without external illumination.
* '''Sensor Range'''. This is the maximum line-of-sight distance at which you can identify ships, drones and {{Tooltip|stationary objects|Autonomous charging/repair stations,warp gates, enemy's EM-bombs}} without a teammate spotting it for you.
* Target lock time. Capturing the target is needed to guide it to homing missiles, drones, some negative effects, to display a warning marker when firing.
* '''Target Lock Time'''. How fast you can achieve a lock on an enemy ship within sensor range. Normally about 3 seconds, this can be reduced with modules and upgrades. Locking onto an enemy is required for guided missiles and for certain modules and abilities.


='''Ship classes'''=
='''Ship classes'''=
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The class of the ship determines the size of the ship, its speed and maneuverability, the number of slots for modules and weapons.
The class of the ship determines the size of the ship, its speed and maneuverability, the number of slots for modules and weapons.
The game features the following classes of ships:
The game features the following classes of ships:
* [[Interceptor]]. Light ship, designed for reconnaissance and control of space. Armed with two weapons.
* '''[[Interceptor]]'''. Small, light, and fast ships - designed for reconnaissance and precision attacks. Armed with two weapons and have the lowest number of cargo spaces (3). These ships are quick and very maneuverable at the cost of health and hitting power.
* [[Fighter]]. Medium ship, designed to gain dominance in space. Armed with four weapons.
* '''[[Fighter]]'''. Well-rounded, medium-sized ships. Designed to gain dominance in space and take on most other ships. They are armed with four weapons and have a modest accommodation for cargo (5). They have balanced handling characteristics and are "good enough" in most situations.
*[[Frigate]]. Heavy ship designed for fire and technical support. Armed with four or six weapons ([[Object NY18]] - 8, but shoots a maximum of 4).
* '''[[Frigate]]'''. Large, heavy ships designed for firepower and support. Armed with four or six weapons, depending on the type of frigate. Frigates are very slow with poor maneuverability, but they are very tough ships with significant firepower. They have 6 cargo spaces.
*[[Destroyer]]. Heavy ship fire support. It has high firepower. Can use additional energy shields and special weapon modules.
* '''[[Destroyer]]'''. The largest ship class, these battleships are specialized fire support vessels. These ships are very large, extremely tough, and have special weapons, shields, and modules available. They are the slowest ship class, however, and use a different control scheme to fly. They have 12 cargo spaces.
 


==Tech levels (old) and ship ranks==
==Tech levels (old) and ship ranks==
All ships in the game are divided into ranks. The rank determines the relative strength of the ship. As you play, the player gets a reputation as a reward for the fight. When a certain reputation level is reached, a player gets the next rank and access to the ships of that rank.
All ships in the game are divided into ranks. The rank determines the relative strength of the ship. As you play, the player gains reputation as a reward for fights and completing objectives. When a certain reputation level is reached, a player gets to the next rank and can access the ships of that rank.


Ranks were previously grouped in threes. Three ranks were one technological level - tech - T (except T5: ranks 13-17). Ships of different ranks within the same tech have fairly close performance data. The difference in the performance characteristics of the ships of two different techs is much more significant. Until now, the [[The Alien Destroyer|special operation]] is divided into 3 techs.
Ranks were previously grouped into threes. Three ranks were one technological level - a tech - T (except T5: ranks 13-17). Ships of different ranks within the same tech have fairly close performance data. The difference in the performance characteristics of the ships of two different techs is much more significant. Until now, the [[The Alien Destroyer|special operation]] was divided into 3 techs.


==[[Ship role]]s==
==[[Ship role]]s==


The role system is designed not only to make it easier for players to play the game in their favorite style, but also to make it easier for them to choose the ship that best suits them. Each role is associated with a specific set of unique role-playing modules and weapons, supported by specially selected parameters of the ship.
The role system is designed not only to make it easier for players to play the game in their favorite style, but also to make it easier for them to choose the ship that best suits them. Each role is associated with a specific set of unique role-playing modules and weapons, supported by specially selected parameters of the ship. Each ship class except for Destroyers have 3 roles.
 
==Cargo spaces==
Interceptors - 3 cargo spaces
 
Fighters - 5 cargo spaces
 
Frigates - 6 cargo spaces
 
Destroyers - 12 cargo spaces
 
 
Exception is the Mole which has 14 cargo spaces.
 
Premium ships have two additional spaces.
Cargo space can be increased by adding Extended Hull modifier. Each piece adds 3 cargo spaces.
 
Maximum is 16 cargo spaces.


='''Ship equipment'''=
='''Ship equipment'''=
An important stage in preparing a ship for departure is its equipping with weapons and modules. When you buy a new ship, you get a pre-set with it, which includes weapons, modifiers, active and passive modules, as well as missiles and / or mines.
An important stage in preparing a ship is equipping it with weapons and modules. When you buy a new ship, you get a pre-set with it, which includes weapons, modifiers, active and passive modules, as well as missiles and / or mines.


Each element of the ship's equipment is installed in a special slot suitable for this type of equipment. The number of slots available on a particular ship is determined by its rank.
Each element of the ship's equipment is installed in a special slot suitable for this type of equipment. The number of slots available on a particular ship is determined by its rank.
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==[[Weapons|Main weapons]]==
==[[Weapons|Main weapons]]==
:The main armament of the ship are weapons. The weapons are mounted in rotating towers that are attached to the hull of the ship. On the ship can be installed from 2 to 12 weapons. The number of weapons on the ship depends on its class and role.
:The main armament of the ship are it's weapons. The weapons are mounted in rotating mounts that are attached to the hull of the ship. The number of weapons on the ship depends on its class and role. Weapon are divided into three different damage types. See the main page on weapons for details.


==[[Munitions]]==
==[[Munitions]]==
:Ammunition can improve any characteristics of the weapon, sometimes weakening the other.
:Ammunition can improve any characteristics of the weapon, sometimes providing a large bonus to one aspect of a weapon by weakening another characteristic.


==[[Missiles|Missile weapon]]==
==[[Missiles|Missile weapon]]==
:Rocket slot - additional weapons of the ship. Self-guided missiles, unguided missiles, combat drones, mines, bombs and stationary destroyer fields can be put there. The rocket is activated by default with the right mouse button. Some rockets require a target lock.
:The Missile Slot is for additional ship weapons. Self-guided missiles, unguided missiles, combat drones, mines, bombs and stationary barrier fields (for Destroyers) can be equipped here. The weapons or items in this slot is activated, by default, with the right mouse button. Some weapons, such as guided missiles, require a target lock.


==[[Active module]]s==
==[[Active module]]s==
: Active modules are such modules that the player must activate manually.
: Active modules are abilities that the player must activate manually, and must be equipped in a module slot.
: Active modules are divided into two major parts: role-playing and universal. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role.
: Active modules are divided into two major parts: role-playing and universal. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role.
: Universal modules are suitable for all ships (except destroyers, they have their own).
: Universal modules are suitable for all ships (except destroyers, who have their own).
: According to the activation method, the modules are divided into {{Tooltip | automatic | after switching on for an unlimited time, constantly consuming energy - for example, a massive generator of shields and a cloud of nano-drones of the engineer, target painter of tackler}}, {{Tooltip | semi-automatic | after switching on once consume energy, activated for some time, recharging begins after they are turned off - for example, a gurd's pulsar, a scout shield absorber}} and {{Tooltip | instantaneous | immediately after activation, consume power once, start work and reloading - for example, universal repair kit and shield booster, covert ops plasma arc}}
: According to the activation method, the modules are divided into {{Tooltip | automatic | after switching on for an unlimited time, constantly consuming energy - for example, a massive generator of shields and a cloud of nano-drones of the engineer, target painter of tackler}}, {{Tooltip | semi-automatic | after switching on once consume energy, activated for some time, recharging begins after they are turned off - for example, a guard's pulsar, a scout shield absorber}} and {{Tooltip | instantaneous | immediately after activation, consume power once, start work and reloading - for example, universal repair kit and shield booster, covert ops plasma arc}}


==[[Special module]]s==
==[[Special module]]s==
: The main difference between a special role module and an active module is that a special module is rigidly attached to the ship and cannot be dismantled or replaced (some unique modules have 2 special modules, and most craft ships can be selected by re-equipment). Role modules are divided into three types:
: The main difference between a special role module and an active module is that a special module is a permanent part of the ship and cannot be dismantled or replaced (the special modules on crafted ships can be customized by re-equipping). Role modules are divided into three types:
* Improving the parameters of your ship (and allies);
* Improving the parameters of your ship (and/or nearby allies), such as the Gunship Fighter's ''Overdrive''.
* deterioration of the parameters of enemy ships;
* Deterioration of the parameters of enemy ships, such as the Covert-Ops Interceptor's ''Plasma Web''.
* special weapon.
* A special weapon, such as a Long-Range Frigate's ''Disintegrator Laser''.


==[[Ship modifiers]]==
==[[Ship modifiers]]==
: Modifiers of the ship are passive modules designed to improve one of the main systems of the ship: the hull, shield, capacitor, computer or engine. Ship modifiers are installed in special slots.
: Modifiers of the ship are passive modules designed to improve one of the main characteristics of a ship: the Hull, Shield, Capacitor, Computer, or Engine. Ship modifiers are installed in their own special slots.


='''Ship repairing'''=
='''Ship repairing'''=
In battle, your ship may be shot down (destroyed). In this case, he receives a certain amount of damage. If the damage level exceeds a certain level, then you will not be able to take this ship into battle.
In battle, your ship may be shot down (destroyed). In this case, it receives an amount of "damage". If the damage level exceeds a certain point, then you will not be able to take this ship back into battle.
Between battles, while in hangar, you can repair your ships. To do this, you need to click the [Repair] button. The cost of repairing the ship is displayed directly on the button.
Between battles, while in hangar, you can repair your ships. To do this, you need to click the [Repair] button. The cost of repairing the ship is displayed directly on the button.
You can enable the auto repair option. To do this, you need to check the box below the [Repair] button. In this case, the ship will be automatically repaired immediately after returning from combat.
You can enable the auto-repair option. To do this, you need to check the box below the [Repair] button. In this case, the ship will be automatically repaired immediately after returning from combat or Open Space.


= '''Ammo refilling'''<ref> Under the ammunition are understood as "Missiles" and "Munitions" </ref> =
= '''Ammo refilling'''<ref> Under the ammunition are understood as "Missiles" and "Munitions" </ref> =
The ship returns from combat with used ammunition<ref>Provided that the ship was flown into combat and the ammunition was used at least once </ref>.
The ship returns from combat with used ammunition<ref>Provided that the ship was flown into combat and the ammunition was used at least once </ref>.
To refill the ammunition, you need to go to the shipyard and click the [Ammo refill] button.
To refill the ammunition, you need to go to the hanger and click the [Ammo refill] button.
Similar to repairing a ship, you can set up automatic ship refilling of amunition.
Similar to repairing a ship, you can set up automatic-refilling of the ammunition.


='''Notes'''=
='''Notes'''=

Latest revision as of 15:24, 8 August 2021

A spaceship is a complex machine and consists of several main parts. The sum of these parts is the totality of the Tactical and Technical Characteristics of the ship (TTC). It is highly recommended to display "Full Ship Information" in the game settings in order to display all the parameters of a selected ship in the hanger.

Ship Anatomy

Hull

The hull is the basis of the ship, on which all the other components, modules and weapons are mounted. The main parameters of the hull are:

  • Strength. It is expressed by the number characterizing the "life stock" or health of your ship. When you take Hull damage, your Health decreases. If your Hull strength drops to 0, then the ship is destroyed.
  • Resistance. The ability of the hull to reduce damage taken. Hulls take the most damage from Kinetic weapons and the least damage from EM weapons by default, although this can be modified by installing modules that affect the Hull.
  • Regeneration. A number indicating how much the Hull regenerates every second. Normally, your Hull does not "heal" and needs to be repaired with a friendly Engineer frigate or by using repair modules. You can install Regenerative Coating and other modules to restore Hull strength otherwise.

Shield

The ship's Shield is an energy barrier that protects your Hull from damage. The enemy’s weapons primarily cause damage to the Shield (except for certain weapons and modules that ignore Shields), and the Shield must be destroyed first before damage to the Hull can occur. If the "charge level" of the Shield reaches 0, then any further damage is applied to the Hull. The Shield is also able to resist damage, like the Hull, and the charge level of the Shield is able to automatically recover (regenerate). Regeneration is constant, but can slow down or accelerate under different influences. The main parameters of the shield are:

  • Maximum Charge. It is expressed by a number characterizing your Shield's total health (separate from Hull health).
  • Resistance. Shield's ability to reduce damage taken. Shields are the opposite of the Hull: they take the most damage from EM weapons and the least damage from Kinetic weapons. Like the Hull, this can be modified with modules and upgrades.
  • Regeneration. A number indicating by how much health the Shield regenerates every second. Can be boosted through modules and upgrades.

Engine

The engine is a complex system that allows the ship to move in space and maneuver. The engine is divided into several parts:

  • Drive Engine(s). Used in normal motion. Defines the ship's "speed", "reverse speed", and "acceleration" (how quickly the ship is able to start and stop).
  • Afterburners. Determines the ship's "afterburner" speed. When using the afterburner, the ship's energy reserves are consumed. Ideally, Afterburner Energy Consumption should be less than the rate of Energy Regeneration (see Capacitor below). Used to move faster than normal at the cost of using your ship's energy reserves.
  • Shunting Engines. Used for lateral displacement of the ship. Determines the ship's ability to "strafe" side to side / up and down, and how quickly. Useful for dodging and advanced maneuverability.
  • Rotary Engines. Used to rotate the ship. Determines the ship's "roll" (rotating left/right on it's axis) and "pitch / yaw" (pointing the nose up-down / left-right). Useful for turning quickly and general maneuverability.

Capacitor

The ship's Capacitor is designed to store energy, which can later be spent on the needs of the ship. The capacitor has two main characteristics:

  • Capacity. This is how much energy your ship has at any one time when not being used. The more energy you have stored up, the more modules and afterburner you can use.
  • Energy regeneration. How fast your Capacitor generates more energy after you've used it. It is useful to attempt getting your Energy Regeneration higher than your Afterburner Energy Use, so that you can afterburn endlessly when wanted.

CPU

The ship's computer is responsible for finding and tracking targets - enemy ships, drones and other objects. The computer has the following main characteristics:

  • Sensor Range. This is the maximum line-of-sight distance at which you can identify ships, drones and stationary objects without a teammate spotting it for you.
  • Target Lock Time. How fast you can achieve a lock on an enemy ship within sensor range. Normally about 3 seconds, this can be reduced with modules and upgrades. Locking onto an enemy is required for guided missiles and for certain modules and abilities.

Ship classes

Main article: Ships

The class of the ship determines the size of the ship, its speed and maneuverability, the number of slots for modules and weapons. The game features the following classes of ships:

  • Interceptor. Small, light, and fast ships - designed for reconnaissance and precision attacks. Armed with two weapons and have the lowest number of cargo spaces (3). These ships are quick and very maneuverable at the cost of health and hitting power.
  • Fighter. Well-rounded, medium-sized ships. Designed to gain dominance in space and take on most other ships. They are armed with four weapons and have a modest accommodation for cargo (5). They have balanced handling characteristics and are "good enough" in most situations.
  • Frigate. Large, heavy ships designed for firepower and support. Armed with four or six weapons, depending on the type of frigate. Frigates are very slow with poor maneuverability, but they are very tough ships with significant firepower. They have 6 cargo spaces.
  • Destroyer. The largest ship class, these battleships are specialized fire support vessels. These ships are very large, extremely tough, and have special weapons, shields, and modules available. They are the slowest ship class, however, and use a different control scheme to fly. They have 12 cargo spaces.


Tech levels (old) and ship ranks

All ships in the game are divided into ranks. The rank determines the relative strength of the ship. As you play, the player gains reputation as a reward for fights and completing objectives. When a certain reputation level is reached, a player gets to the next rank and can access the ships of that rank.

Ranks were previously grouped into threes. Three ranks were one technological level - a tech - T (except T5: ranks 13-17). Ships of different ranks within the same tech have fairly close performance data. The difference in the performance characteristics of the ships of two different techs is much more significant. Until now, the special operation was divided into 3 techs.

Ship roles

The role system is designed not only to make it easier for players to play the game in their favorite style, but also to make it easier for them to choose the ship that best suits them. Each role is associated with a specific set of unique role-playing modules and weapons, supported by specially selected parameters of the ship. Each ship class except for Destroyers have 3 roles.

Cargo spaces

Interceptors - 3 cargo spaces

Fighters - 5 cargo spaces

Frigates - 6 cargo spaces

Destroyers - 12 cargo spaces


Exception is the Mole which has 14 cargo spaces.

Premium ships have two additional spaces. Cargo space can be increased by adding Extended Hull modifier. Each piece adds 3 cargo spaces.

Maximum is 16 cargo spaces.

Ship equipment

An important stage in preparing a ship is equipping it with weapons and modules. When you buy a new ship, you get a pre-set with it, which includes weapons, modifiers, active and passive modules, as well as missiles and / or mines.

Each element of the ship's equipment is installed in a special slot suitable for this type of equipment. The number of slots available on a particular ship is determined by its rank. The characteristics of any equipment item are determined by:

  • Available ranks. It is denoted as [Module Name] [digit of max. available rank]. Only modules of the corresponding ranks can be installed on the ship. The display of all available ranks for the equipment can be turned on and off in the settings (Game / Module availability display ).
  • Version. It is denoted as Mk.1 .. Mk.5.

Main weapons

The main armament of the ship are it's weapons. The weapons are mounted in rotating mounts that are attached to the hull of the ship. The number of weapons on the ship depends on its class and role. Weapon are divided into three different damage types. See the main page on weapons for details.

Munitions

Ammunition can improve any characteristics of the weapon, sometimes providing a large bonus to one aspect of a weapon by weakening another characteristic.

Missile weapon

The Missile Slot is for additional ship weapons. Self-guided missiles, unguided missiles, combat drones, mines, bombs and stationary barrier fields (for Destroyers) can be equipped here. The weapons or items in this slot is activated, by default, with the right mouse button. Some weapons, such as guided missiles, require a target lock.

Active modules

Active modules are abilities that the player must activate manually, and must be equipped in a module slot.
Active modules are divided into two major parts: role-playing and universal. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role.
Universal modules are suitable for all ships (except destroyers, who have their own).
According to the activation method, the modules are divided into automatic, semi-automatic and instantaneous

Special modules

The main difference between a special role module and an active module is that a special module is a permanent part of the ship and cannot be dismantled or replaced (the special modules on crafted ships can be customized by re-equipping). Role modules are divided into three types:
  • Improving the parameters of your ship (and/or nearby allies), such as the Gunship Fighter's Overdrive.
  • Deterioration of the parameters of enemy ships, such as the Covert-Ops Interceptor's Plasma Web.
  • A special weapon, such as a Long-Range Frigate's Disintegrator Laser.

Ship modifiers

Modifiers of the ship are passive modules designed to improve one of the main characteristics of a ship: the Hull, Shield, Capacitor, Computer, or Engine. Ship modifiers are installed in their own special slots.

Ship repairing

In battle, your ship may be shot down (destroyed). In this case, it receives an amount of "damage". If the damage level exceeds a certain point, then you will not be able to take this ship back into battle. Between battles, while in hangar, you can repair your ships. To do this, you need to click the [Repair] button. The cost of repairing the ship is displayed directly on the button. You can enable the auto-repair option. To do this, you need to check the box below the [Repair] button. In this case, the ship will be automatically repaired immediately after returning from combat or Open Space.

Ammo refilling[1]

The ship returns from combat with used ammunition[2]. To refill the ammunition, you need to go to the hanger and click the [Ammo refill] button. Similar to repairing a ship, you can set up automatic-refilling of the ammunition.

Notes

  1. Under the ammunition are understood as "Missiles" and "Munitions"
  2. Provided that the ship was flown into combat and the ammunition was used at least once