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		<title>Damage Control</title>
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		<updated>2024-10-22T13:06:58Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* DC Buffing Components */ added dcx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Shooting weapons at hostiles is just one part of space combat, and the other part often involves taking shots. Sooner or later, your ship will catch on fire, have a leak, or have its internal components damaged beyond use.&lt;br /&gt;
And when that happens, your on-board damage control team will kick in and save your day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Definition of components ===&lt;br /&gt;
Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module.&lt;br /&gt;
When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of component malfunction and repairs.&lt;br /&gt;
For detailed information on damage mechanics, see [[Component_Damage |Component Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Inoperable components ====&lt;br /&gt;
Most components have a hidden attribute called &#039;&#039;Functioning Threshold&#039;&#039;, (aka Functioning Threshold). If a component&#039;s HP is reduced below this threshold, it will cease to function, and requires repairs to operate again.&lt;br /&gt;
&lt;br /&gt;
=== Damage Control teams ===&lt;br /&gt;
Damaged components can be repaired. However, instead of repairing it back to 100%, your damage control teams can only repair a component to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat (also colloquially known as repair cap); for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp&lt;br /&gt;
&lt;br /&gt;
There is one an exception to this rule, a component can always be repaired to it&#039;s minimum functioning threshold hp + Max Repair, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 from min function + 150 from 10% max repair), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)&lt;br /&gt;
&lt;br /&gt;
Each component can only be repaired by three teams at once, one team for repairing HP and two teams for repairing debuffs. If there are no debuffs then only the one team will repair HP; and vice versa if there is no more hp to repair then only two teams will repair debuffs&lt;br /&gt;
&lt;br /&gt;
Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team&lt;br /&gt;
&lt;br /&gt;
Damage control teams speed in m/s is equal to &amp;lt;math&amp;gt;\text{movespeed}\times 2.5&amp;lt;/math&amp;gt;. The stats on the wiki has already performed this conversion.&lt;br /&gt;
&lt;br /&gt;
==== Damage Control priorities ====&lt;br /&gt;
Every ship has a damage control dispatcher that assigns DC teams to repair jobs and manages repair priorities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; padding: 10px; border-style: solid; background-color:lightgray; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
DC dispatcher example list&lt;br /&gt;
&lt;br /&gt;
Given a ship that has:&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged drive (Critical prio) with atmo leak, fire, overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged cic (high prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged magazine (med prio) with ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged DC locker (low prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the lists will look something like this:&lt;br /&gt;
&lt;br /&gt;
Primary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Atmo leak&amp;lt;br /&amp;gt;&lt;br /&gt;
- CIC hp&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magazine Ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary:&amp;lt;br /&amp;gt;&lt;br /&gt;
-Drive HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-Magazine HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-DC locker HP&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dispatcher has a primary and secondary repair job list. These lists are filled with repair jobs, which include both damaged components and debuffs (aka critical events) that need repair. Each Component adds their repair jobs to the lists according to the component&#039;s DC priority stat (normally a hidden stat), in the event of ties, components higher in the component list are prioritized and will add their debuffs to the list first. &lt;br /&gt;
&lt;br /&gt;
Within each component, up to two debuffs events are added to the list. Catastrophics are prioritized first and always added to the primary list. Then, regular debuffs are added (up to the two debuff cap), starting from the top of the component&#039;s debuffs list as seen in the DC board. These debuffs are added to the primary list if the component is still alive, and added to the secondary list if destroyed (unless the component is manually prioritized). Then, the component adds its HP repair to the secondary list. If the component has no debuffs and has medium or higher DC priority, it instead adds its HP repair to the primary list&lt;br /&gt;
&lt;br /&gt;
Using these lists, the DC team then assigns teams to the repair jobs in the list, satisfying all jobs in the primary list before filling secondary jobs&lt;br /&gt;
&lt;br /&gt;
Damage control teams from DC lockers higher in the component list are tasked to jobs first. eg, DC teams from compartment 1&#039;s locker will be assigned to tasks before DC teams from compartment 2&#039;s locker, regardless of difference in team move speed, repair speed, or distance to damaged component. The only exception to this rule is if there is already a DC team in that component; it will be tasked to work on repairs immediately. However, this will not be performed for repair jobs in the secondary list, those jobs will summon another DC team even if there is an idle DC team in the same component.&lt;br /&gt;
&amp;lt;!-- Not complete, there were some details that I didn&#039;t understand esp with restores and prio, refer to DamageControlDispatcher.SortAndAssignJobs(), HullComponent.GetAvailableDCJobs() -d0d0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repair team casualties ====&lt;br /&gt;
Damage control teams themselves will only take losses if their current component is below 50% hp.&lt;br /&gt;
DC teams currently do not replenish, even if there is spare crew available&lt;br /&gt;
&#039;&#039;see: [[Crew]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
When a component loses all of its health, it becomes &#039;&#039;Destroyed&#039;&#039;. In this state, the component can no longer be hit by any further damage (and is therefore treated as empty space by attacks), nor will it be automatically repaired by the control team. To bring it back online, you need to spend the &#039;&#039;Restores&#039;&#039; provided in DC Lockers. By Shift+LClicking a destroyed component, you can order a damage control team to preform a restore on the destroyed component. After the restore progress is completed, the component is instantly repaired to its minimum functioning HP plus its max repair. Restores require 50 &amp;quot;hp&amp;quot; worth of work to apply.&lt;br /&gt;
&lt;br /&gt;
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward&lt;br /&gt;
&lt;br /&gt;
== Ship Status Board ==&lt;br /&gt;
On the top left of the game screen, every ship has a ship status board that shows the ship&#039;s information. At the bottom right of the board, ship damage control status would be displayed.&lt;br /&gt;
;Fire Icon&lt;br /&gt;
: If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board. &lt;br /&gt;
;Active Debuffs&lt;br /&gt;
: If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.&lt;br /&gt;
;Destroyed components&lt;br /&gt;
: If there is at least one destroyed component, a red number will show up on ship status board. Hovering over the number would display what components are destroyed.&lt;br /&gt;
;Catastrophic Event&lt;br /&gt;
: If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship&#039;s status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.&lt;br /&gt;
&lt;br /&gt;
== Debuffs/Catastrophic Events ==&lt;br /&gt;
&lt;br /&gt;
Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship&#039;s performance, or even obliterate your ship entirely.&lt;br /&gt;
&lt;br /&gt;
Damage has a chance of causing debuffs on components. This chance is calculated by &amp;lt;math&amp;gt;\exp\left( -3Hp-0.5\right)\times C&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;Hp&amp;lt;/math&amp;gt; is the current Hp percentage as a decimal and &amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at &amp;amp;sim;3% and increases to &amp;amp;sim;60% as the component takes damage.&lt;br /&gt;
&lt;br /&gt;
This crit then has a chance of being a catastrophic based on the component&#039;s Catastrophic event probability.&lt;br /&gt;
&lt;br /&gt;
The time to repair a debuff is determined by the repair speed of the DC team and the repair work required&lt;br /&gt;
&lt;br /&gt;
=== Debuffs list ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Debuffs effects list&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Stat Affected		!! Modifier !! RepairWork&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| component-workspeed		|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| component-workspeed		|| -20% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| component-workspeed		|| -20% || 40&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| powerplant-prodefficiency || +25% || 65&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| powerplant-prodefficiency || -50% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| component-workspeed		|| -20% || 60&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| discreteweapon-reload, discreteweapon-recycle || +75%, +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| sensor-power				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| muzzle-accuracy (spread)	|| +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured 		|| Heatsink Ruptured		|| continuousweapon-cooldown, continuousweapon-overheatdamageprob|| +75%, +90% || 15&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| sensor-gain				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| sensor-maxposerror, sensor-maxvelerror	|| +100%, +100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| turret-traverse, turret-elevate (rotation speed)	|| -80%, -80%|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| continuousweapon-directdamagemultiplier	|| -66% || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%&lt;br /&gt;
* There are two types of Antenna Bent, and while they have different internal names, in-game there&#039;s no way to tell which type of debuff is in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Casualty class determines the voicelines that play when the debuff is incurred&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Affected class !! Required Condition !! Casualty class !! On-hitOnly !! Rare (catastrophic)&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| CrewedComponent || none || Decompression || TRUE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| HullComponent || none || Fire || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| DriveComponent || none || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| BulkMagazineComponent&amp;lt;ref&amp;gt;BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| PowerplantComponent || none || Engineering || FALSE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| PowerplantComponent || none || Engineering || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| BaseCellLauncherComponent || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| Container Bank&amp;lt;ref&amp;gt;Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it&#039;s overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means container banks likely has a different key as otherwise the regular cell cookoff would block it.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| DiscreteWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| WeaponComponent || HasIntegratedFC || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| WeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured			|| Heatsink Ruptured		|| ContinuousWeaponComponent || HasCooldown || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent, TurretedContinuousWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams&amp;lt;ref&amp;gt;Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.&amp;lt;/ref&amp;gt; || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ComponentClassInheritance.png|alt=Component Class Hierarchy|Component class hierarchy. Child classes inherit the crits of their parents.]]&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
Fires deal damage over time and can spread to different components&lt;br /&gt;
Every 30 seconds, fires deal 5% of the component&#039;s max HP as damage (ignores DR), with 10% crew vulnerability modifier&lt;br /&gt;
Every 45 seconds, fires have a 25% chance to spread to a component within 12.5m&lt;br /&gt;
&lt;br /&gt;
A few other debuffs will also deal damage like fire, but will not spread. This includes Cookoffs and Reactor Overloads&lt;br /&gt;
&lt;br /&gt;
=== Rare Debuffs/Catastrophic Events ===&lt;br /&gt;
There are currently 3 types of catastrophic events in game. &#039;&#039;Reactor Overload&#039;&#039;, &#039;&#039;Fuel Line Fire&#039;&#039;, and &#039;&#039;Magazine Cookoff&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Reactor Overload ====&lt;br /&gt;
Reactor Overload is a event that would require immediate intervention of the damage control team to prevent a devastating explosion. If 65 points of repair work is not completed within 120 seconds, the reactor detonates in a gigantic explosion that completely destroys ship, and shreds a significant amount of armor off other nearby ships caught within the 1.5km explosion radius. The explosion also creates very strong radar jamming effect in all directions that is strong enough to break bullseye locks.&lt;br /&gt;
&lt;br /&gt;
Reactor Overload explosions have a blast radius of 1.5km, dealing less damage against ships at the edge of the radius. The explosion shreds 200cm-20cm of armor, and if it fully shreds armor, will deal 1500 - 450 damage spread across the ship. Reactor overloads are guarenteed to hit every munition (missiles, mines, etc) in radius.&lt;br /&gt;
&lt;br /&gt;
The jamming effect has a maximum range of 7.5km, 2500kw, 1dB gain, and lasts for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Emergency reactor shutdown =====&lt;br /&gt;
Emergency reactor shutdowns can be initiated by the player to clear reactor overloads. They will stop all power and propulsion on the ship for 60 seconds. &lt;br /&gt;
&lt;br /&gt;
30 seconds into the shutdown, all reactor overloads will be cleared, and any component that had an overload will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Note that shutdown is only effective on overloads, and will not stop fuel fires or cookoffs.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Line Fires ====&lt;br /&gt;
Fuel Line fires can appear on drives or reactors. If 40 points of repair work is not completed within 100 seconds, it will cause multiple small purple explosions to erupt across the ship, dealing heavy damage across the ship&lt;br /&gt;
&lt;br /&gt;
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,&amp;lt;ref&amp;gt;More specifically, it looks at how long the ship&#039;s bounding radius is, and then multiplies that by a random float between 2-4&amp;lt;/ref&amp;gt; eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.&lt;br /&gt;
&lt;br /&gt;
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius. Explosions happen every 0.2-0.5 secs until the amount of explosions are reached.&lt;br /&gt;
&lt;br /&gt;
==== Magazine/Cell Cookoff ====&lt;br /&gt;
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 30 points of repair work is not completed within 80 seconds, it will create a large explosion inside the ship, dealing massive damage to the area around magazine (3000 damage spread among components within 50m, shreds armor in 60m radius)&lt;br /&gt;
When a Magazine Cook-off is in progress, you can hear crackling sound effects in the vicinity of the ship.&lt;br /&gt;
&lt;br /&gt;
Container bank cookoffs require 65pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.&lt;br /&gt;
&lt;br /&gt;
== Damage Control Board ==&lt;br /&gt;
The Damage Control Board is displayed at the bottom right of the screen, whenever a ship is selected. It shows the ship&#039;s silhouette with colored boxes depicting the ships components. The color of the box indicates the component&#039;s health: bright green(high health), yellow(medium health), red(low health) and grey(destroyed).&amp;lt;ref&amp;gt;These colors are for the default color settings. Colorblindness settings will change the colors.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from the ship&#039;s abstract, a couple of numbers are shown on the top of DC Board.&lt;br /&gt;
=== DMG ===&lt;br /&gt;
DMG shows how many components on ship is damaged or destroyed, individual thrusters and integrated antennas are also included.&lt;br /&gt;
=== TMS ===&lt;br /&gt;
TMS shows how many damage control teams are still operational, and how many are working. For example, for a indication of 1/2, it means 1 of the 2 teams are currently assigned with tasks.&lt;br /&gt;
=== RES ===&lt;br /&gt;
RES shows how many available restores do you have on ship. DC lockers that are destroyed with restores in them would not contribute to this number. However, it is feasible to spend 1 restore to repair a destroyed [[component:large-dc-locker|Large DC Locker]] with 2 restores in it, to get 1 additional restore back. This is often referred to as &#039;&#039;chain restoring&#039;&#039;.&lt;br /&gt;
Restore would only be conducted if the player explicitly commanded this operation by Shift+LClicking a destroyed component, this would add a purple dotted outline over the component.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize ===&lt;br /&gt;
Player can prioritize the repair of a non-destroyed component by Shift+LClicking it, this is indicated by a blue dotted outline around the component.&lt;br /&gt;
=== Filtering ===&lt;br /&gt;
When the DC Board is expanded, there is a filter provided at the top left of the board. Player may select/deselect different categories to reduce clutter on the DC Board.&lt;br /&gt;
&lt;br /&gt;
== DC Components ==&lt;br /&gt;
There are currently 3 types of DC-related components.&lt;br /&gt;
&lt;br /&gt;
=== DC Lockers ===&lt;br /&gt;
Each DC lockers provide you with certain numbers of DC Teams and Restores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|DC Locker Type !!rowspan=&amp;quot;2&amp;quot;|DC Teams !!colspan=&amp;quot;4&amp;quot;|Repair Rate !!rowspan=&amp;quot;2&amp;quot;|Movement Speed !!rowspan=&amp;quot;2&amp;quot;|Restores&lt;br /&gt;
|-&lt;br /&gt;
! General !! Restore !! Firefighting !! Reactor Overload&lt;br /&gt;
|- &lt;br /&gt;
| [[component:small-dc-locker|Small DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-dc-locker|Reinforced DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-complex|Damage Control Complex]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-locker|Large DC Locker]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-storage|Large DC Storage]] || 1 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rapid-dc-locker|Rapid DC Locker]] || 1 || 0.3 || 0 || 0.3 || 0.3 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DC Buffing Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Repair Speed !! Move Speed !! Max Repair&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-workshop|Small Workshop]] || 30% || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-central|Damage Control Central]] || 10% || 50% || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-complex|Damage Control Complex]] || 10% || 30% || 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safety Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[component:fire-suppression-system|Fire Suppression System:]] || Catastrophic Event Prob. (Cell launcher): -50%&lt;br /&gt;
&lt;br /&gt;
Catastrophic Event Prob. (Magazine): -50%&lt;br /&gt;
&lt;br /&gt;
Firefighting Speed: +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:redundant-reactor-failsafes| Redundant Reactor Failsafes:]] || Catastrophic Event Prob. (Reactor): -33%&lt;br /&gt;
&lt;br /&gt;
Reactor Overload Repair Speed: +30%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-thruster-nozzles| Reinforced Thruster Nozzles:]] || Flank Damage Probability: -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=545</id>
		<title>Damage Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=545"/>
		<updated>2024-10-22T13:05:08Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* DC Lockers */  added large DC storage and DCX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Shooting weapons at hostiles is just one part of space combat, and the other part often involves taking shots. Sooner or later, your ship will catch on fire, have a leak, or have its internal components damaged beyond use.&lt;br /&gt;
And when that happens, your on-board damage control team will kick in and save your day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Definition of components ===&lt;br /&gt;
Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module.&lt;br /&gt;
When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of component malfunction and repairs.&lt;br /&gt;
For detailed information on damage mechanics, see [[Component_Damage |Component Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Inoperable components ====&lt;br /&gt;
Most components have a hidden attribute called &#039;&#039;Functioning Threshold&#039;&#039;, (aka Functioning Threshold). If a component&#039;s HP is reduced below this threshold, it will cease to function, and requires repairs to operate again.&lt;br /&gt;
&lt;br /&gt;
=== Damage Control teams ===&lt;br /&gt;
Damaged components can be repaired. However, instead of repairing it back to 100%, your damage control teams can only repair a component to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat (also colloquially known as repair cap); for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp&lt;br /&gt;
&lt;br /&gt;
There is one an exception to this rule, a component can always be repaired to it&#039;s minimum functioning threshold hp + Max Repair, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 from min function + 150 from 10% max repair), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)&lt;br /&gt;
&lt;br /&gt;
Each component can only be repaired by three teams at once, one team for repairing HP and two teams for repairing debuffs. If there are no debuffs then only the one team will repair HP; and vice versa if there is no more hp to repair then only two teams will repair debuffs&lt;br /&gt;
&lt;br /&gt;
Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team&lt;br /&gt;
&lt;br /&gt;
Damage control teams speed in m/s is equal to &amp;lt;math&amp;gt;\text{movespeed}\times 2.5&amp;lt;/math&amp;gt;. The stats on the wiki has already performed this conversion.&lt;br /&gt;
&lt;br /&gt;
==== Damage Control priorities ====&lt;br /&gt;
Every ship has a damage control dispatcher that assigns DC teams to repair jobs and manages repair priorities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; padding: 10px; border-style: solid; background-color:lightgray; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
DC dispatcher example list&lt;br /&gt;
&lt;br /&gt;
Given a ship that has:&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged drive (Critical prio) with atmo leak, fire, overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged cic (high prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged magazine (med prio) with ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged DC locker (low prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the lists will look something like this:&lt;br /&gt;
&lt;br /&gt;
Primary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Atmo leak&amp;lt;br /&amp;gt;&lt;br /&gt;
- CIC hp&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magazine Ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary:&amp;lt;br /&amp;gt;&lt;br /&gt;
-Drive HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-Magazine HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-DC locker HP&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dispatcher has a primary and secondary repair job list. These lists are filled with repair jobs, which include both damaged components and debuffs (aka critical events) that need repair. Each Component adds their repair jobs to the lists according to the component&#039;s DC priority stat (normally a hidden stat), in the event of ties, components higher in the component list are prioritized and will add their debuffs to the list first. &lt;br /&gt;
&lt;br /&gt;
Within each component, up to two debuffs events are added to the list. Catastrophics are prioritized first and always added to the primary list. Then, regular debuffs are added (up to the two debuff cap), starting from the top of the component&#039;s debuffs list as seen in the DC board. These debuffs are added to the primary list if the component is still alive, and added to the secondary list if destroyed (unless the component is manually prioritized). Then, the component adds its HP repair to the secondary list. If the component has no debuffs and has medium or higher DC priority, it instead adds its HP repair to the primary list&lt;br /&gt;
&lt;br /&gt;
Using these lists, the DC team then assigns teams to the repair jobs in the list, satisfying all jobs in the primary list before filling secondary jobs&lt;br /&gt;
&lt;br /&gt;
Damage control teams from DC lockers higher in the component list are tasked to jobs first. eg, DC teams from compartment 1&#039;s locker will be assigned to tasks before DC teams from compartment 2&#039;s locker, regardless of difference in team move speed, repair speed, or distance to damaged component. The only exception to this rule is if there is already a DC team in that component; it will be tasked to work on repairs immediately. However, this will not be performed for repair jobs in the secondary list, those jobs will summon another DC team even if there is an idle DC team in the same component.&lt;br /&gt;
&amp;lt;!-- Not complete, there were some details that I didn&#039;t understand esp with restores and prio, refer to DamageControlDispatcher.SortAndAssignJobs(), HullComponent.GetAvailableDCJobs() -d0d0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repair team casualties ====&lt;br /&gt;
Damage control teams themselves will only take losses if their current component is below 50% hp.&lt;br /&gt;
DC teams currently do not replenish, even if there is spare crew available&lt;br /&gt;
&#039;&#039;see: [[Crew]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
When a component loses all of its health, it becomes &#039;&#039;Destroyed&#039;&#039;. In this state, the component can no longer be hit by any further damage (and is therefore treated as empty space by attacks), nor will it be automatically repaired by the control team. To bring it back online, you need to spend the &#039;&#039;Restores&#039;&#039; provided in DC Lockers. By Shift+LClicking a destroyed component, you can order a damage control team to preform a restore on the destroyed component. After the restore progress is completed, the component is instantly repaired to its minimum functioning HP plus its max repair. Restores require 50 &amp;quot;hp&amp;quot; worth of work to apply.&lt;br /&gt;
&lt;br /&gt;
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward&lt;br /&gt;
&lt;br /&gt;
== Ship Status Board ==&lt;br /&gt;
On the top left of the game screen, every ship has a ship status board that shows the ship&#039;s information. At the bottom right of the board, ship damage control status would be displayed.&lt;br /&gt;
;Fire Icon&lt;br /&gt;
: If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board. &lt;br /&gt;
;Active Debuffs&lt;br /&gt;
: If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.&lt;br /&gt;
;Destroyed components&lt;br /&gt;
: If there is at least one destroyed component, a red number will show up on ship status board. Hovering over the number would display what components are destroyed.&lt;br /&gt;
;Catastrophic Event&lt;br /&gt;
: If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship&#039;s status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.&lt;br /&gt;
&lt;br /&gt;
== Debuffs/Catastrophic Events ==&lt;br /&gt;
&lt;br /&gt;
Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship&#039;s performance, or even obliterate your ship entirely.&lt;br /&gt;
&lt;br /&gt;
Damage has a chance of causing debuffs on components. This chance is calculated by &amp;lt;math&amp;gt;\exp\left( -3Hp-0.5\right)\times C&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;Hp&amp;lt;/math&amp;gt; is the current Hp percentage as a decimal and &amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at &amp;amp;sim;3% and increases to &amp;amp;sim;60% as the component takes damage.&lt;br /&gt;
&lt;br /&gt;
This crit then has a chance of being a catastrophic based on the component&#039;s Catastrophic event probability.&lt;br /&gt;
&lt;br /&gt;
The time to repair a debuff is determined by the repair speed of the DC team and the repair work required&lt;br /&gt;
&lt;br /&gt;
=== Debuffs list ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Debuffs effects list&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Stat Affected		!! Modifier !! RepairWork&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| component-workspeed		|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| component-workspeed		|| -20% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| component-workspeed		|| -20% || 40&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| powerplant-prodefficiency || +25% || 65&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| powerplant-prodefficiency || -50% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| component-workspeed		|| -20% || 60&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| discreteweapon-reload, discreteweapon-recycle || +75%, +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| sensor-power				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| muzzle-accuracy (spread)	|| +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured 		|| Heatsink Ruptured		|| continuousweapon-cooldown, continuousweapon-overheatdamageprob|| +75%, +90% || 15&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| sensor-gain				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| sensor-maxposerror, sensor-maxvelerror	|| +100%, +100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| turret-traverse, turret-elevate (rotation speed)	|| -80%, -80%|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| continuousweapon-directdamagemultiplier	|| -66% || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%&lt;br /&gt;
* There are two types of Antenna Bent, and while they have different internal names, in-game there&#039;s no way to tell which type of debuff is in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Casualty class determines the voicelines that play when the debuff is incurred&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Affected class !! Required Condition !! Casualty class !! On-hitOnly !! Rare (catastrophic)&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| CrewedComponent || none || Decompression || TRUE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| HullComponent || none || Fire || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| DriveComponent || none || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| BulkMagazineComponent&amp;lt;ref&amp;gt;BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| PowerplantComponent || none || Engineering || FALSE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| PowerplantComponent || none || Engineering || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| BaseCellLauncherComponent || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| Container Bank&amp;lt;ref&amp;gt;Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it&#039;s overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means container banks likely has a different key as otherwise the regular cell cookoff would block it.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| DiscreteWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| WeaponComponent || HasIntegratedFC || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| WeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured			|| Heatsink Ruptured		|| ContinuousWeaponComponent || HasCooldown || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent, TurretedContinuousWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams&amp;lt;ref&amp;gt;Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.&amp;lt;/ref&amp;gt; || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ComponentClassInheritance.png|alt=Component Class Hierarchy|Component class hierarchy. Child classes inherit the crits of their parents.]]&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
Fires deal damage over time and can spread to different components&lt;br /&gt;
Every 30 seconds, fires deal 5% of the component&#039;s max HP as damage (ignores DR), with 10% crew vulnerability modifier&lt;br /&gt;
Every 45 seconds, fires have a 25% chance to spread to a component within 12.5m&lt;br /&gt;
&lt;br /&gt;
A few other debuffs will also deal damage like fire, but will not spread. This includes Cookoffs and Reactor Overloads&lt;br /&gt;
&lt;br /&gt;
=== Rare Debuffs/Catastrophic Events ===&lt;br /&gt;
There are currently 3 types of catastrophic events in game. &#039;&#039;Reactor Overload&#039;&#039;, &#039;&#039;Fuel Line Fire&#039;&#039;, and &#039;&#039;Magazine Cookoff&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Reactor Overload ====&lt;br /&gt;
Reactor Overload is a event that would require immediate intervention of the damage control team to prevent a devastating explosion. If 65 points of repair work is not completed within 120 seconds, the reactor detonates in a gigantic explosion that completely destroys ship, and shreds a significant amount of armor off other nearby ships caught within the 1.5km explosion radius. The explosion also creates very strong radar jamming effect in all directions that is strong enough to break bullseye locks.&lt;br /&gt;
&lt;br /&gt;
Reactor Overload explosions have a blast radius of 1.5km, dealing less damage against ships at the edge of the radius. The explosion shreds 200cm-20cm of armor, and if it fully shreds armor, will deal 1500 - 450 damage spread across the ship. Reactor overloads are guarenteed to hit every munition (missiles, mines, etc) in radius.&lt;br /&gt;
&lt;br /&gt;
The jamming effect has a maximum range of 7.5km, 2500kw, 1dB gain, and lasts for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Emergency reactor shutdown =====&lt;br /&gt;
Emergency reactor shutdowns can be initiated by the player to clear reactor overloads. They will stop all power and propulsion on the ship for 60 seconds. &lt;br /&gt;
&lt;br /&gt;
30 seconds into the shutdown, all reactor overloads will be cleared, and any component that had an overload will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Note that shutdown is only effective on overloads, and will not stop fuel fires or cookoffs.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Line Fires ====&lt;br /&gt;
Fuel Line fires can appear on drives or reactors. If 40 points of repair work is not completed within 100 seconds, it will cause multiple small purple explosions to erupt across the ship, dealing heavy damage across the ship&lt;br /&gt;
&lt;br /&gt;
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,&amp;lt;ref&amp;gt;More specifically, it looks at how long the ship&#039;s bounding radius is, and then multiplies that by a random float between 2-4&amp;lt;/ref&amp;gt; eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.&lt;br /&gt;
&lt;br /&gt;
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius. Explosions happen every 0.2-0.5 secs until the amount of explosions are reached.&lt;br /&gt;
&lt;br /&gt;
==== Magazine/Cell Cookoff ====&lt;br /&gt;
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 30 points of repair work is not completed within 80 seconds, it will create a large explosion inside the ship, dealing massive damage to the area around magazine (3000 damage spread among components within 50m, shreds armor in 60m radius)&lt;br /&gt;
When a Magazine Cook-off is in progress, you can hear crackling sound effects in the vicinity of the ship.&lt;br /&gt;
&lt;br /&gt;
Container bank cookoffs require 65pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.&lt;br /&gt;
&lt;br /&gt;
== Damage Control Board ==&lt;br /&gt;
The Damage Control Board is displayed at the bottom right of the screen, whenever a ship is selected. It shows the ship&#039;s silhouette with colored boxes depicting the ships components. The color of the box indicates the component&#039;s health: bright green(high health), yellow(medium health), red(low health) and grey(destroyed).&amp;lt;ref&amp;gt;These colors are for the default color settings. Colorblindness settings will change the colors.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from the ship&#039;s abstract, a couple of numbers are shown on the top of DC Board.&lt;br /&gt;
=== DMG ===&lt;br /&gt;
DMG shows how many components on ship is damaged or destroyed, individual thrusters and integrated antennas are also included.&lt;br /&gt;
=== TMS ===&lt;br /&gt;
TMS shows how many damage control teams are still operational, and how many are working. For example, for a indication of 1/2, it means 1 of the 2 teams are currently assigned with tasks.&lt;br /&gt;
=== RES ===&lt;br /&gt;
RES shows how many available restores do you have on ship. DC lockers that are destroyed with restores in them would not contribute to this number. However, it is feasible to spend 1 restore to repair a destroyed [[component:large-dc-locker|Large DC Locker]] with 2 restores in it, to get 1 additional restore back. This is often referred to as &#039;&#039;chain restoring&#039;&#039;.&lt;br /&gt;
Restore would only be conducted if the player explicitly commanded this operation by Shift+LClicking a destroyed component, this would add a purple dotted outline over the component.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize ===&lt;br /&gt;
Player can prioritize the repair of a non-destroyed component by Shift+LClicking it, this is indicated by a blue dotted outline around the component.&lt;br /&gt;
=== Filtering ===&lt;br /&gt;
When the DC Board is expanded, there is a filter provided at the top left of the board. Player may select/deselect different categories to reduce clutter on the DC Board.&lt;br /&gt;
&lt;br /&gt;
== DC Components ==&lt;br /&gt;
There are currently 3 types of DC-related components.&lt;br /&gt;
&lt;br /&gt;
=== DC Lockers ===&lt;br /&gt;
Each DC lockers provide you with certain numbers of DC Teams and Restores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|DC Locker Type !!rowspan=&amp;quot;2&amp;quot;|DC Teams !!colspan=&amp;quot;4&amp;quot;|Repair Rate !!rowspan=&amp;quot;2&amp;quot;|Movement Speed !!rowspan=&amp;quot;2&amp;quot;|Restores&lt;br /&gt;
|-&lt;br /&gt;
! General !! Restore !! Firefighting !! Reactor Overload&lt;br /&gt;
|- &lt;br /&gt;
| [[component:small-dc-locker|Small DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-dc-locker|Reinforced DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-complex|Damage Control Complex]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-locker|Large DC Locker]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-storage|Large DC Storage]] || 1 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rapid-dc-locker|Rapid DC Locker]] || 1 || 0.3 || 0 || 0.3 || 0.3 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DC Buffing Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Repair Speed !! Move Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-workshop|Small Workshop]] || 30% || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-central|Damage Control Central]] || 10% || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safety Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[component:fire-suppression-system|Fire Suppression System:]] || Catastrophic Event Prob. (Cell launcher): -50%&lt;br /&gt;
&lt;br /&gt;
Catastrophic Event Prob. (Magazine): -50%&lt;br /&gt;
&lt;br /&gt;
Firefighting Speed: +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:redundant-reactor-failsafes| Redundant Reactor Failsafes:]] || Catastrophic Event Prob. (Reactor): -33%&lt;br /&gt;
&lt;br /&gt;
Reactor Overload Repair Speed: +30%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-thruster-nozzles| Reinforced Thruster Nozzles:]] || Flank Damage Probability: -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Crew&amp;diff=544</id>
		<title>Crew</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Crew&amp;diff=544"/>
		<updated>2024-10-22T12:57:16Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Mechanics */  commented-out manning components section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Crew are used to man the different components on your ships. At the moment ships are automatically filled with all the crew they need and there are no components that solely provide crew.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Manning Components ===&lt;br /&gt;
Crew are assigned sequentially to components starting from the top of the component list going down. e.g. all the mounts will be assigned crew first, then the compartments, and finally the modules. Within those categories, slot 1 is filled first, then slot 2, etc&lt;br /&gt;
&lt;br /&gt;
ReinforceLevels are currently not implemented, so all components have equal priority for crew&lt;br /&gt;
&lt;br /&gt;
Currently, the only effect that crew has on a ship is manning damage control teams; crew does not have an effect on any other component. Spare crew currently do not refill depleted damage control teams.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Crew Status ===&lt;br /&gt;
During battle, fighting can start to wear down the nerves of the crew. Your crew is under a certain amount of &#039;&#039;&#039;pressure&#039;&#039;&#039;, rated from 0 to 3000, based on the events going on around them and the amount of damage being sustained. The amount of pressure determines what state the crew is in, which affects the voice lines you receive when commanding the ship. Currently, crew status does not impact the performance of any components. The status levels are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Pressure thresholds for crew status.&lt;br /&gt;
|-&lt;br /&gt;
! Pressure !! Status&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;150 || Calm&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;1000 || Heightened&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;2500 || Rattled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;ge;2500 || Panicked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following events change the pressure of your crew:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Pressure changes due to events.&lt;br /&gt;
|-&lt;br /&gt;
! Event !! Pressure Change&lt;br /&gt;
|-&lt;br /&gt;
| Shots on armor that do not penetrate || +5&lt;br /&gt;
|-&lt;br /&gt;
| Penetrating shots || +0.5 &amp;amp;times; total damage&lt;br /&gt;
|-&lt;br /&gt;
| Component destroyed || +200&lt;br /&gt;
|-&lt;br /&gt;
| (applied per second) || -8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although pressure drops by 8 per second, it cannot fall below another variable called &#039;&#039;&#039;static pressure&#039;&#039;&#039; (SP). SP represents tension that prevents the crew from totally being at ease due to the danger of the situation. Every time a crew member is killed, a part changes its destroyed status (destroyed or repaired), or a part changes its functioning status, the SP is recalculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{SP} = (1000 \times \text{fraction of components not functional}) + (25 \times \text{number of active debuffs}) - (500 \times \text{fraction of crew still alive})&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crew Damage ===&lt;br /&gt;
&lt;br /&gt;
Crew inside components can be damaged when the component is damaged. &lt;br /&gt;
&lt;br /&gt;
When the component is below 50% health after being damaged, the crew has a chance to be damaged based on the hull&#039;s vulnerability stat and the attack&#039;s crew damage multiplier. e.g. a ship with 40% crew vulnerability would normally have a 40% chance, but a shell with a 0.75 or -25% crew vulnerability multiplier reduces that to 30%, reducing that shell&#039;s capability to damage crew. Conversely, a shell with 1.50 or +50% crew vulnerability multiplier increases that to 60%, boosting the shell&#039;s capability to damage crew.&lt;br /&gt;
&lt;br /&gt;
If the chance succeeds, the amount of crew is reduced by &amp;lt;math&amp;gt;\frac{D}{12\times \text{MaxHp}}&amp;lt;/math&amp;gt; where D is the incoming damage on that component and MaxHp is the maximum hp of the component they are in. This has a 50% chance to round up or round down.&lt;br /&gt;
&lt;br /&gt;
=== Abandoning Ship ===&lt;br /&gt;
&lt;br /&gt;
Ships are automatically abandoned  when all CICs (including Auxiliary Steering) or all powerplants (drives, reactors), are disabled and there are no DC teams; or all CICs or powerplants are destroyed, and there are no restores. While ammunition cook-offs and fuel line fires often deal enough damage to cause an evacuation, it is not guaranteed. Evacuation can also be preformed manually, by holding the evacuation button in the DC screen for 3 seconds. Abandoning ship makes the ship uncontrollable and spawns escape pods.&lt;br /&gt;
&lt;br /&gt;
Externally, escape pods can be seen embedded in the hulls under normal conditions. When evacuating, the escape pods spawn at these points and move towards the withdrawal zone at around 30 m/s. The radar marking for an escape pod appears as a circle with an x inside (&amp;amp;otimes;). Escape pods can be targeted and shot by anti-ship weapons, and doing so will result in the crew protesting the order.&lt;br /&gt;
&lt;br /&gt;
The max amount of escape pods launched from each hull are shown below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maximum escape pods for each of the hulls.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|ANS !!colspan=&amp;quot;2&amp;quot;|OSP&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Escape Pods !! Hull !! Escape Pods&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 2 || Ferryman || 4&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 4 || Draugr || 4&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 4 || Flathead || 2&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 10 || Ocello || 12&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 11 || Marauder || &amp;amp;sim;8&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 22 || Moorline || &amp;amp;sim;8&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=543</id>
		<title>Damage Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=543"/>
		<updated>2024-10-22T12:54:13Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Safety Components */ fixed line breaks in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Shooting weapons at hostiles is just one part of space combat, and the other part often involves taking shots. Sooner or later, your ship will catch on fire, have a leak, or have its internal components damaged beyond use.&lt;br /&gt;
And when that happens, your on-board damage control team will kick in and save your day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Definition of components ===&lt;br /&gt;
Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module.&lt;br /&gt;
When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of component malfunction and repairs.&lt;br /&gt;
For detailed information on damage mechanics, see [[Component_Damage |Component Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Inoperable components ====&lt;br /&gt;
Most components have a hidden attribute called &#039;&#039;Functioning Threshold&#039;&#039;, (aka Functioning Threshold). If a component&#039;s HP is reduced below this threshold, it will cease to function, and requires repairs to operate again.&lt;br /&gt;
&lt;br /&gt;
=== Damage Control teams ===&lt;br /&gt;
Damaged components can be repaired. However, instead of repairing it back to 100%, your damage control teams can only repair a component to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat (also colloquially known as repair cap); for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp&lt;br /&gt;
&lt;br /&gt;
There is one an exception to this rule, a component can always be repaired to it&#039;s minimum functioning threshold hp + Max Repair, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 from min function + 150 from 10% max repair), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)&lt;br /&gt;
&lt;br /&gt;
Each component can only be repaired by three teams at once, one team for repairing HP and two teams for repairing debuffs. If there are no debuffs then only the one team will repair HP; and vice versa if there is no more hp to repair then only two teams will repair debuffs&lt;br /&gt;
&lt;br /&gt;
Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team&lt;br /&gt;
&lt;br /&gt;
Damage control teams speed in m/s is equal to &amp;lt;math&amp;gt;\text{movespeed}\times 2.5&amp;lt;/math&amp;gt;. The stats on the wiki has already performed this conversion.&lt;br /&gt;
&lt;br /&gt;
==== Damage Control priorities ====&lt;br /&gt;
Every ship has a damage control dispatcher that assigns DC teams to repair jobs and manages repair priorities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; padding: 10px; border-style: solid; background-color:lightgray; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
DC dispatcher example list&lt;br /&gt;
&lt;br /&gt;
Given a ship that has:&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged drive (Critical prio) with atmo leak, fire, overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged cic (high prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged magazine (med prio) with ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged DC locker (low prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the lists will look something like this:&lt;br /&gt;
&lt;br /&gt;
Primary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Atmo leak&amp;lt;br /&amp;gt;&lt;br /&gt;
- CIC hp&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magazine Ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary:&amp;lt;br /&amp;gt;&lt;br /&gt;
-Drive HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-Magazine HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-DC locker HP&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dispatcher has a primary and secondary repair job list. These lists are filled with repair jobs, which include both damaged components and debuffs (aka critical events) that need repair. Each Component adds their repair jobs to the lists according to the component&#039;s DC priority stat (normally a hidden stat), in the event of ties, components higher in the component list are prioritized and will add their debuffs to the list first. &lt;br /&gt;
&lt;br /&gt;
Within each component, up to two debuffs events are added to the list. Catastrophics are prioritized first and always added to the primary list. Then, regular debuffs are added (up to the two debuff cap), starting from the top of the component&#039;s debuffs list as seen in the DC board. These debuffs are added to the primary list if the component is still alive, and added to the secondary list if destroyed (unless the component is manually prioritized). Then, the component adds its HP repair to the secondary list. If the component has no debuffs and has medium or higher DC priority, it instead adds its HP repair to the primary list&lt;br /&gt;
&lt;br /&gt;
Using these lists, the DC team then assigns teams to the repair jobs in the list, satisfying all jobs in the primary list before filling secondary jobs&lt;br /&gt;
&lt;br /&gt;
Damage control teams from DC lockers higher in the component list are tasked to jobs first. eg, DC teams from compartment 1&#039;s locker will be assigned to tasks before DC teams from compartment 2&#039;s locker, regardless of difference in team move speed, repair speed, or distance to damaged component. The only exception to this rule is if there is already a DC team in that component; it will be tasked to work on repairs immediately. However, this will not be performed for repair jobs in the secondary list, those jobs will summon another DC team even if there is an idle DC team in the same component.&lt;br /&gt;
&amp;lt;!-- Not complete, there were some details that I didn&#039;t understand esp with restores and prio, refer to DamageControlDispatcher.SortAndAssignJobs(), HullComponent.GetAvailableDCJobs() -d0d0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repair team casualties ====&lt;br /&gt;
Damage control teams themselves will only take losses if their current component is below 50% hp.&lt;br /&gt;
DC teams currently do not replenish, even if there is spare crew available&lt;br /&gt;
&#039;&#039;see: [[Crew]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
When a component loses all of its health, it becomes &#039;&#039;Destroyed&#039;&#039;. In this state, the component can no longer be hit by any further damage (and is therefore treated as empty space by attacks), nor will it be automatically repaired by the control team. To bring it back online, you need to spend the &#039;&#039;Restores&#039;&#039; provided in DC Lockers. By Shift+LClicking a destroyed component, you can order a damage control team to preform a restore on the destroyed component. After the restore progress is completed, the component is instantly repaired to its minimum functioning HP plus its max repair. Restores require 50 &amp;quot;hp&amp;quot; worth of work to apply.&lt;br /&gt;
&lt;br /&gt;
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward&lt;br /&gt;
&lt;br /&gt;
== Ship Status Board ==&lt;br /&gt;
On the top left of the game screen, every ship has a ship status board that shows the ship&#039;s information. At the bottom right of the board, ship damage control status would be displayed.&lt;br /&gt;
;Fire Icon&lt;br /&gt;
: If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board. &lt;br /&gt;
;Active Debuffs&lt;br /&gt;
: If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.&lt;br /&gt;
;Destroyed components&lt;br /&gt;
: If there is at least one destroyed component, a red number will show up on ship status board. Hovering over the number would display what components are destroyed.&lt;br /&gt;
;Catastrophic Event&lt;br /&gt;
: If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship&#039;s status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.&lt;br /&gt;
&lt;br /&gt;
== Debuffs/Catastrophic Events ==&lt;br /&gt;
&lt;br /&gt;
Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship&#039;s performance, or even obliterate your ship entirely.&lt;br /&gt;
&lt;br /&gt;
Damage has a chance of causing debuffs on components. This chance is calculated by &amp;lt;math&amp;gt;\exp\left( -3Hp-0.5\right)\times C&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;Hp&amp;lt;/math&amp;gt; is the current Hp percentage as a decimal and &amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at &amp;amp;sim;3% and increases to &amp;amp;sim;60% as the component takes damage.&lt;br /&gt;
&lt;br /&gt;
This crit then has a chance of being a catastrophic based on the component&#039;s Catastrophic event probability.&lt;br /&gt;
&lt;br /&gt;
The time to repair a debuff is determined by the repair speed of the DC team and the repair work required&lt;br /&gt;
&lt;br /&gt;
=== Debuffs list ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Debuffs effects list&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Stat Affected		!! Modifier !! RepairWork&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| component-workspeed		|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| component-workspeed		|| -20% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| component-workspeed		|| -20% || 40&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| powerplant-prodefficiency || +25% || 65&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| powerplant-prodefficiency || -50% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| component-workspeed		|| -20% || 60&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| discreteweapon-reload, discreteweapon-recycle || +75%, +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| sensor-power				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| muzzle-accuracy (spread)	|| +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured 		|| Heatsink Ruptured		|| continuousweapon-cooldown, continuousweapon-overheatdamageprob|| +75%, +90% || 15&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| sensor-gain				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| sensor-maxposerror, sensor-maxvelerror	|| +100%, +100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| turret-traverse, turret-elevate (rotation speed)	|| -80%, -80%|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| continuousweapon-directdamagemultiplier	|| -66% || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%&lt;br /&gt;
* There are two types of Antenna Bent, and while they have different internal names, in-game there&#039;s no way to tell which type of debuff is in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Casualty class determines the voicelines that play when the debuff is incurred&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Affected class !! Required Condition !! Casualty class !! On-hitOnly !! Rare (catastrophic)&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| CrewedComponent || none || Decompression || TRUE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| HullComponent || none || Fire || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| DriveComponent || none || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| BulkMagazineComponent&amp;lt;ref&amp;gt;BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| PowerplantComponent || none || Engineering || FALSE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| PowerplantComponent || none || Engineering || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| BaseCellLauncherComponent || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| Container Bank&amp;lt;ref&amp;gt;Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it&#039;s overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means container banks likely has a different key as otherwise the regular cell cookoff would block it.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| DiscreteWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| WeaponComponent || HasIntegratedFC || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| WeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured			|| Heatsink Ruptured		|| ContinuousWeaponComponent || HasCooldown || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent, TurretedContinuousWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams&amp;lt;ref&amp;gt;Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.&amp;lt;/ref&amp;gt; || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ComponentClassInheritance.png|alt=Component Class Hierarchy|Component class hierarchy. Child classes inherit the crits of their parents.]]&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
Fires deal damage over time and can spread to different components&lt;br /&gt;
Every 30 seconds, fires deal 5% of the component&#039;s max HP as damage (ignores DR), with 10% crew vulnerability modifier&lt;br /&gt;
Every 45 seconds, fires have a 25% chance to spread to a component within 12.5m&lt;br /&gt;
&lt;br /&gt;
A few other debuffs will also deal damage like fire, but will not spread. This includes Cookoffs and Reactor Overloads&lt;br /&gt;
&lt;br /&gt;
=== Rare Debuffs/Catastrophic Events ===&lt;br /&gt;
There are currently 3 types of catastrophic events in game. &#039;&#039;Reactor Overload&#039;&#039;, &#039;&#039;Fuel Line Fire&#039;&#039;, and &#039;&#039;Magazine Cookoff&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Reactor Overload ====&lt;br /&gt;
Reactor Overload is a event that would require immediate intervention of the damage control team to prevent a devastating explosion. If 65 points of repair work is not completed within 120 seconds, the reactor detonates in a gigantic explosion that completely destroys ship, and shreds a significant amount of armor off other nearby ships caught within the 1.5km explosion radius. The explosion also creates very strong radar jamming effect in all directions that is strong enough to break bullseye locks.&lt;br /&gt;
&lt;br /&gt;
Reactor Overload explosions have a blast radius of 1.5km, dealing less damage against ships at the edge of the radius. The explosion shreds 200cm-20cm of armor, and if it fully shreds armor, will deal 1500 - 450 damage spread across the ship. Reactor overloads are guarenteed to hit every munition (missiles, mines, etc) in radius.&lt;br /&gt;
&lt;br /&gt;
The jamming effect has a maximum range of 7.5km, 2500kw, 1dB gain, and lasts for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Emergency reactor shutdown =====&lt;br /&gt;
Emergency reactor shutdowns can be initiated by the player to clear reactor overloads. They will stop all power and propulsion on the ship for 60 seconds. &lt;br /&gt;
&lt;br /&gt;
30 seconds into the shutdown, all reactor overloads will be cleared, and any component that had an overload will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Note that shutdown is only effective on overloads, and will not stop fuel fires or cookoffs.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Line Fires ====&lt;br /&gt;
Fuel Line fires can appear on drives or reactors. If 40 points of repair work is not completed within 100 seconds, it will cause multiple small purple explosions to erupt across the ship, dealing heavy damage across the ship&lt;br /&gt;
&lt;br /&gt;
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,&amp;lt;ref&amp;gt;More specifically, it looks at how long the ship&#039;s bounding radius is, and then multiplies that by a random float between 2-4&amp;lt;/ref&amp;gt; eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.&lt;br /&gt;
&lt;br /&gt;
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius. Explosions happen every 0.2-0.5 secs until the amount of explosions are reached.&lt;br /&gt;
&lt;br /&gt;
==== Magazine/Cell Cookoff ====&lt;br /&gt;
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 30 points of repair work is not completed within 80 seconds, it will create a large explosion inside the ship, dealing massive damage to the area around magazine (3000 damage spread among components within 50m, shreds armor in 60m radius)&lt;br /&gt;
When a Magazine Cook-off is in progress, you can hear crackling sound effects in the vicinity of the ship.&lt;br /&gt;
&lt;br /&gt;
Container bank cookoffs require 65pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.&lt;br /&gt;
&lt;br /&gt;
== Damage Control Board ==&lt;br /&gt;
The Damage Control Board is displayed at the bottom right of the screen, whenever a ship is selected. It shows the ship&#039;s silhouette with colored boxes depicting the ships components. The color of the box indicates the component&#039;s health: bright green(high health), yellow(medium health), red(low health) and grey(destroyed).&amp;lt;ref&amp;gt;These colors are for the default color settings. Colorblindness settings will change the colors.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from the ship&#039;s abstract, a couple of numbers are shown on the top of DC Board.&lt;br /&gt;
=== DMG ===&lt;br /&gt;
DMG shows how many components on ship is damaged or destroyed, individual thrusters and integrated antennas are also included.&lt;br /&gt;
=== TMS ===&lt;br /&gt;
TMS shows how many damage control teams are still operational, and how many are working. For example, for a indication of 1/2, it means 1 of the 2 teams are currently assigned with tasks.&lt;br /&gt;
=== RES ===&lt;br /&gt;
RES shows how many available restores do you have on ship. DC lockers that are destroyed with restores in them would not contribute to this number. However, it is feasible to spend 1 restore to repair a destroyed [[component:large-dc-locker|Large DC Locker]] with 2 restores in it, to get 1 additional restore back. This is often referred to as &#039;&#039;chain restoring&#039;&#039;.&lt;br /&gt;
Restore would only be conducted if the player explicitly commanded this operation by Shift+LClicking a destroyed component, this would add a purple dotted outline over the component.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize ===&lt;br /&gt;
Player can prioritize the repair of a non-destroyed component by Shift+LClicking it, this is indicated by a blue dotted outline around the component.&lt;br /&gt;
=== Filtering ===&lt;br /&gt;
When the DC Board is expanded, there is a filter provided at the top left of the board. Player may select/deselect different categories to reduce clutter on the DC Board.&lt;br /&gt;
&lt;br /&gt;
== DC Components ==&lt;br /&gt;
There are currently 3 types of DC-related components.&lt;br /&gt;
&lt;br /&gt;
=== DC Lockers ===&lt;br /&gt;
Each DC lockers provide you with certain numbers of DC Teams and Restores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|DC Locker Type !!rowspan=&amp;quot;2&amp;quot;|DC Teams !!colspan=&amp;quot;4&amp;quot;|Repair Rate !!rowspan=&amp;quot;2&amp;quot;|Movement Speed !!rowspan=&amp;quot;2&amp;quot;|Restores&lt;br /&gt;
|-&lt;br /&gt;
! General !! Restore !! Firefighting !! Reactor Overload&lt;br /&gt;
|- &lt;br /&gt;
| [[component:small-dc-locker|Small DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-dc-locker|Reinforced DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-locker|Large DC Locker]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rapid-dc-locker|Rapid DC Locker]] || 1 || 0.3 || 0 || 0.3 || 0.3 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DC Buffing Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Repair Speed !! Move Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-workshop|Small Workshop]] || 30% || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-central|Damage Control Central]] || 10% || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safety Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[component:fire-suppression-system|Fire Suppression System:]] || Catastrophic Event Prob. (Cell launcher): -50%&lt;br /&gt;
&lt;br /&gt;
Catastrophic Event Prob. (Magazine): -50%&lt;br /&gt;
&lt;br /&gt;
Firefighting Speed: +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:redundant-reactor-failsafes| Redundant Reactor Failsafes:]] || Catastrophic Event Prob. (Reactor): -33%&lt;br /&gt;
&lt;br /&gt;
Reactor Overload Repair Speed: +30%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-thruster-nozzles| Reinforced Thruster Nozzles:]] || Flank Damage Probability: -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=542</id>
		<title>Damage Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=542"/>
		<updated>2024-10-22T12:52:30Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Safety Components */  updated safety components&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Shooting weapons at hostiles is just one part of space combat, and the other part often involves taking shots. Sooner or later, your ship will catch on fire, have a leak, or have its internal components damaged beyond use.&lt;br /&gt;
And when that happens, your on-board damage control team will kick in and save your day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Definition of components ===&lt;br /&gt;
Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module.&lt;br /&gt;
When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of component malfunction and repairs.&lt;br /&gt;
For detailed information on damage mechanics, see [[Component_Damage |Component Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Inoperable components ====&lt;br /&gt;
Most components have a hidden attribute called &#039;&#039;Functioning Threshold&#039;&#039;, (aka Functioning Threshold). If a component&#039;s HP is reduced below this threshold, it will cease to function, and requires repairs to operate again.&lt;br /&gt;
&lt;br /&gt;
=== Damage Control teams ===&lt;br /&gt;
Damaged components can be repaired. However, instead of repairing it back to 100%, your damage control teams can only repair a component to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat (also colloquially known as repair cap); for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp&lt;br /&gt;
&lt;br /&gt;
There is one an exception to this rule, a component can always be repaired to it&#039;s minimum functioning threshold hp + Max Repair, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 from min function + 150 from 10% max repair), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)&lt;br /&gt;
&lt;br /&gt;
Each component can only be repaired by three teams at once, one team for repairing HP and two teams for repairing debuffs. If there are no debuffs then only the one team will repair HP; and vice versa if there is no more hp to repair then only two teams will repair debuffs&lt;br /&gt;
&lt;br /&gt;
Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team&lt;br /&gt;
&lt;br /&gt;
Damage control teams speed in m/s is equal to &amp;lt;math&amp;gt;\text{movespeed}\times 2.5&amp;lt;/math&amp;gt;. The stats on the wiki has already performed this conversion.&lt;br /&gt;
&lt;br /&gt;
==== Damage Control priorities ====&lt;br /&gt;
Every ship has a damage control dispatcher that assigns DC teams to repair jobs and manages repair priorities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; padding: 10px; border-style: solid; background-color:lightgray; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
DC dispatcher example list&lt;br /&gt;
&lt;br /&gt;
Given a ship that has:&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged drive (Critical prio) with atmo leak, fire, overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged cic (high prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged magazine (med prio) with ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged DC locker (low prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the lists will look something like this:&lt;br /&gt;
&lt;br /&gt;
Primary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Atmo leak&amp;lt;br /&amp;gt;&lt;br /&gt;
- CIC hp&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magazine Ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary:&amp;lt;br /&amp;gt;&lt;br /&gt;
-Drive HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-Magazine HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-DC locker HP&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dispatcher has a primary and secondary repair job list. These lists are filled with repair jobs, which include both damaged components and debuffs (aka critical events) that need repair. Each Component adds their repair jobs to the lists according to the component&#039;s DC priority stat (normally a hidden stat), in the event of ties, components higher in the component list are prioritized and will add their debuffs to the list first. &lt;br /&gt;
&lt;br /&gt;
Within each component, up to two debuffs events are added to the list. Catastrophics are prioritized first and always added to the primary list. Then, regular debuffs are added (up to the two debuff cap), starting from the top of the component&#039;s debuffs list as seen in the DC board. These debuffs are added to the primary list if the component is still alive, and added to the secondary list if destroyed (unless the component is manually prioritized). Then, the component adds its HP repair to the secondary list. If the component has no debuffs and has medium or higher DC priority, it instead adds its HP repair to the primary list&lt;br /&gt;
&lt;br /&gt;
Using these lists, the DC team then assigns teams to the repair jobs in the list, satisfying all jobs in the primary list before filling secondary jobs&lt;br /&gt;
&lt;br /&gt;
Damage control teams from DC lockers higher in the component list are tasked to jobs first. eg, DC teams from compartment 1&#039;s locker will be assigned to tasks before DC teams from compartment 2&#039;s locker, regardless of difference in team move speed, repair speed, or distance to damaged component. The only exception to this rule is if there is already a DC team in that component; it will be tasked to work on repairs immediately. However, this will not be performed for repair jobs in the secondary list, those jobs will summon another DC team even if there is an idle DC team in the same component.&lt;br /&gt;
&amp;lt;!-- Not complete, there were some details that I didn&#039;t understand esp with restores and prio, refer to DamageControlDispatcher.SortAndAssignJobs(), HullComponent.GetAvailableDCJobs() -d0d0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repair team casualties ====&lt;br /&gt;
Damage control teams themselves will only take losses if their current component is below 50% hp.&lt;br /&gt;
DC teams currently do not replenish, even if there is spare crew available&lt;br /&gt;
&#039;&#039;see: [[Crew]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
When a component loses all of its health, it becomes &#039;&#039;Destroyed&#039;&#039;. In this state, the component can no longer be hit by any further damage (and is therefore treated as empty space by attacks), nor will it be automatically repaired by the control team. To bring it back online, you need to spend the &#039;&#039;Restores&#039;&#039; provided in DC Lockers. By Shift+LClicking a destroyed component, you can order a damage control team to preform a restore on the destroyed component. After the restore progress is completed, the component is instantly repaired to its minimum functioning HP plus its max repair. Restores require 50 &amp;quot;hp&amp;quot; worth of work to apply.&lt;br /&gt;
&lt;br /&gt;
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward&lt;br /&gt;
&lt;br /&gt;
== Ship Status Board ==&lt;br /&gt;
On the top left of the game screen, every ship has a ship status board that shows the ship&#039;s information. At the bottom right of the board, ship damage control status would be displayed.&lt;br /&gt;
;Fire Icon&lt;br /&gt;
: If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board. &lt;br /&gt;
;Active Debuffs&lt;br /&gt;
: If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.&lt;br /&gt;
;Destroyed components&lt;br /&gt;
: If there is at least one destroyed component, a red number will show up on ship status board. Hovering over the number would display what components are destroyed.&lt;br /&gt;
;Catastrophic Event&lt;br /&gt;
: If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship&#039;s status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.&lt;br /&gt;
&lt;br /&gt;
== Debuffs/Catastrophic Events ==&lt;br /&gt;
&lt;br /&gt;
Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship&#039;s performance, or even obliterate your ship entirely.&lt;br /&gt;
&lt;br /&gt;
Damage has a chance of causing debuffs on components. This chance is calculated by &amp;lt;math&amp;gt;\exp\left( -3Hp-0.5\right)\times C&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;Hp&amp;lt;/math&amp;gt; is the current Hp percentage as a decimal and &amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at &amp;amp;sim;3% and increases to &amp;amp;sim;60% as the component takes damage.&lt;br /&gt;
&lt;br /&gt;
This crit then has a chance of being a catastrophic based on the component&#039;s Catastrophic event probability.&lt;br /&gt;
&lt;br /&gt;
The time to repair a debuff is determined by the repair speed of the DC team and the repair work required&lt;br /&gt;
&lt;br /&gt;
=== Debuffs list ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Debuffs effects list&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Stat Affected		!! Modifier !! RepairWork&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| component-workspeed		|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| component-workspeed		|| -20% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| component-workspeed		|| -20% || 40&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| powerplant-prodefficiency || +25% || 65&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| powerplant-prodefficiency || -50% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| component-workspeed		|| -20% || 60&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| discreteweapon-reload, discreteweapon-recycle || +75%, +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| sensor-power				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| muzzle-accuracy (spread)	|| +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured 		|| Heatsink Ruptured		|| continuousweapon-cooldown, continuousweapon-overheatdamageprob|| +75%, +90% || 15&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| sensor-gain				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| sensor-maxposerror, sensor-maxvelerror	|| +100%, +100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| turret-traverse, turret-elevate (rotation speed)	|| -80%, -80%|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| continuousweapon-directdamagemultiplier	|| -66% || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%&lt;br /&gt;
* There are two types of Antenna Bent, and while they have different internal names, in-game there&#039;s no way to tell which type of debuff is in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Casualty class determines the voicelines that play when the debuff is incurred&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Affected class !! Required Condition !! Casualty class !! On-hitOnly !! Rare (catastrophic)&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| CrewedComponent || none || Decompression || TRUE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| HullComponent || none || Fire || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| DriveComponent || none || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| BulkMagazineComponent&amp;lt;ref&amp;gt;BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| PowerplantComponent || none || Engineering || FALSE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| PowerplantComponent || none || Engineering || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| BaseCellLauncherComponent || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| Container Bank&amp;lt;ref&amp;gt;Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it&#039;s overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means container banks likely has a different key as otherwise the regular cell cookoff would block it.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| DiscreteWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| WeaponComponent || HasIntegratedFC || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| WeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured			|| Heatsink Ruptured		|| ContinuousWeaponComponent || HasCooldown || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent, TurretedContinuousWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams&amp;lt;ref&amp;gt;Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.&amp;lt;/ref&amp;gt; || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ComponentClassInheritance.png|alt=Component Class Hierarchy|Component class hierarchy. Child classes inherit the crits of their parents.]]&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
Fires deal damage over time and can spread to different components&lt;br /&gt;
Every 30 seconds, fires deal 5% of the component&#039;s max HP as damage (ignores DR), with 10% crew vulnerability modifier&lt;br /&gt;
Every 45 seconds, fires have a 25% chance to spread to a component within 12.5m&lt;br /&gt;
&lt;br /&gt;
A few other debuffs will also deal damage like fire, but will not spread. This includes Cookoffs and Reactor Overloads&lt;br /&gt;
&lt;br /&gt;
=== Rare Debuffs/Catastrophic Events ===&lt;br /&gt;
There are currently 3 types of catastrophic events in game. &#039;&#039;Reactor Overload&#039;&#039;, &#039;&#039;Fuel Line Fire&#039;&#039;, and &#039;&#039;Magazine Cookoff&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Reactor Overload ====&lt;br /&gt;
Reactor Overload is a event that would require immediate intervention of the damage control team to prevent a devastating explosion. If 65 points of repair work is not completed within 120 seconds, the reactor detonates in a gigantic explosion that completely destroys ship, and shreds a significant amount of armor off other nearby ships caught within the 1.5km explosion radius. The explosion also creates very strong radar jamming effect in all directions that is strong enough to break bullseye locks.&lt;br /&gt;
&lt;br /&gt;
Reactor Overload explosions have a blast radius of 1.5km, dealing less damage against ships at the edge of the radius. The explosion shreds 200cm-20cm of armor, and if it fully shreds armor, will deal 1500 - 450 damage spread across the ship. Reactor overloads are guarenteed to hit every munition (missiles, mines, etc) in radius.&lt;br /&gt;
&lt;br /&gt;
The jamming effect has a maximum range of 7.5km, 2500kw, 1dB gain, and lasts for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Emergency reactor shutdown =====&lt;br /&gt;
Emergency reactor shutdowns can be initiated by the player to clear reactor overloads. They will stop all power and propulsion on the ship for 60 seconds. &lt;br /&gt;
&lt;br /&gt;
30 seconds into the shutdown, all reactor overloads will be cleared, and any component that had an overload will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Note that shutdown is only effective on overloads, and will not stop fuel fires or cookoffs.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Line Fires ====&lt;br /&gt;
Fuel Line fires can appear on drives or reactors. If 40 points of repair work is not completed within 100 seconds, it will cause multiple small purple explosions to erupt across the ship, dealing heavy damage across the ship&lt;br /&gt;
&lt;br /&gt;
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,&amp;lt;ref&amp;gt;More specifically, it looks at how long the ship&#039;s bounding radius is, and then multiplies that by a random float between 2-4&amp;lt;/ref&amp;gt; eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.&lt;br /&gt;
&lt;br /&gt;
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius. Explosions happen every 0.2-0.5 secs until the amount of explosions are reached.&lt;br /&gt;
&lt;br /&gt;
==== Magazine/Cell Cookoff ====&lt;br /&gt;
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 30 points of repair work is not completed within 80 seconds, it will create a large explosion inside the ship, dealing massive damage to the area around magazine (3000 damage spread among components within 50m, shreds armor in 60m radius)&lt;br /&gt;
When a Magazine Cook-off is in progress, you can hear crackling sound effects in the vicinity of the ship.&lt;br /&gt;
&lt;br /&gt;
Container bank cookoffs require 65pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.&lt;br /&gt;
&lt;br /&gt;
== Damage Control Board ==&lt;br /&gt;
The Damage Control Board is displayed at the bottom right of the screen, whenever a ship is selected. It shows the ship&#039;s silhouette with colored boxes depicting the ships components. The color of the box indicates the component&#039;s health: bright green(high health), yellow(medium health), red(low health) and grey(destroyed).&amp;lt;ref&amp;gt;These colors are for the default color settings. Colorblindness settings will change the colors.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from the ship&#039;s abstract, a couple of numbers are shown on the top of DC Board.&lt;br /&gt;
=== DMG ===&lt;br /&gt;
DMG shows how many components on ship is damaged or destroyed, individual thrusters and integrated antennas are also included.&lt;br /&gt;
=== TMS ===&lt;br /&gt;
TMS shows how many damage control teams are still operational, and how many are working. For example, for a indication of 1/2, it means 1 of the 2 teams are currently assigned with tasks.&lt;br /&gt;
=== RES ===&lt;br /&gt;
RES shows how many available restores do you have on ship. DC lockers that are destroyed with restores in them would not contribute to this number. However, it is feasible to spend 1 restore to repair a destroyed [[component:large-dc-locker|Large DC Locker]] with 2 restores in it, to get 1 additional restore back. This is often referred to as &#039;&#039;chain restoring&#039;&#039;.&lt;br /&gt;
Restore would only be conducted if the player explicitly commanded this operation by Shift+LClicking a destroyed component, this would add a purple dotted outline over the component.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize ===&lt;br /&gt;
Player can prioritize the repair of a non-destroyed component by Shift+LClicking it, this is indicated by a blue dotted outline around the component.&lt;br /&gt;
=== Filtering ===&lt;br /&gt;
When the DC Board is expanded, there is a filter provided at the top left of the board. Player may select/deselect different categories to reduce clutter on the DC Board.&lt;br /&gt;
&lt;br /&gt;
== DC Components ==&lt;br /&gt;
There are currently 3 types of DC-related components.&lt;br /&gt;
&lt;br /&gt;
=== DC Lockers ===&lt;br /&gt;
Each DC lockers provide you with certain numbers of DC Teams and Restores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|DC Locker Type !!rowspan=&amp;quot;2&amp;quot;|DC Teams !!colspan=&amp;quot;4&amp;quot;|Repair Rate !!rowspan=&amp;quot;2&amp;quot;|Movement Speed !!rowspan=&amp;quot;2&amp;quot;|Restores&lt;br /&gt;
|-&lt;br /&gt;
! General !! Restore !! Firefighting !! Reactor Overload&lt;br /&gt;
|- &lt;br /&gt;
| [[component:small-dc-locker|Small DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-dc-locker|Reinforced DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-locker|Large DC Locker]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rapid-dc-locker|Rapid DC Locker]] || 1 || 0.3 || 0 || 0.3 || 0.3 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DC Buffing Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Repair Speed !! Move Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-workshop|Small Workshop]] || 30% || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-central|Damage Control Central]] || 10% || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safety Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[component:fire-suppression-system|Fire Suppression System:]] || Catastrophic Event Prob. (Cell launcher): -50%&lt;br /&gt;
Catastrophic Event Prob. (Magazine): -50%&lt;br /&gt;
Firefighting Speed: +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:redundant-reactor-failsafes| Redundant Reactor Failsafes:]] || Catastrophic Event Prob. (Reactor): -33%&lt;br /&gt;
Reactor Overload Repair Speed: +30%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-thruster-nozzles| Reinforced Thruster Nozzles:]] || Flank Damage Probability: -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=541</id>
		<title>Damage Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=541"/>
		<updated>2024-10-22T12:27:50Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* DC Lockers */  fixed repair rate rowspan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Shooting weapons at hostiles is just one part of space combat, and the other part often involves taking shots. Sooner or later, your ship will catch on fire, have a leak, or have its internal components damaged beyond use.&lt;br /&gt;
And when that happens, your on-board damage control team will kick in and save your day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Definition of components ===&lt;br /&gt;
Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module.&lt;br /&gt;
When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of component malfunction and repairs.&lt;br /&gt;
For detailed information on damage mechanics, see [[Component_Damage |Component Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Inoperable components ====&lt;br /&gt;
Most components have a hidden attribute called &#039;&#039;Functioning Threshold&#039;&#039;, (aka Functioning Threshold). If a component&#039;s HP is reduced below this threshold, it will cease to function, and requires repairs to operate again.&lt;br /&gt;
&lt;br /&gt;
=== Damage Control teams ===&lt;br /&gt;
Damaged components can be repaired. However, instead of repairing it back to 100%, your damage control teams can only repair a component to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat (also colloquially known as repair cap); for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp&lt;br /&gt;
&lt;br /&gt;
There is one an exception to this rule, a component can always be repaired to it&#039;s minimum functioning threshold hp + Max Repair, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 from min function + 150 from 10% max repair), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)&lt;br /&gt;
&lt;br /&gt;
Each component can only be repaired by three teams at once, one team for repairing HP and two teams for repairing debuffs. If there are no debuffs then only the one team will repair HP; and vice versa if there is no more hp to repair then only two teams will repair debuffs&lt;br /&gt;
&lt;br /&gt;
Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team&lt;br /&gt;
&lt;br /&gt;
Damage control teams speed in m/s is equal to &amp;lt;math&amp;gt;\text{movespeed}\times 2.5&amp;lt;/math&amp;gt;. The stats on the wiki has already performed this conversion.&lt;br /&gt;
&lt;br /&gt;
==== Damage Control priorities ====&lt;br /&gt;
Every ship has a damage control dispatcher that assigns DC teams to repair jobs and manages repair priorities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; padding: 10px; border-style: solid; background-color:lightgray; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
DC dispatcher example list&lt;br /&gt;
&lt;br /&gt;
Given a ship that has:&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged drive (Critical prio) with atmo leak, fire, overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged cic (high prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged magazine (med prio) with ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged DC locker (low prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the lists will look something like this:&lt;br /&gt;
&lt;br /&gt;
Primary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Atmo leak&amp;lt;br /&amp;gt;&lt;br /&gt;
- CIC hp&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magazine Ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary:&amp;lt;br /&amp;gt;&lt;br /&gt;
-Drive HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-Magazine HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-DC locker HP&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dispatcher has a primary and secondary repair job list. These lists are filled with repair jobs, which include both damaged components and debuffs (aka critical events) that need repair. Each Component adds their repair jobs to the lists according to the component&#039;s DC priority stat (normally a hidden stat), in the event of ties, components higher in the component list are prioritized and will add their debuffs to the list first. &lt;br /&gt;
&lt;br /&gt;
Within each component, up to two debuffs events are added to the list. Catastrophics are prioritized first and always added to the primary list. Then, regular debuffs are added (up to the two debuff cap), starting from the top of the component&#039;s debuffs list as seen in the DC board. These debuffs are added to the primary list if the component is still alive, and added to the secondary list if destroyed (unless the component is manually prioritized). Then, the component adds its HP repair to the secondary list. If the component has no debuffs and has medium or higher DC priority, it instead adds its HP repair to the primary list&lt;br /&gt;
&lt;br /&gt;
Using these lists, the DC team then assigns teams to the repair jobs in the list, satisfying all jobs in the primary list before filling secondary jobs&lt;br /&gt;
&lt;br /&gt;
Damage control teams from DC lockers higher in the component list are tasked to jobs first. eg, DC teams from compartment 1&#039;s locker will be assigned to tasks before DC teams from compartment 2&#039;s locker, regardless of difference in team move speed, repair speed, or distance to damaged component. The only exception to this rule is if there is already a DC team in that component; it will be tasked to work on repairs immediately. However, this will not be performed for repair jobs in the secondary list, those jobs will summon another DC team even if there is an idle DC team in the same component.&lt;br /&gt;
&amp;lt;!-- Not complete, there were some details that I didn&#039;t understand esp with restores and prio, refer to DamageControlDispatcher.SortAndAssignJobs(), HullComponent.GetAvailableDCJobs() -d0d0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repair team casualties ====&lt;br /&gt;
Damage control teams themselves will only take losses if their current component is below 50% hp.&lt;br /&gt;
DC teams currently do not replenish, even if there is spare crew available&lt;br /&gt;
&#039;&#039;see: [[Crew]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
When a component loses all of its health, it becomes &#039;&#039;Destroyed&#039;&#039;. In this state, the component can no longer be hit by any further damage (and is therefore treated as empty space by attacks), nor will it be automatically repaired by the control team. To bring it back online, you need to spend the &#039;&#039;Restores&#039;&#039; provided in DC Lockers. By Shift+LClicking a destroyed component, you can order a damage control team to preform a restore on the destroyed component. After the restore progress is completed, the component is instantly repaired to its minimum functioning HP plus its max repair. Restores require 50 &amp;quot;hp&amp;quot; worth of work to apply.&lt;br /&gt;
&lt;br /&gt;
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward&lt;br /&gt;
&lt;br /&gt;
== Ship Status Board ==&lt;br /&gt;
On the top left of the game screen, every ship has a ship status board that shows the ship&#039;s information. At the bottom right of the board, ship damage control status would be displayed.&lt;br /&gt;
;Fire Icon&lt;br /&gt;
: If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board. &lt;br /&gt;
;Active Debuffs&lt;br /&gt;
: If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.&lt;br /&gt;
;Destroyed components&lt;br /&gt;
: If there is at least one destroyed component, a red number will show up on ship status board. Hovering over the number would display what components are destroyed.&lt;br /&gt;
;Catastrophic Event&lt;br /&gt;
: If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship&#039;s status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.&lt;br /&gt;
&lt;br /&gt;
== Debuffs/Catastrophic Events ==&lt;br /&gt;
&lt;br /&gt;
Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship&#039;s performance, or even obliterate your ship entirely.&lt;br /&gt;
&lt;br /&gt;
Damage has a chance of causing debuffs on components. This chance is calculated by &amp;lt;math&amp;gt;\exp\left( -3Hp-0.5\right)\times C&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;Hp&amp;lt;/math&amp;gt; is the current Hp percentage as a decimal and &amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at &amp;amp;sim;3% and increases to &amp;amp;sim;60% as the component takes damage.&lt;br /&gt;
&lt;br /&gt;
This crit then has a chance of being a catastrophic based on the component&#039;s Catastrophic event probability.&lt;br /&gt;
&lt;br /&gt;
The time to repair a debuff is determined by the repair speed of the DC team and the repair work required&lt;br /&gt;
&lt;br /&gt;
=== Debuffs list ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Debuffs effects list&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Stat Affected		!! Modifier !! RepairWork&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| component-workspeed		|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| component-workspeed		|| -20% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| component-workspeed		|| -20% || 40&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| powerplant-prodefficiency || +25% || 65&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| powerplant-prodefficiency || -50% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| component-workspeed		|| -20% || 60&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| discreteweapon-reload, discreteweapon-recycle || +75%, +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| sensor-power				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| muzzle-accuracy (spread)	|| +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured 		|| Heatsink Ruptured		|| continuousweapon-cooldown, continuousweapon-overheatdamageprob|| +75%, +90% || 15&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| sensor-gain				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| sensor-maxposerror, sensor-maxvelerror	|| +100%, +100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| turret-traverse, turret-elevate (rotation speed)	|| -80%, -80%|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| continuousweapon-directdamagemultiplier	|| -66% || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%&lt;br /&gt;
* There are two types of Antenna Bent, and while they have different internal names, in-game there&#039;s no way to tell which type of debuff is in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Casualty class determines the voicelines that play when the debuff is incurred&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Affected class !! Required Condition !! Casualty class !! On-hitOnly !! Rare (catastrophic)&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| CrewedComponent || none || Decompression || TRUE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| HullComponent || none || Fire || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| DriveComponent || none || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| BulkMagazineComponent&amp;lt;ref&amp;gt;BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| PowerplantComponent || none || Engineering || FALSE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| PowerplantComponent || none || Engineering || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| BaseCellLauncherComponent || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| Container Bank&amp;lt;ref&amp;gt;Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it&#039;s overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means container banks likely has a different key as otherwise the regular cell cookoff would block it.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| DiscreteWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| WeaponComponent || HasIntegratedFC || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| WeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured			|| Heatsink Ruptured		|| ContinuousWeaponComponent || HasCooldown || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent, TurretedContinuousWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams&amp;lt;ref&amp;gt;Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.&amp;lt;/ref&amp;gt; || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ComponentClassInheritance.png|alt=Component Class Hierarchy|Component class hierarchy. Child classes inherit the crits of their parents.]]&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
Fires deal damage over time and can spread to different components&lt;br /&gt;
Every 30 seconds, fires deal 5% of the component&#039;s max HP as damage (ignores DR), with 10% crew vulnerability modifier&lt;br /&gt;
Every 45 seconds, fires have a 25% chance to spread to a component within 12.5m&lt;br /&gt;
&lt;br /&gt;
A few other debuffs will also deal damage like fire, but will not spread. This includes Cookoffs and Reactor Overloads&lt;br /&gt;
&lt;br /&gt;
=== Rare Debuffs/Catastrophic Events ===&lt;br /&gt;
There are currently 3 types of catastrophic events in game. &#039;&#039;Reactor Overload&#039;&#039;, &#039;&#039;Fuel Line Fire&#039;&#039;, and &#039;&#039;Magazine Cookoff&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Reactor Overload ====&lt;br /&gt;
Reactor Overload is a event that would require immediate intervention of the damage control team to prevent a devastating explosion. If 65 points of repair work is not completed within 120 seconds, the reactor detonates in a gigantic explosion that completely destroys ship, and shreds a significant amount of armor off other nearby ships caught within the 1.5km explosion radius. The explosion also creates very strong radar jamming effect in all directions that is strong enough to break bullseye locks.&lt;br /&gt;
&lt;br /&gt;
Reactor Overload explosions have a blast radius of 1.5km, dealing less damage against ships at the edge of the radius. The explosion shreds 200cm-20cm of armor, and if it fully shreds armor, will deal 1500 - 450 damage spread across the ship. Reactor overloads are guarenteed to hit every munition (missiles, mines, etc) in radius.&lt;br /&gt;
&lt;br /&gt;
The jamming effect has a maximum range of 7.5km, 2500kw, 1dB gain, and lasts for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Emergency reactor shutdown =====&lt;br /&gt;
Emergency reactor shutdowns can be initiated by the player to clear reactor overloads. They will stop all power and propulsion on the ship for 60 seconds. &lt;br /&gt;
&lt;br /&gt;
30 seconds into the shutdown, all reactor overloads will be cleared, and any component that had an overload will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Note that shutdown is only effective on overloads, and will not stop fuel fires or cookoffs.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Line Fires ====&lt;br /&gt;
Fuel Line fires can appear on drives or reactors. If 40 points of repair work is not completed within 100 seconds, it will cause multiple small purple explosions to erupt across the ship, dealing heavy damage across the ship&lt;br /&gt;
&lt;br /&gt;
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,&amp;lt;ref&amp;gt;More specifically, it looks at how long the ship&#039;s bounding radius is, and then multiplies that by a random float between 2-4&amp;lt;/ref&amp;gt; eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.&lt;br /&gt;
&lt;br /&gt;
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius. Explosions happen every 0.2-0.5 secs until the amount of explosions are reached.&lt;br /&gt;
&lt;br /&gt;
==== Magazine/Cell Cookoff ====&lt;br /&gt;
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 30 points of repair work is not completed within 80 seconds, it will create a large explosion inside the ship, dealing massive damage to the area around magazine (3000 damage spread among components within 50m, shreds armor in 60m radius)&lt;br /&gt;
When a Magazine Cook-off is in progress, you can hear crackling sound effects in the vicinity of the ship.&lt;br /&gt;
&lt;br /&gt;
Container bank cookoffs require 65pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.&lt;br /&gt;
&lt;br /&gt;
== Damage Control Board ==&lt;br /&gt;
The Damage Control Board is displayed at the bottom right of the screen, whenever a ship is selected. It shows the ship&#039;s silhouette with colored boxes depicting the ships components. The color of the box indicates the component&#039;s health: bright green(high health), yellow(medium health), red(low health) and grey(destroyed).&amp;lt;ref&amp;gt;These colors are for the default color settings. Colorblindness settings will change the colors.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from the ship&#039;s abstract, a couple of numbers are shown on the top of DC Board.&lt;br /&gt;
=== DMG ===&lt;br /&gt;
DMG shows how many components on ship is damaged or destroyed, individual thrusters and integrated antennas are also included.&lt;br /&gt;
=== TMS ===&lt;br /&gt;
TMS shows how many damage control teams are still operational, and how many are working. For example, for a indication of 1/2, it means 1 of the 2 teams are currently assigned with tasks.&lt;br /&gt;
=== RES ===&lt;br /&gt;
RES shows how many available restores do you have on ship. DC lockers that are destroyed with restores in them would not contribute to this number. However, it is feasible to spend 1 restore to repair a destroyed [[component:large-dc-locker|Large DC Locker]] with 2 restores in it, to get 1 additional restore back. This is often referred to as &#039;&#039;chain restoring&#039;&#039;.&lt;br /&gt;
Restore would only be conducted if the player explicitly commanded this operation by Shift+LClicking a destroyed component, this would add a purple dotted outline over the component.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize ===&lt;br /&gt;
Player can prioritize the repair of a non-destroyed component by Shift+LClicking it, this is indicated by a blue dotted outline around the component.&lt;br /&gt;
=== Filtering ===&lt;br /&gt;
When the DC Board is expanded, there is a filter provided at the top left of the board. Player may select/deselect different categories to reduce clutter on the DC Board.&lt;br /&gt;
&lt;br /&gt;
== DC Components ==&lt;br /&gt;
There are currently 3 types of DC-related components.&lt;br /&gt;
&lt;br /&gt;
=== DC Lockers ===&lt;br /&gt;
Each DC lockers provide you with certain numbers of DC Teams and Restores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|DC Locker Type !!rowspan=&amp;quot;2&amp;quot;|DC Teams !!colspan=&amp;quot;4&amp;quot;|Repair Rate !!rowspan=&amp;quot;2&amp;quot;|Movement Speed !!rowspan=&amp;quot;2&amp;quot;|Restores&lt;br /&gt;
|-&lt;br /&gt;
! General !! Restore !! Firefighting !! Reactor Overload&lt;br /&gt;
|- &lt;br /&gt;
| [[component:small-dc-locker|Small DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-dc-locker|Reinforced DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-locker|Large DC Locker]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rapid-dc-locker|Rapid DC Locker]] || 1 || 0.3 || 0 || 0.3 || 0.3 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DC Buffing Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Repair Speed !! Move Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-workshop|Small Workshop]] || 30% || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-central|Damage Control Central]] || 10% || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safety Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[component:launcher-deluge-system|Launcher Deluge System:]] || Catastrophic Event Prob. (Cell launcher): -50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:magazine-sprinklers|Magazine Sprinklers:]] || Catastrophic Event Prob. (Magazine): -50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:redundant-reactor-failsafes| Redundant Reactor Failsafes:]] || Catastrophic Event Prob. (Reactor): -33%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-thruster-nozzles| Reinforced Thruster Nozzles:]] || Flank Damage Probability: -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=540</id>
		<title>Damage Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=540"/>
		<updated>2024-10-22T12:26:57Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* DC Lockers */  updated DC table to break apart the repair stat, reflecting the latest patch. The numbers may not be correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Shooting weapons at hostiles is just one part of space combat, and the other part often involves taking shots. Sooner or later, your ship will catch on fire, have a leak, or have its internal components damaged beyond use.&lt;br /&gt;
And when that happens, your on-board damage control team will kick in and save your day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Definition of components ===&lt;br /&gt;
Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module.&lt;br /&gt;
When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of component malfunction and repairs.&lt;br /&gt;
For detailed information on damage mechanics, see [[Component_Damage |Component Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Inoperable components ====&lt;br /&gt;
Most components have a hidden attribute called &#039;&#039;Functioning Threshold&#039;&#039;, (aka Functioning Threshold). If a component&#039;s HP is reduced below this threshold, it will cease to function, and requires repairs to operate again.&lt;br /&gt;
&lt;br /&gt;
=== Damage Control teams ===&lt;br /&gt;
Damaged components can be repaired. However, instead of repairing it back to 100%, your damage control teams can only repair a component to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat (also colloquially known as repair cap); for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp&lt;br /&gt;
&lt;br /&gt;
There is one an exception to this rule, a component can always be repaired to it&#039;s minimum functioning threshold hp + Max Repair, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 from min function + 150 from 10% max repair), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)&lt;br /&gt;
&lt;br /&gt;
Each component can only be repaired by three teams at once, one team for repairing HP and two teams for repairing debuffs. If there are no debuffs then only the one team will repair HP; and vice versa if there is no more hp to repair then only two teams will repair debuffs&lt;br /&gt;
&lt;br /&gt;
Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team&lt;br /&gt;
&lt;br /&gt;
Damage control teams speed in m/s is equal to &amp;lt;math&amp;gt;\text{movespeed}\times 2.5&amp;lt;/math&amp;gt;. The stats on the wiki has already performed this conversion.&lt;br /&gt;
&lt;br /&gt;
==== Damage Control priorities ====&lt;br /&gt;
Every ship has a damage control dispatcher that assigns DC teams to repair jobs and manages repair priorities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; padding: 10px; border-style: solid; background-color:lightgray; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
DC dispatcher example list&lt;br /&gt;
&lt;br /&gt;
Given a ship that has:&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged drive (Critical prio) with atmo leak, fire, overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged cic (high prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged magazine (med prio) with ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged DC locker (low prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the lists will look something like this:&lt;br /&gt;
&lt;br /&gt;
Primary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Atmo leak&amp;lt;br /&amp;gt;&lt;br /&gt;
- CIC hp&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magazine Ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary:&amp;lt;br /&amp;gt;&lt;br /&gt;
-Drive HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-Magazine HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-DC locker HP&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dispatcher has a primary and secondary repair job list. These lists are filled with repair jobs, which include both damaged components and debuffs (aka critical events) that need repair. Each Component adds their repair jobs to the lists according to the component&#039;s DC priority stat (normally a hidden stat), in the event of ties, components higher in the component list are prioritized and will add their debuffs to the list first. &lt;br /&gt;
&lt;br /&gt;
Within each component, up to two debuffs events are added to the list. Catastrophics are prioritized first and always added to the primary list. Then, regular debuffs are added (up to the two debuff cap), starting from the top of the component&#039;s debuffs list as seen in the DC board. These debuffs are added to the primary list if the component is still alive, and added to the secondary list if destroyed (unless the component is manually prioritized). Then, the component adds its HP repair to the secondary list. If the component has no debuffs and has medium or higher DC priority, it instead adds its HP repair to the primary list&lt;br /&gt;
&lt;br /&gt;
Using these lists, the DC team then assigns teams to the repair jobs in the list, satisfying all jobs in the primary list before filling secondary jobs&lt;br /&gt;
&lt;br /&gt;
Damage control teams from DC lockers higher in the component list are tasked to jobs first. eg, DC teams from compartment 1&#039;s locker will be assigned to tasks before DC teams from compartment 2&#039;s locker, regardless of difference in team move speed, repair speed, or distance to damaged component. The only exception to this rule is if there is already a DC team in that component; it will be tasked to work on repairs immediately. However, this will not be performed for repair jobs in the secondary list, those jobs will summon another DC team even if there is an idle DC team in the same component.&lt;br /&gt;
&amp;lt;!-- Not complete, there were some details that I didn&#039;t understand esp with restores and prio, refer to DamageControlDispatcher.SortAndAssignJobs(), HullComponent.GetAvailableDCJobs() -d0d0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repair team casualties ====&lt;br /&gt;
Damage control teams themselves will only take losses if their current component is below 50% hp.&lt;br /&gt;
DC teams currently do not replenish, even if there is spare crew available&lt;br /&gt;
&#039;&#039;see: [[Crew]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
When a component loses all of its health, it becomes &#039;&#039;Destroyed&#039;&#039;. In this state, the component can no longer be hit by any further damage (and is therefore treated as empty space by attacks), nor will it be automatically repaired by the control team. To bring it back online, you need to spend the &#039;&#039;Restores&#039;&#039; provided in DC Lockers. By Shift+LClicking a destroyed component, you can order a damage control team to preform a restore on the destroyed component. After the restore progress is completed, the component is instantly repaired to its minimum functioning HP plus its max repair. Restores require 50 &amp;quot;hp&amp;quot; worth of work to apply.&lt;br /&gt;
&lt;br /&gt;
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward&lt;br /&gt;
&lt;br /&gt;
== Ship Status Board ==&lt;br /&gt;
On the top left of the game screen, every ship has a ship status board that shows the ship&#039;s information. At the bottom right of the board, ship damage control status would be displayed.&lt;br /&gt;
;Fire Icon&lt;br /&gt;
: If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board. &lt;br /&gt;
;Active Debuffs&lt;br /&gt;
: If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.&lt;br /&gt;
;Destroyed components&lt;br /&gt;
: If there is at least one destroyed component, a red number will show up on ship status board. Hovering over the number would display what components are destroyed.&lt;br /&gt;
;Catastrophic Event&lt;br /&gt;
: If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship&#039;s status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.&lt;br /&gt;
&lt;br /&gt;
== Debuffs/Catastrophic Events ==&lt;br /&gt;
&lt;br /&gt;
Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship&#039;s performance, or even obliterate your ship entirely.&lt;br /&gt;
&lt;br /&gt;
Damage has a chance of causing debuffs on components. This chance is calculated by &amp;lt;math&amp;gt;\exp\left( -3Hp-0.5\right)\times C&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;Hp&amp;lt;/math&amp;gt; is the current Hp percentage as a decimal and &amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at &amp;amp;sim;3% and increases to &amp;amp;sim;60% as the component takes damage.&lt;br /&gt;
&lt;br /&gt;
This crit then has a chance of being a catastrophic based on the component&#039;s Catastrophic event probability.&lt;br /&gt;
&lt;br /&gt;
The time to repair a debuff is determined by the repair speed of the DC team and the repair work required&lt;br /&gt;
&lt;br /&gt;
=== Debuffs list ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Debuffs effects list&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Stat Affected		!! Modifier !! RepairWork&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| component-workspeed		|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| component-workspeed		|| -20% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| component-workspeed		|| -20% || 40&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| powerplant-prodefficiency || +25% || 65&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| powerplant-prodefficiency || -50% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| component-workspeed		|| -20% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| component-workspeed		|| -20% || 60&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| discreteweapon-reload, discreteweapon-recycle || +75%, +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| sensor-power				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| muzzle-accuracy (spread)	|| +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured 		|| Heatsink Ruptured		|| continuousweapon-cooldown, continuousweapon-overheatdamageprob|| +75%, +90% || 15&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| sensor-gain				|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| sensor-maxposerror, sensor-maxvelerror	|| +100%, +100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| turret-traverse, turret-elevate (rotation speed)	|| -80%, -80%|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| continuousweapon-directdamagemultiplier	|| -66% || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%&lt;br /&gt;
* There are two types of Antenna Bent, and while they have different internal names, in-game there&#039;s no way to tell which type of debuff is in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Casualty class determines the voicelines that play when the debuff is incurred&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Affected class !! Required Condition !! Casualty class !! On-hitOnly !! Rare (catastrophic)&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| CrewedComponent || none || Decompression || TRUE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| HullComponent || none || Fire || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| DriveComponent || none || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| BulkMagazineComponent&amp;lt;ref&amp;gt;BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| PowerplantComponent || none || Engineering || FALSE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| PowerplantComponent || none || Engineering || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| BaseCellLauncherComponent || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| Container Bank&amp;lt;ref&amp;gt;Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it&#039;s overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means container banks likely has a different key as otherwise the regular cell cookoff would block it.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| DiscreteWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| WeaponComponent || HasIntegratedFC || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| WeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured			|| Heatsink Ruptured		|| ContinuousWeaponComponent || HasCooldown || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent, TurretedContinuousWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams&amp;lt;ref&amp;gt;Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.&amp;lt;/ref&amp;gt; || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ComponentClassInheritance.png|alt=Component Class Hierarchy|Component class hierarchy. Child classes inherit the crits of their parents.]]&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
Fires deal damage over time and can spread to different components&lt;br /&gt;
Every 30 seconds, fires deal 5% of the component&#039;s max HP as damage (ignores DR), with 10% crew vulnerability modifier&lt;br /&gt;
Every 45 seconds, fires have a 25% chance to spread to a component within 12.5m&lt;br /&gt;
&lt;br /&gt;
A few other debuffs will also deal damage like fire, but will not spread. This includes Cookoffs and Reactor Overloads&lt;br /&gt;
&lt;br /&gt;
=== Rare Debuffs/Catastrophic Events ===&lt;br /&gt;
There are currently 3 types of catastrophic events in game. &#039;&#039;Reactor Overload&#039;&#039;, &#039;&#039;Fuel Line Fire&#039;&#039;, and &#039;&#039;Magazine Cookoff&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Reactor Overload ====&lt;br /&gt;
Reactor Overload is a event that would require immediate intervention of the damage control team to prevent a devastating explosion. If 65 points of repair work is not completed within 120 seconds, the reactor detonates in a gigantic explosion that completely destroys ship, and shreds a significant amount of armor off other nearby ships caught within the 1.5km explosion radius. The explosion also creates very strong radar jamming effect in all directions that is strong enough to break bullseye locks.&lt;br /&gt;
&lt;br /&gt;
Reactor Overload explosions have a blast radius of 1.5km, dealing less damage against ships at the edge of the radius. The explosion shreds 200cm-20cm of armor, and if it fully shreds armor, will deal 1500 - 450 damage spread across the ship. Reactor overloads are guarenteed to hit every munition (missiles, mines, etc) in radius.&lt;br /&gt;
&lt;br /&gt;
The jamming effect has a maximum range of 7.5km, 2500kw, 1dB gain, and lasts for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Emergency reactor shutdown =====&lt;br /&gt;
Emergency reactor shutdowns can be initiated by the player to clear reactor overloads. They will stop all power and propulsion on the ship for 60 seconds. &lt;br /&gt;
&lt;br /&gt;
30 seconds into the shutdown, all reactor overloads will be cleared, and any component that had an overload will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Note that shutdown is only effective on overloads, and will not stop fuel fires or cookoffs.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Line Fires ====&lt;br /&gt;
Fuel Line fires can appear on drives or reactors. If 40 points of repair work is not completed within 100 seconds, it will cause multiple small purple explosions to erupt across the ship, dealing heavy damage across the ship&lt;br /&gt;
&lt;br /&gt;
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,&amp;lt;ref&amp;gt;More specifically, it looks at how long the ship&#039;s bounding radius is, and then multiplies that by a random float between 2-4&amp;lt;/ref&amp;gt; eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.&lt;br /&gt;
&lt;br /&gt;
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius. Explosions happen every 0.2-0.5 secs until the amount of explosions are reached.&lt;br /&gt;
&lt;br /&gt;
==== Magazine/Cell Cookoff ====&lt;br /&gt;
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 30 points of repair work is not completed within 80 seconds, it will create a large explosion inside the ship, dealing massive damage to the area around magazine (3000 damage spread among components within 50m, shreds armor in 60m radius)&lt;br /&gt;
When a Magazine Cook-off is in progress, you can hear crackling sound effects in the vicinity of the ship.&lt;br /&gt;
&lt;br /&gt;
Container bank cookoffs require 65pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.&lt;br /&gt;
&lt;br /&gt;
== Damage Control Board ==&lt;br /&gt;
The Damage Control Board is displayed at the bottom right of the screen, whenever a ship is selected. It shows the ship&#039;s silhouette with colored boxes depicting the ships components. The color of the box indicates the component&#039;s health: bright green(high health), yellow(medium health), red(low health) and grey(destroyed).&amp;lt;ref&amp;gt;These colors are for the default color settings. Colorblindness settings will change the colors.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from the ship&#039;s abstract, a couple of numbers are shown on the top of DC Board.&lt;br /&gt;
=== DMG ===&lt;br /&gt;
DMG shows how many components on ship is damaged or destroyed, individual thrusters and integrated antennas are also included.&lt;br /&gt;
=== TMS ===&lt;br /&gt;
TMS shows how many damage control teams are still operational, and how many are working. For example, for a indication of 1/2, it means 1 of the 2 teams are currently assigned with tasks.&lt;br /&gt;
=== RES ===&lt;br /&gt;
RES shows how many available restores do you have on ship. DC lockers that are destroyed with restores in them would not contribute to this number. However, it is feasible to spend 1 restore to repair a destroyed [[component:large-dc-locker|Large DC Locker]] with 2 restores in it, to get 1 additional restore back. This is often referred to as &#039;&#039;chain restoring&#039;&#039;.&lt;br /&gt;
Restore would only be conducted if the player explicitly commanded this operation by Shift+LClicking a destroyed component, this would add a purple dotted outline over the component.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize ===&lt;br /&gt;
Player can prioritize the repair of a non-destroyed component by Shift+LClicking it, this is indicated by a blue dotted outline around the component.&lt;br /&gt;
=== Filtering ===&lt;br /&gt;
When the DC Board is expanded, there is a filter provided at the top left of the board. Player may select/deselect different categories to reduce clutter on the DC Board.&lt;br /&gt;
&lt;br /&gt;
== DC Components ==&lt;br /&gt;
There are currently 3 types of DC-related components.&lt;br /&gt;
&lt;br /&gt;
=== DC Lockers ===&lt;br /&gt;
Each DC lockers provide you with certain numbers of DC Teams and Restores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|DC Locker Type !!rowspan=&amp;quot;2&amp;quot;|DC Teams !! Repair Rate !!rowspan=&amp;quot;2&amp;quot;|Movement Speed !!rowspan=&amp;quot;2&amp;quot;|Restores&lt;br /&gt;
|-&lt;br /&gt;
! General !! Restore !! Firefighting !! Reactor Overload&lt;br /&gt;
|- &lt;br /&gt;
| [[component:small-dc-locker|Small DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-dc-locker|Reinforced DC Locker]] || 2 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-locker|Large DC Locker]] || 3 || 0.2 || 0.2 || 0.2 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rapid-dc-locker|Rapid DC Locker]] || 1 || 0.3 || 0 || 0.3 || 0.3 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DC Buffing Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Repair Speed !! Move Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-workshop|Small Workshop]] || 30% || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-central|Damage Control Central]] || 10% || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safety Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[component:launcher-deluge-system|Launcher Deluge System:]] || Catastrophic Event Prob. (Cell launcher): -50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:magazine-sprinklers|Magazine Sprinklers:]] || Catastrophic Event Prob. (Magazine): -50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:redundant-reactor-failsafes| Redundant Reactor Failsafes:]] || Catastrophic Event Prob. (Reactor): -33%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-thruster-nozzles| Reinforced Thruster Nozzles:]] || Flank Damage Probability: -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Component_Damage&amp;diff=539</id>
		<title>Component Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Component_Damage&amp;diff=539"/>
		<updated>2024-10-22T12:13:59Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Interior Density and Penetration Depth */  updated total armor equivalent for solomon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Each Component inside a ship has its own health pool. When [[Armor |armor]] has been penetrated, damage is dealt to components depending on direction of hit and the component&#039;s position in the ship.&lt;br /&gt;
&lt;br /&gt;
== Damage Mechanics ==&lt;br /&gt;
Most attacks will cast some kind of ray or sphere colliders (aka hitboxes) through the ship (some attacks even cast multiple colliders). This collider will damage components, though the specifics vary depending on damage type&lt;br /&gt;
&lt;br /&gt;
Components that are damaged below 0 HP will be destroyed (greyed out), and cannot be repaired unless a restore is used. However, there are two exceptions: Damage Threshold, and (Reinforced).&lt;br /&gt;
&lt;br /&gt;
==== Damage Threshold ====&lt;br /&gt;
&lt;br /&gt;
In order to destroy a component, the final &amp;quot;killing&amp;quot; hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.&lt;br /&gt;
&lt;br /&gt;
==== Reinforced ====&lt;br /&gt;
A reinforced component can only be killed once it&#039;s at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP&lt;br /&gt;
This means that a reinforced component with a DC team repairing it &#039;&#039;must&#039;&#039; be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP&lt;br /&gt;
(Note that DC teams inside nearly destroyed modules are very vulnerable to damage and can be killed quickly)&lt;br /&gt;
&lt;br /&gt;
The two hits do not have to be the same; any hit that brings the component down to 0 HP will count for the first hit, regardless of how little damage it deals or if it beats the component&#039;s DT. However, the second &amp;quot;greying&amp;quot; hit will have to beat DT as usual&lt;br /&gt;
&lt;br /&gt;
Note that the reinforced tag is only &amp;quot;stripped&amp;quot; in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is spaced a moment afterwards, it will break through as expected.&lt;br /&gt;
&lt;br /&gt;
==== Damage Reduction ====&lt;br /&gt;
A Hull&#039;s Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.&lt;br /&gt;
&lt;br /&gt;
This modifier applies before damage threshold checks, and therefore massively amplifies the protective effect of Damage Threshold, especially against smaller munitions.&lt;br /&gt;
&lt;br /&gt;
DR begins increasing once 20% of the component slots are filled, and maximizes when 60% of the component slots are filled. Slot size does not matter, only the number of slots filled. Damage Reduction does not change as modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Damage reduction does not affect fire, bshort, or burnthrough damage. Some weapons ignore DR.&lt;br /&gt;
&lt;br /&gt;
=== Interior Density and Penetration Depth ===&lt;br /&gt;
&lt;br /&gt;
Just like real life ships, all ships in Nebulous also have internal structural bulkheads to provide redundancy against threats in space. In game, internal hull structure is generalized as a homogeneous interior density (Interior Armor Density Equivalent) measured in cm of armor per meter, with different hull classes having different densities. Some damage types use internal density to determine pendepth (see damage type section below). For example, if HEKP hits a Solomon and has 180cm of pen left over after penetrating armor, the Solomon&#039;s 1.2cm/m density means the penetrator can go up to 150 meters into the hull.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Interior Armor Density Equivalent of the Hulls&lt;br /&gt;
|-&lt;br /&gt;
! ANS Hull !! Interior Density (cm/m) !! Size (Length/Width/Height) !! Total Armor Equivalent (Front/Side/Top) !! Internal Armor Equivalent (F/S/T)&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 0.5 					|| 80/37/28m || 56/35/30cm || 40/19/14cm&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 0.5 					|| 96/35/40m || 78/48/50cm || 48/18/20cm&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 0.5 					|| 130/50/45m || 109/69/67cm || 65/25/23cm&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 1.00 					|| 215/62/60m || 275/122/120cm || 215/62/60cm&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 1.20 					|| 195/70/75m || 314/164/170cm || 234/84/90cm&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 1.20 					|| 285/80/105m || 454/208/238cm || 342/96/126cm&lt;br /&gt;
|-&lt;br /&gt;
! OSP Hull !! Interior Density (cm/m) !! Size (L/W/H) !! Total Armor Equivalent (F/S/T) !! Internal Armor Equivalent (F/S/T)&lt;br /&gt;
|-&lt;br /&gt;
| Ferryman || 0.5 					|| 68/36/23m 	|| 44/28/22cm || 34/18/12cm&lt;br /&gt;
|-&lt;br /&gt;
| Draugr || 0.5 					|| 87/53/40m 	|| 54/37/30cm || 44/27/20cm&lt;br /&gt;
|-&lt;br /&gt;
| Flathead || 0.75 					|| 128/56/52m 	|| 216/162/159cm || 96/42/39cm&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 1.2 					|| 210/50/75m 	|| 312/120/150cm || 252/60/90cm&lt;br /&gt;
|-&lt;br /&gt;
| Marauder || 0.25 					|| 309/90/115m&amp;lt;ref name=&amp;quot;lnsize&amp;quot;&amp;gt;Lineships have variable dimensions due to their randomized layouts, and therefore the interior armor density stats are not accurate for all layouts.&amp;lt;/ref&amp;gt; || 118/63/69cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 78/23/29cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Moorline || 0.25 					|| 345/100/110m&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 127/65/68cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 87/25/28cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most damage types have a minimum pendepth of 15m. Even if the leftover penetration is 1cm, as long as it penetrates armor it will penetrate to 15m deep&lt;br /&gt;
&lt;br /&gt;
Some damage types have conditions that can stop the attack early or limit penetration depth, even if it would normally penetrate deeper.&lt;br /&gt;
&lt;br /&gt;
Some shells have a &amp;quot;Penetration Depth Override&amp;quot;&amp;lt;ref&amp;gt;Listed as _overrideComponentSearchDistance internally&amp;lt;/ref&amp;gt;; These shells only use pendepth for calculating overpen, and if the shell does not overpen, the shell&#039;s pendepth is guarenteed to reach the override distance. This override is not usually limited by anything, and is applied after the overpen check which means the override cannot cause an overpen on its own.&lt;br /&gt;
&lt;br /&gt;
=== Overpenetration ===&lt;br /&gt;
Shells that penetrate [[armor |armor]] and don&#039;t stop inside the hull due to fuzing, internal density, or armor at the exit point, will overpenetrate (overpen) and usually deal reduced damage against the ship (determined by the shell&#039;s overpenetration modifier). Most shell types also have reduced damage and different damage behaviors when overpenetrating.&lt;br /&gt;
&lt;br /&gt;
A shell that overpenetrates can continue on and hit other targets, but some of it&#039;s armor penetration will be &amp;quot;used up&amp;quot; and the shell will have reduced penetration. e.g. a shell with 110cm pen hitting a ship with 15cm armor will use up 30cm (ignoring angling and internal density) and after overpenetrating will only have 80cm pen against the next target.&lt;br /&gt;
&lt;br /&gt;
In some cases, the overpenetration vfx will play, but the shell will not exit the ship. In this case the hit is still treated as an overpenetrating hit even if the shell doesn&#039;t visibly exit.&lt;br /&gt;
&lt;br /&gt;
Most other attacks besides shells don&#039;t overpenetrate. Some attack still make an overpenetration check for the purposes of vfx but this usually does not apply any explicit damage penalties and usually cannot damage further targets.&lt;br /&gt;
&lt;br /&gt;
=== Structure break ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PuppyNebulousStructurebreak.png|width=&amp;quot;100%&amp;quot;|Structure boxes of the different hulls. Diagram by PuppyFromHell.]]&lt;br /&gt;
&lt;br /&gt;
Structure boxes of the different hulls. Diagram by PuppyFromHell&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All ships have a &amp;quot;Structure hitbox&amp;quot;. if an attack hits this hitbox, and does not damage any components, the damage is dealt to the structure. Once enough damage has been dealt to the structure, the ship becomes structure broken, and any more damage to the structure is dealt to a random component instead. In this state, crew also take 50% more damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Damage Type Overviews ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeShellBehavior.jpg|width=&amp;quot;100%&amp;quot;|Behavior of AP and HE shells as they penetrate an Axford]]&lt;br /&gt;
Behavior of AP and HE shells as they penetrate an Axford. Not to scale. Diagram by smolcake.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== HE (Shell) ===&lt;br /&gt;
HE shells create an explosion (sphere) inside the ship at a point along their path of travel. Any components that touch this sphere are damaged. The damage of the round is spread between all components equally. For example, a 150 damage shell will do 30 damage to 5 components or 75 damage to 2 components. If they overpen, the round does not create an explosion and the reduced damage is spread equally among all components that the round intersected with.&lt;br /&gt;
&lt;br /&gt;
The explosion position is determined by the pendepth and the penetration envelope stat. Most HE shells have a penetration envelope of 0.8, which means they will detonate at some point between 80% and 100% of their pendepth.&lt;br /&gt;
&lt;br /&gt;
=== AP (Shell) ===&lt;br /&gt;
AP shells damage the first non-destroyed component in their path; all subsequent components along it&#039;s pendepth are not damaged. If they overpen, the reduced damage is spread equally among all components that the round intersected with.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;AP Sabot (Rail)&#039;&#039; ====&lt;br /&gt;
AP Sabot always spreads their damage across all components hit, dealing a certain fraction of damage to each component that falls off for each component hit, depending on the overpen multiplier. This applies even if the shot overpens.&amp;lt;ref&amp;gt;Technically, railguns are counted as always overpenetrating, which is how their damage type is changed from the standard AP shell to the unique type described.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
e.g, a 300mm AP Rail Sabot with 80 damage and 50% overpen multiplier will deal 40 damage to the first component, 20 damage to the second, 10 damage to the third, etc&lt;br /&gt;
&lt;br /&gt;
AP Sabot will always cause a critical event (crit) in a random component if they hit the structure hitbox, even if the ship is not structure-broken. &lt;br /&gt;
&lt;br /&gt;
AP Sabot will never trigger catastrophic events (but the subsequent fires can cause catastrophics)&lt;br /&gt;
&lt;br /&gt;
=== RPF (Shell) ===&lt;br /&gt;
RPF shells fire multiple fragmentations in a tight cone towards the nearest target (simulating the few fragments that would potentially threaten the target, out of the dozens of fragments). Each fragment acts like an AP shell, and totals up to the listed damage (eg, 250 RPF deals 16 damage per fragment, for a total of 128 damage).&lt;br /&gt;
&lt;br /&gt;
Most RPF shells ignore normal penetration depth mechanics; if the fragment penetrates armor, they will always penetrate a certain depth into the hull regardless of interior density or leftover penetration.&lt;br /&gt;
&lt;br /&gt;
RPF will also fuze on missiles, and has a 50% chance of damaging missiles within its blast radius (20 damage, 1.0cm pen, 50m fuze, 110m radius for 120mm RPF; 30 damage, 2.0cm pen, 60m fuze, 200m radius for 250mm RPF). This blast radius is purely antimissile and does not affect ships&lt;br /&gt;
&lt;br /&gt;
RPF will trigger on terrain.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bomb (Shell)&#039;&#039; ====&lt;br /&gt;
600mm bomb shells emit 12 fragments per target, each dealing 40 damage. The listed damage for 600mm Bomb shells assumes it hits 5 targets.&lt;br /&gt;
&lt;br /&gt;
Bomb shells hit all ships within their blast radius (500m radius for 600mm bomb shells) with multiple fragments. These fragments are distributed randomly across the target&#039;s bounding radius. Or in other words, if you imagine a circle that circumscribes the ship, the 12 fragments fired at that ship will be distributed randomly inside that circle.&lt;br /&gt;
&lt;br /&gt;
This can result in some fragments missing the ship, e.g. 600mm bomb shells will not always score 12 hits on every ship in its radius as ships do not fully encompass their bounding radius. In addition, these fragments can strike other targets inside the blast radius besides their intended target.&lt;br /&gt;
&lt;br /&gt;
Bomb shells explode with a timed fuze. When firing on tracks, that timed fuze is stepped back by 0.5 seconds and will randomly vary &amp;amp;plusmn;0.33 seconds&lt;br /&gt;
&lt;br /&gt;
Missiles within 300m of a bomb shell explosion have a 50% chance of being damaged for 30 damage, 2.0cm pen&lt;br /&gt;
&lt;br /&gt;
=== Plasma === &lt;br /&gt;
&lt;br /&gt;
Plasma splits its damage across all components in its blast radius.&lt;br /&gt;
&lt;br /&gt;
In addition to the main hit, plasma hits will also splash into 8 more splashrays upon impact, which array themselves in an approximate ring 7.5m away from the main impact location. These splashrays each have the same armor shredding and radius as the main hit, but deal no internal damage. Splashrays each shred armor separately, and can overlap in rare cases&lt;br /&gt;
&lt;br /&gt;
Plasma armor shredding ignores armor angle. Both component damage and shredding falls off over distance, down to 30% at max range.&lt;br /&gt;
&lt;br /&gt;
=== Beam ===&lt;br /&gt;
Beams deal damage five times a second, and therefore their damage per hit is 1/5 of the listed damage per second. Beams damage the first component in their path, have a fixed penetration depth of 150m (width of 6.66m), and cannot overpenetrate. &lt;br /&gt;
&lt;br /&gt;
Beams deal reduced damage and armor penetration at longer ranges, reduced by 5% (x0.95) at half of max range, and reduced by 50% (x0.50) at max range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see also: [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/damage.html Puppy&#039;s beam damage tool]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== HEI (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeHEKPHEIBehavior.jpg|width=&amp;quot;100%&amp;quot;|Behavior of HEI and HEKP warheads on an Axford]]&lt;br /&gt;
Diagram of the behavior of HEI and HEKP warheads on an Axford. Not to scale. By smolcake.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HEI splits its damage into multiple fragments (aka rays), each dealing 50 dmg. The amount of fragments totals up to the listed damage value. e.g. a missile that has a listed damage of 1440 will split its damage into 28 fragments dealing 50 dmg, with one fragment left over dealing 40 dmg. &lt;br /&gt;
&lt;br /&gt;
These fragments spray out in a 35 deg cone pattern from the impact location (note that the cone angles given on this page use internal values, and are therefore only half of the full angle). Each fragment splits their damage among all components in a 70m line (ignores pendepth mechanics), and do not overpenetrate. (e.g. the damage ray hitting two components will deal 25 damage to each, hitting three components will deal ~17 damage to each)&lt;br /&gt;
&lt;br /&gt;
HEI warheads ignore armor angling.&lt;br /&gt;
&lt;br /&gt;
For missiles, HE armor shredding radius gradually increases as warhead size increases. It starts at ~3.5m, goes to 5m at 1500 damage, 8m at 5000 damage.&lt;br /&gt;
&lt;br /&gt;
Rockets function similarly, but with a slightly wider 45 deg cone and a variable ray length from 40m to 60m&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;HEI (Mine)&#039;&#039; ====&lt;br /&gt;
Works similarly to standard HEI, but the fragments deal 100 damage instead (times 50, for 5000 damage in total), with 100m-150m long rays, in a 50 degree cone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass driver/Fracturing block&#039;&#039; ====&lt;br /&gt;
OSP Fracturing blocks have a similar damage type compared to HEI, but instead deal only 15 damage per fragment, times 20 fragments, in a 35 deg cone. Fracturing block rays are emitted from the impact location, length of the rays is determined by penetration depth of the attack (for 500mm fracturing blocks, this is capped at 30m and has no penetration depth override). Fracturing block damage rays ignore damage reduction.&lt;br /&gt;
&lt;br /&gt;
Fracturing blocks can visually overpenetrate, but this only allows the block to pass through the ship; overpenetration does not change the damage type of fracturing blocks and does not reduce the damage. Overpenetrating fracturing blocks will still deal the same damage and emit the same amount of rays on impact. As a side effect, the block itself also loses no damage after overpenning, which means if it hits a second target and penetrates, that target will also take full damage.&lt;br /&gt;
&lt;br /&gt;
Unlike missile HEI, Mass drivers are affected by armor angling.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;HE-SH (Shell)&#039;&#039; ====&lt;br /&gt;
600mm HE-SH works similarly to fracturing blocks. It applies 7&amp;amp;times; 60 damage rays, 50m maximum ray length, 15 deg cone. HE-SH cannot overpenetrate hulls.&lt;br /&gt;
&lt;br /&gt;
=== HEKP (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 360px; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Minimum armor penetration that guarantees HEKP will hit 171.6m&amp;lt;ref&amp;gt;Not all ships are that long. Consult [[#Interior_Density_and_Penetration_Depth | the interior density and penetration depth table]]&amp;lt;/ref&amp;gt; penetration depth against a given hull class, assuming their armor is at the maximum possible angle and is fresh.&lt;br /&gt;
|-&lt;br /&gt;
! ANS Hull !! Armor !! Internal Density (cm/m) !! HEKP Pen&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 8cm || 0.50 || 106cm&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 15cm || 0.50 || 124cm&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 22cm || 0.50 || 141cm&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 30cm || 1.00 || 247cm&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 40cm || 1.20 || 306cm&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 56cm || 1.20 || 346cm&lt;br /&gt;
|-&lt;br /&gt;
! OSP Hull !! Armor !! Internal Density (cm/m) !! HEKP Pen&lt;br /&gt;
|-&lt;br /&gt;
| Ferryman || 5cm || 0.50|| 99cm&lt;br /&gt;
|-&lt;br /&gt;
| Draugr || 5cm || 0.50 || 99cm&lt;br /&gt;
|-&lt;br /&gt;
| Flathead || 48cm || 0.75 || 249cm&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 30cm || 1.20 || 281cm&lt;br /&gt;
|-&lt;br /&gt;
| Marauder || 20cm || 0.25 || 93cm&lt;br /&gt;
|-&lt;br /&gt;
| Moorline || 20cm || 0.25 || 93cm&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HEKP penetrator is a spherical hitbox 10m wide and hits all components in a straight line up to 175m from the impact location. It spreads its listed damage equally among all hit components. The penetrator has a 2.0m armor shredding radius&lt;br /&gt;
&lt;br /&gt;
The HEKP explosive creates a line of explosions along the path of the penetrator, and deals more overall damage as penetration depth increases, up to its listed maximum damage at 175m. HEKP does not suffer an explicit overpen penalty, but smaller hulls may not be large enough to allow the HEKP penetrator to travel 175m for maximum damage.&lt;br /&gt;
&lt;br /&gt;
HEKP&#039;s explosion pattern is fixed, and broadly does not change regardless of warhead size, missile speed, or other factors. The HEKP Explosive splits its damage among 26 explosions&amp;lt;ref&amp;gt;The explosion count is not explicitly defined, rather the game derives the explosion count by dividing the maximum penetration depth by the distance between explosions. As a result, HEKP actually needs only 171.6m pendepth to reach the maximum explosion count&amp;lt;/ref&amp;gt;. It tries to drop one explosion exactly every 6.6m (up to the maximum depth of 175m). If the explosive cannot drop all 26 explosions (either because the ship&#039;s hull is  thinner than 175m, or the Penetrator did not travel 175m), then the damage in those explosions are lost. However, the total explosion damage will never go below 40%; The remaining explosions will have their damage scaled up to meet the 40% minimum.&lt;br /&gt;
&lt;br /&gt;
Explosion count is rounded down; HEKP will create no explosions below 6.6m (but the penetrator can still damage components)&lt;br /&gt;
&lt;br /&gt;
HEKP explosion radius varies throughout the explosion chain, peaking at ~25m radius at the 18th/19th explosion (~119m deep) and dropping off to ~7.5m radius near the beginning and end. Damage per explosion is the same for each explosion. Damage per explosion is distributed between components similarly to an HE shell. Armor shredding radius scales in a similar way, peaking at 6.0m (12m diameter in the best case) and dropping off to ~1.8m at the beginning and end. This is measured from the explosion point, not from the nearest surface.&amp;lt;ref&amp;gt;While in game HEKP is modeled as a line of explosions, this is intended to emulate the effect of a single large explosion moving through a confined environment at high speed, such as a supersonic missile impact: https://www.military.com/video/guided-missiles/antiship-missiles/russian-supersonic-missile-blows-away-vessel/4156566704001 &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the explosion damage and armor shredding value scales with warhead size, the shredding and damage radius are fixed regardless of warhead size&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blast Frag (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 240px; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chance to hit based on angle of intercept.&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Head-On !! Side !! Rear&lt;br /&gt;
|-&lt;br /&gt;
| BF || 50% || 20% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| BF-EL || 85% || 65% || 95%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Blast Frag detonates on the first enemy that comes within fuze range (regardless if it&#039;s the current target or not, as the fuze is seperate from the seeker), and has a chance of hitting against all missiles in its AoE. The fuze range is equal to the blast radius, with an upper limit of 50m. The fuze will trigger on everything, including other ships and terrain (But does not damage ships whatsoever, and will show up as a &amp;quot;miss&amp;quot; if it triggers on a ship)&lt;br /&gt;
&lt;br /&gt;
Each missile within range of a blast frag detonation only has a chance of taking damage depending on the angle of intercept (based on the velocity vectors between the two missiles)&amp;lt;ref&amp;gt;This is calculated using the dot product between the normalized velocity vectors of the two missiles, which is effectively just calculating the cosine of the angle.&amp;lt;/ref&amp;gt;. A blast frag missile hitting another missile head on has a moderate chance of dealing damage, a side-on hit has a low chance of damage, and a rear, or chasing hit, has the greatest chance of damage &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/damage.html Puppy&#039;s damage mechanics tool] - visualizes various hull damage mechanics (such as an armor penetration, beam damage falloff over distance with varying amounts of Focused Particle Accelerators)&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1pB_kOSDFyLfL-RyihnDmyeRAJUCtBsbBT_H8eefH8u4/edit#gid=324047751 Puppy&#039;s All-in-one Calculator] - contains raw data on a variety of mechanics in Nebulous (Such as blast frag hit chances, flak AoE multipliers, HEKP explosion multiplers, etc)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Save_Keys&amp;diff=538</id>
		<title>Modding/Save Keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Modding/Save_Keys&amp;diff=538"/>
		<updated>2024-10-22T12:11:57Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Compartments */ removed berthing and battle dressing station&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Save Keys ==&lt;br /&gt;
&lt;br /&gt;
Save keys are strings the game uses to reference assets like ammo, hulls, and modules.&lt;br /&gt;
They are often used in scripts like those that copy VFX.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
Stock/Alliance&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Protectorate&amp;lt;br /&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
== Hulls ==&lt;br /&gt;
        &lt;br /&gt;
Stock/Sprinter Corvette&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Raines Frigate&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Keystone Destroyer&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Vauxhall Light Cruiser&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Axford Heavy Cruiser&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Solomon Battleship&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Shuttle&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Tugboat&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Bulk Feeder&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Ocello Cruiser&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Bulk Hauler&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Container Hauler&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common/Shared ==&lt;br /&gt;
&lt;br /&gt;
=== Compartments ===&lt;br /&gt;
Stock/Basic CIC&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Reinforced CIC&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Citadel CIC&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Auxiliary Steering&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Small DC Locker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Reinforced DC Locker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Large DC Locker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Rapid DC Locker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Damage Control Central&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Small Workshop&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Bulk Magazine&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Reinforced Magazine&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Gun Plotting Center&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Analysis Annex&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Intelligence Center&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Plant Control Center&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Stock/Small Reactor Booster&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Adaptive Radar Receiver&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Track Correlator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Strobe Correlator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mount Gyros&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Supplementary Radio Amplifiers&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Launcher Deluge System&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Magazine Sprinklers&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Redundant Reactor Failsafes&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Reinforced Thruster Nozzles&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Energy Regulator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Small Energy Regulator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Focused Particle Accelerator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Ammunition Elevators&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Rapid-Cycle Cradle&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Actively Cooled Amplifiers&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Missile Programming Bus&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Missile Programming Bus Array&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Missile Parallel Interface&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
Stock/VLS-1-23 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/VLS-1-46 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/CR10 Antenna&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alliance ==&lt;br /&gt;
                 &lt;br /&gt;
=== Compartments ===&lt;br /&gt;
&lt;br /&gt;
Stock/Strike Planning Center&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Engineering Modules ===&lt;br /&gt;
&lt;br /&gt;
Stock/FM200 Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM200R Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM230 &#039;Whiplash&#039; Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM240 &#039;Dragonfly&#039; Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM280 &#039;Raider&#039; Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM30X &#039;Prowler&#039; Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM500 Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM500R Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM530 &#039;Whiplash&#039; Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM540 &#039;Dragonfly&#039; Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FM580 &#039;Raider&#039; Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
Stock/FR3300 Micro Reactor&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/FR4800 Reactor&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Sensors ===&lt;br /&gt;
Stock/RS35 &#039;Frontline&#039; Radar&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/RS41 &#039;Spyglass&#039; Radar&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/RM50 &#039;Parallax&#039; Radar&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Guns ===&lt;br /&gt;
Stock/Mk61 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk62 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk64 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk65 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk66 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk68 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
Stock/Mk81 Railgun&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk550 Mass Driver&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk600 Beam Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk610 Beam Turret&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Missile Launchers ===&lt;br /&gt;
Stock/VLS-2 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/VLS-3 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/CLS-3 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Point Defenses ===&lt;br /&gt;
Stock/Mk20 &#039;Defender&#039; PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk25 &#039;Rebound&#039; PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk29 &#039;Stonewall&#039; PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk90 &#039;Aurora&#039; PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mk95 &#039;Sarissa&#039; PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== EWar ===&lt;br /&gt;
Stock/ES22 &#039;Pinard&#039; Electronic Support Module&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/ES32 &#039;Scryer&#039; Missile ID System&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/E55 &#039;Spotlight&#039; Illuminator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/E57 &#039;Floodlight&#039; Illuminator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/E71 &#039;Hangup&#039; Jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/E70 &#039;Interruption&#039; Jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/E90 &#039;Blanket&#039; Jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/RF101 &#039;Bullseye&#039; Radar&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/E15 &#039;Masquerade&#039; Signature Booster&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Signature Scrambler&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comms ===&lt;br /&gt;
Stock/CR70 Antenna&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protectorate ==               &lt;br /&gt;
=== Engineering ===&lt;br /&gt;
Stock/Civilian Reactor&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Light Civilian Reactor&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Boosted Reactor&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stock/Large DC Storage&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stock/BW800 Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/BW800-R Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/BW1500 Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/BW1500-R Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/BW2000 Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/CHI-777 Yard Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/CHI-7700 Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/CHI-9100 Long Haul Drive&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Sundrive Racing Pro&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sensors ===&lt;br /&gt;
Stock/Ithaca Bridgemaster&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Bulwark Huntress&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/R550 Early Warning Radar&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/R400 Radar&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/RF44 &#039;Pinpoint&#039; Radar&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
Stock/T20 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/T30 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/T81 Plasma Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Fixed ===&lt;br /&gt;
Stock/C30 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/C53 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/C60 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/C65 Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/C81 Plasma Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/TE45 Mass Driver&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Point Defenses ===&lt;br /&gt;
Stock/P11 PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/P20 Flak PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/P60 Laser PDT&amp;lt;br /&amp;gt;&lt;br /&gt;
=== EWar ===&lt;br /&gt;
Stock/L50 Laser Dazzler&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/J15 Jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stock/J360 Jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/E20 &#039;Lighthouse&#039; Illuminator&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Missile Launchers ===&lt;br /&gt;
Stock/RL18 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/RL36 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Container Bank Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Container Stack Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/MLS-2 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/MLS-3 Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/ML-9 Mine Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Common Munitions ==&lt;br /&gt;
&lt;br /&gt;
Stock/250mm HE Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/250mm AP Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/250mm HE-RPF Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/450mm HE Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/450mm AP Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/20mm Slug&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Flak Round&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alliance Munitions ==&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
=== Kinetic Ammo ===&lt;br /&gt;
Stock/120mm HE Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/120mm AP Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/120mm HE-RPF Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/15mm Sandshot&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/300mm AP Rail Sabot&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Missiles ===&lt;br /&gt;
Stock/SGM-210 Squall&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/SGM-225 Hurricane&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/SGM-233 Gale&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/SGT-350 Mace&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/SDM-112 Riposte&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/EA12 Chaff Decoy&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/EA20 Flare Decoy&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/EA99 Active Decoy&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protectorate Munitions ==&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Ammo ===&lt;br /&gt;
Stock/100mm HE Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/100mm HE-HC Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/100mm AP Shell&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/100mm Grapeshot&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/400mm Plasma Ampoule&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/500mm Fracturing Block&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
Stock/S1 Rocket&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/S3 Mine&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/S3 Net Mine&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/S3 Sprint Mine&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Mine Container&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Rocket Container&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Decoy Container (Clipper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Decoy Container (Line Ship)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modular Missiles ==&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
Stock/SGM-1 Body&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/SGM-2 Body&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/SGT-3 Body&amp;lt;br /&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
=== Alliance ===&lt;br /&gt;
Stock/SGM-H-2 Body&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/SGM-H-3 Body&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protectorate ===&lt;br /&gt;
Stock/CM-4 Body&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missile Components ==&lt;br /&gt;
        &lt;br /&gt;
=== Warheads ===&lt;br /&gt;
Stock/HE Impact&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/HE Kinetic Penetrator&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Blast Fragmentation&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Blast Fragmentation EL&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Avionics ===&lt;br /&gt;
Stock/Direct Guidance&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Cruise Guidance&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Adv. Cruise Guidance&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Seekers ===&lt;br /&gt;
Stock/Command Receiver&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Fixed Active Radar Seeker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Steerable Active Radar Seeker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Steerable Extended Active Radar Seeker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Fixed Semi-Active Radar Seeker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Fixed Anti-Radiation Seeker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Electro-Optical Seeker&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Wake-Homing Seeker&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Stock/Cold Gas Bottle&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Decoy Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Cluster Decoy Launcher&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Fast Startup Module&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Hardened Skin&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Radar Absorbent Coating&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Self-Screening Jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Boosted Self-Screening Jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
Stock/Pillars&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/The Cliff&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Nyx&#039;s Eye&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Caltrop&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Canyon&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Abyssal&amp;lt;br /&amp;gt;&lt;br /&gt;
Stock/Small Testing Range&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manifest File ==&lt;br /&gt;
This is the manifest file used by the stock asset bundles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;code&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;BundleManifest xmlns:xsd=&amp;quot;http://www.w3.org/2001/XMLSchema&amp;quot; xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;BasePath&amp;gt;Assets/#BUNDLES/Stock&amp;lt;/BasePath&amp;gt;&lt;br /&gt;
    &amp;lt;Namespace&amp;gt;Stock&amp;lt;/Namespace&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;ResourceFile&amp;gt;resources.xml&amp;lt;/ResourceFile&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Factions&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Alliance&amp;quot; Address=&amp;quot;F1/Faction Alliance.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Protectorate&amp;quot; Address=&amp;quot;F2/Faction Protectorate.asset&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/Factions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Hulls&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Faction 1 --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Sprinter Corvette&amp;quot; Address=&amp;quot;F1/Hulls/Sprinter Corvette.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Raines Frigate&amp;quot; Address=&amp;quot;F1/Hulls/Raines Frigate.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Keystone Destroyer&amp;quot; Address=&amp;quot;F1/Hulls/Keystone Destroyer.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Vauxhall Light Cruiser&amp;quot; Address=&amp;quot;F1/Hulls/Vauxhall Light Cruiser.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Axford Heavy Cruiser&amp;quot; Address=&amp;quot;F1/Hulls/Axford Heavy Cruiser.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Solomon Battleship&amp;quot; Address=&amp;quot;F1/Hulls/Solomon Battleship.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Faction 2 --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Shuttle&amp;quot; Address = &amp;quot;F2/Hulls/Shuttle Clipper.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Tugboat&amp;quot; Address = &amp;quot;F2/Hulls/Tug Clipper.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Bulk Feeder&amp;quot; Address = &amp;quot;F2/Hulls/Bulk Clipper.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Ocello Cruiser&amp;quot; Address = &amp;quot;F2/Hulls/Ocello Cruiser.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Bulk Hauler&amp;quot; Address = &amp;quot;F2/Hulls/Bulker Line Ship.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Container Hauler&amp;quot; Address = &amp;quot;F2/Hulls/Container Line Ship.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
    &amp;lt;/Hulls&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Components&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &amp;lt;!--                   Common/Shared                     --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Compartments --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Basic CIC&amp;quot; Address=&amp;quot;Common/Components/Basic CIC.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Reinforced CIC&amp;quot; Address=&amp;quot;Common/Components/Reinforced CIC.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Citadel CIC&amp;quot; Address=&amp;quot;Common/Components/Citadel CIC.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Auxiliary Steering&amp;quot; Address=&amp;quot;Common/Components/Auxiliary Steering.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Berthing&amp;quot; Address=&amp;quot;Common/Components/Berthing.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Small DC Locker&amp;quot; Address=&amp;quot;Common/Components/Small DC Locker.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Reinforced DC Locker&amp;quot; Address=&amp;quot;Common/Components/Reinforced DC Locker.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Large DC Locker&amp;quot; Address=&amp;quot;Common/Components/Large DC Locker.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Rapid DC Locker&amp;quot; Address=&amp;quot;Common/Components/Rapid DC Locker.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Damage Control Central&amp;quot; Address=&amp;quot;Common/Components/Damage Control Central.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Small Workshop&amp;quot; Address=&amp;quot;Common/Components/Small Workshop.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Bulk Magazine&amp;quot; Address=&amp;quot;Common/Components/Bulk Magazine.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Reinforced Magazine&amp;quot; Address=&amp;quot;Common/Components/Reinforced Magazine.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Gun Plotting Center&amp;quot; Address=&amp;quot;Common/Components/Gun Plotting Center.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Battle Dressing Station&amp;quot; Address=&amp;quot;Common/Components/Battle Dressing Station.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Analysis Annex&amp;quot; Address=&amp;quot;Common/Components/Analysis Annex.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Intelligence Center&amp;quot; Address=&amp;quot;Common/Components/Intelligence Center.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Plant Control Center&amp;quot; Address=&amp;quot;Common/Components/Plant Control Center.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Modules --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Small Reactor Booster&amp;quot; Address=&amp;quot;Common/Components/Small Reactor Booster.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Adaptive Radar Receiver&amp;quot; Address=&amp;quot;Common/Components/Adaptive Radar Receiver.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Track Correlator&amp;quot; Address=&amp;quot;Common/Components/Track Correlator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Strobe Correlator&amp;quot; Address=&amp;quot;Common/Components/Strobe Correlator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mount Gyros&amp;quot; Address=&amp;quot;Common/Components/Mount Gyros.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Supplementary Radio Amplifiers&amp;quot; Address=&amp;quot;Common/Components/Supplementary Radio Amplifiers.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Launcher Deluge System&amp;quot; Address=&amp;quot;Common/Components/Launcher Deluge System.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Magazine Sprinklers&amp;quot; Address=&amp;quot;Common/Components/Magazine Sprinklers.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Redundant Reactor Failsafes&amp;quot; Address=&amp;quot;Common/Components/Redundant Reactor Failsafes.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Reinforced Thruster Nozzles&amp;quot; Address=&amp;quot;Common/Components/Reinforced Thruster Nozzles.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Energy Regulator&amp;quot; Address=&amp;quot;Common/Components/Energy Regulator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Small Energy Regulator&amp;quot; Address=&amp;quot;Common/Components/Small Energy Regulator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Focused Particle Accelerator&amp;quot; Address=&amp;quot;Common/Components/Focused Particle Accelerator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Ammunition Elevators&amp;quot; Address=&amp;quot;Common/Components/Ammunition Elevators.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Rapid-Cycle Cradle&amp;quot; Address=&amp;quot;Common/Components/Rapid-Cycle Cradle.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Actively Cooled Amplifiers&amp;quot; Address=&amp;quot;Common/Components/Actively Cooled Amplifiers.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Missile Modules --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Missile Programming Bus&amp;quot; Address=&amp;quot;Common/Components/Missile Programming Bus.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Missile Programming Bus Array&amp;quot; Address=&amp;quot;Common/Components/Missile Programming Bus Array.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Missile Parallel Interface&amp;quot; Address=&amp;quot;Common/Components/Missile Parallel Interface.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Weapons --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;VLS-1-23 Launcher&amp;quot; Address=&amp;quot;F1/Weapons/VLS-1-23 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;VLS-1-46 Launcher&amp;quot; Address=&amp;quot;F1/Weapons/VLS-1-46 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Comms --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;CR10 Antenna&amp;quot; Address=&amp;quot;Common/Components/CR10 Antenna.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &amp;lt;!--                Faction 1 - Alliance                 --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Compartments --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Strike Planning Center&amp;quot; Address=&amp;quot;F1/Components/Strike Planning Center.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Engineering Modules --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM200 Drive&amp;quot; Address=&amp;quot;F1/Drives/FM200 Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM200R Drive&amp;quot; Address=&amp;quot;F1/Drives/FM200R Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM230 &#039;Whiplash&#039; Drive&amp;quot; Address=&amp;quot;F1/Drives/FM230 &#039;Whiplash&#039; Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM240 &#039;Dragonfly&#039; Drive&amp;quot; Address=&amp;quot;F1/Drives/FM240 &#039;Dragonfly&#039; Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM280 &#039;Raider&#039; Drive&amp;quot; Address=&amp;quot;F1/Drives/FM280 &#039;Raider&#039; Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM30X &#039;Prowler&#039; Drive&amp;quot; Address=&amp;quot;F1/Drives/FM30X &#039;Prowler&#039; Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM500 Drive&amp;quot; Address=&amp;quot;F1/Drives/FM500 Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM500R Drive&amp;quot; Address=&amp;quot;F1/Drives/FM500R Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM530 &#039;Whiplash&#039; Drive&amp;quot; Address=&amp;quot;F1/Drives/FM530 &#039;Whiplash&#039; Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM540 &#039;Dragonfly&#039; Drive&amp;quot; Address=&amp;quot;F1/Drives/FM540 &#039;Dragonfly&#039; Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FM580 &#039;Raider&#039; Drive&amp;quot; Address=&amp;quot;F1/Drives/FM580 &#039;Raider&#039; Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FR3300 Micro Reactor&amp;quot; Address=&amp;quot;F1/Components/FR3300 Micro Reactor.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;FR4800 Reactor&amp;quot; Address=&amp;quot;F1/Components/FR4800 Reactor.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Sensors --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;RS35 &#039;Frontline&#039; Radar&amp;quot; Address=&amp;quot;F1/Components/RS35 &#039;Frontline&#039; Radar.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;RS41 &#039;Spyglass&#039; Radar&amp;quot; Address=&amp;quot;F1/Components/RS41 &#039;Spyglass&#039; Radar.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;RM50 &#039;Parallax&#039; Radar&amp;quot; Address=&amp;quot;F1/Components/RM50 &#039;Parallax&#039; Radar.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Guns --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk61 Cannon&amp;quot; Address=&amp;quot;F1/Weapons/Mk61 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk62 Cannon&amp;quot; Address=&amp;quot;F1/Weapons/Mk62 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk64 Cannon&amp;quot; Address=&amp;quot;F1/Weapons/Mk64 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk65 Cannon&amp;quot; Address=&amp;quot;F1/Weapons/Mk65 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk66 Cannon&amp;quot; Address=&amp;quot;F1/Weapons/Mk66 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk68 Cannon&amp;quot; Address=&amp;quot;F1/Weapons/Mk68 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk81 Railgun&amp;quot; Address=&amp;quot;F1/Weapons/Mk81 Railgun.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;Mk82 Railgun&amp;quot; Address=&amp;quot;F1/Weapons/Mk82 Railgun.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk550 Mass Driver&amp;quot; Address=&amp;quot;F1/Weapons/Mk550 Mass Driver.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk600 Beam Cannon&amp;quot; Address=&amp;quot;F1/Weapons/Mk600 Beam Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk610 Beam Turret&amp;quot; Address=&amp;quot;F1/Weapons/Mk610 Beam Turret.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Missile Launchers --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;VLS-2 Launcher&amp;quot; Address=&amp;quot;F1/Weapons/VLS-2 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;VLS-3 Launcher&amp;quot; Address=&amp;quot;F1/Weapons/VLS-3 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;CLS-3 Launcher&amp;quot; Address=&amp;quot;F1/Weapons/CLS-3 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Point Defenses --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk20 &#039;Defender&#039; PDT&amp;quot; Address=&amp;quot;F1/Weapons/Mk20 &#039;Defender&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk25 &#039;Rebound&#039; PDT&amp;quot; Address=&amp;quot;F1/Weapons/Mk25 &#039;Rebound&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk29 &#039;Stonewall&#039; PDT&amp;quot; Address=&amp;quot;F1/Weapons/Mk29 &#039;Stonewall&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk90 &#039;Aurora&#039; PDT&amp;quot; Address=&amp;quot;F1/Weapons/Mk90 &#039;Aurora&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mk95 &#039;Sarissa&#039; PDT&amp;quot; Address=&amp;quot;F1/Weapons/Mk95 &#039;Sarissa&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- EWar --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;ES22 &#039;Pinard&#039; Electronic Support Module&amp;quot; Address=&amp;quot;F1/Weapons/ES22 &#039;Pinard&#039; Electronic Support Module.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;ES32 &#039;Scryer&#039; Missile ID System&amp;quot; Address=&amp;quot;F1/Components/ES32 &#039;Scryer&#039; Missile ID System.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;E55 &#039;Spotlight&#039; Illuminator&amp;quot; Address =&amp;quot;F1/Weapons/E55 &#039;Spotlight&#039; Illuminator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;E57 &#039;Floodlight&#039; Illuminator&amp;quot; Address =&amp;quot;F1/Weapons/E57 &#039;Floodlight&#039; Illuminator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;E71 &#039;Hangup&#039; Jammer&amp;quot; Address =&amp;quot;F1/Weapons/E71 &#039;Hangup&#039; Jammer.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;E70 &#039;Interruption&#039; Jammer&amp;quot; Address =&amp;quot;F1/Weapons/E70 &#039;Interruption&#039; Jammer.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;E90 &#039;Blanket&#039; Jammer&amp;quot; Address =&amp;quot;F1/Weapons/E90 &#039;Blanket&#039; Jammer.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;RF101 &#039;Bullseye&#039; Radar&amp;quot; Address =&amp;quot;F1/Weapons/RF101 &#039;Bullseye&#039; Radar.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;E15 &#039;Masquerade&#039; Signature Booster&amp;quot; Address =&amp;quot;F1/Weapons/E15 &#039;Masquerade&#039; Signature Booster.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Signature Scrambler&amp;quot; Address =&amp;quot;F1/Components/Signature Scrambler.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Comms --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;CR70 Antenna&amp;quot; Address=&amp;quot;F1/Components/CR70 Antenna.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &amp;lt;!--              Faction 2 - Protectorate               --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Engineering --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Civilian Reactor&amp;quot; Address=&amp;quot;F2/Components/Civilian Reactor.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Light Civilian Reactor&amp;quot; Address=&amp;quot;F2/Components/Light Civilian Reactor.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Boosted Reactor&amp;quot; Address=&amp;quot;F2/Components/Boosted Reactor.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- &amp;lt;Entry Name=&amp;quot;Reinforced Structure&amp;quot; Address=&amp;quot;F2/Components/Reinforced Structure.prefab&amp;quot;/&amp;gt; --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Large DC Storage&amp;quot; Address=&amp;quot;F2/Components/Large DC Storage.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;BW800 Drive&amp;quot; Address=&amp;quot;F2/Drives/BW800 Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;BW800-R Drive&amp;quot; Address=&amp;quot;F2/Drives/BW800-R Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;BW1500 Drive&amp;quot; Address=&amp;quot;F2/Drives/BW1500 Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;BW1500-R Drive&amp;quot; Address=&amp;quot;F2/Drives/BW1500-R Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;BW2000 Drive&amp;quot; Address=&amp;quot;F2/Drives/BW2000 Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;CHI-777 Yard Drive&amp;quot; Address=&amp;quot;F2/Drives/CHI-777 Yard Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;CHI-7700 Drive&amp;quot; Address=&amp;quot;F2/Drives/CHI-7700 Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;CHI-9100 Long Haul Drive&amp;quot; Address=&amp;quot;F2/Drives/CHI-9100 Long Haul Drive.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Sundrive Racing Pro&amp;quot; Address=&amp;quot;F2/Drives/Sundrive Racing Pro.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Sensors --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Ithaca Bridgemaster&amp;quot; Address=&amp;quot;F2/Components/Ithaca Bridgemaster.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Bulwark Huntress&amp;quot; Address=&amp;quot;F2/Components/Bulwark Huntress.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;R550 Early Warning Radar&amp;quot; Address=&amp;quot;F2/Weapons/R550 Early Warning Radar.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;R400 Radar&amp;quot; Address=&amp;quot;F2/Weapons/R400 &#039;Bloodhound&#039; LRT Radar.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;RF44 &#039;Pinpoint&#039; Radar&amp;quot; Address=&amp;quot;F2/Weapons/RF44 &#039;Pinpoint&#039; Radar.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Turrets --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;T20 Cannon&amp;quot; Address=&amp;quot;F2/Weapons/T20 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;T30 Cannon&amp;quot; Address=&amp;quot;F2/Weapons/T30 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;T81 Plasma Cannon&amp;quot; Address=&amp;quot;F2/Weapons/T81 Plasma Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Fixed --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;C30 Cannon&amp;quot; Address=&amp;quot;F2/Weapons/C30 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;C53 Cannon&amp;quot; Address=&amp;quot;F2/Weapons/C53 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;C60 Cannon&amp;quot; Address=&amp;quot;F2/Weapons/C60 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;C65 Cannon&amp;quot; Address=&amp;quot;F2/Weapons/C65 Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;C81 Plasma Cannon&amp;quot; Address=&amp;quot;F2/Weapons/C81 Plasma Cannon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;TE45 Mass Driver&amp;quot; Address=&amp;quot;F2/Weapons/TE45 Mass Driver.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Point Defenses --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;P11 PDT&amp;quot; Address=&amp;quot;F2/Weapons/P11 &#039;Pavise&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;P20 Flak PDT&amp;quot; Address=&amp;quot;F2/Weapons/P20 &#039;Bastion&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;P60 Laser PDT&amp;quot; Address=&amp;quot;F2/Weapons/P60 &#039;Grazer&#039; PDT.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- EWar --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;L50 Laser Dazzler&amp;quot; Address=&amp;quot;F2/Weapons/L50 &#039;Blackjack&#039; Laser Dazzler.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;J15 Jammer&amp;quot; Address=&amp;quot;F2/Weapons/J15 &#039;Bellbird&#039; Jammer.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;J17 Jammer&amp;quot; Address=&amp;quot;F2/Weapons/J17 Jammer.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;J360 Jammer&amp;quot; Address=&amp;quot;F2/Weapons/J360 &#039;Lyrebird&#039; Jammer.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;E20 &#039;Lighthouse&#039; Illuminator&amp;quot; Address=&amp;quot;F2/Weapons/E20 &#039;Lighthouse&#039; Illuminator.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!-- &amp;lt;Entry Name=&amp;quot;E30 Illuminator&amp;quot; Address=&amp;quot;F2/Weapons/E30 Illuminator.prefab&amp;quot;/&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Missile Launchers --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;RL18 Launcher&amp;quot; Address=&amp;quot;F2/Weapons/RL18 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;RL36 Launcher&amp;quot; Address=&amp;quot;F2/Weapons/RL36 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Container Bank Launcher&amp;quot; Address=&amp;quot;F2/Weapons/Container Bank Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Container Stack Launcher&amp;quot; Address=&amp;quot;F2/Weapons/Container Stack Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;MLS-2 Launcher&amp;quot; Address=&amp;quot;F2/Weapons/MLS-2 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;MLS-3 Launcher&amp;quot; Address=&amp;quot;F2/Weapons/MLS-3 Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;ML-9 Mine Launcher&amp;quot; Address=&amp;quot;F2/Weapons/ML-9 Mine Launcher.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;SH12-25 REDACTED&amp;quot; Address =&amp;quot;Components/SH12-25 REDACTED.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;/Components&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Munitions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &amp;lt;!--                   Common/Shared                     --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;250mm HE Shell&amp;quot; Address=&amp;quot;F1/Munitions/250mm HE Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;250mm AP Shell&amp;quot; Address=&amp;quot;F1/Munitions/250mm AP Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;250mm HE-RPF Shell&amp;quot; Address=&amp;quot;F1/Munitions/250mm HE-RPF Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;450mm HE Shell&amp;quot; Address=&amp;quot;F1/Munitions/450mm HE Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;450mm AP Shell&amp;quot; Address=&amp;quot;F1/Munitions/450mm AP Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;20mm Slug&amp;quot; Address=&amp;quot;F1/Munitions/20mm Slug.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Flak Round&amp;quot; Address=&amp;quot;F1/Munitions/Flak Round.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &amp;lt;!--                Faction 1 - Alliance                 --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Kinetic Ammo --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;120mm HE Shell&amp;quot; Address=&amp;quot;F1/Munitions/120mm HE Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;120mm AP Shell&amp;quot; Address=&amp;quot;F1/Munitions/120mm AP Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;120mm HE-RPF Shell&amp;quot; Address=&amp;quot;F1/Munitions/120mm HE-RPF Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;15mm Sandshot&amp;quot; Address=&amp;quot;F1/Munitions/15mm Sandshot.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;300mm AP Rail Sabot&amp;quot; Address=&amp;quot;F1/Munitions/300mm AP Rail Sabot.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;SGM-206 Thunderhead&amp;quot; Address=&amp;quot;Munitions/SGM-206 Thunderhead.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGM-210 Squall&amp;quot; Address=&amp;quot;Munitions/SGM-210 Squall.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGM-225 Hurricane&amp;quot; Address=&amp;quot;Munitions/SGM-225 Hurricane.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGM-233 Gale&amp;quot; Address=&amp;quot;Munitions/SGM-233 Gale.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGT-350 Mace&amp;quot; Address=&amp;quot;Munitions/SGT-350 Mace.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SDM-112 Riposte&amp;quot; Address=&amp;quot;Munitions/SDM-112 Riposte.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;EA12 Chaff Decoy&amp;quot; Address=&amp;quot;F1/Munitions/EA12 Chaff Decoy.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;EA20 Flare Decoy&amp;quot; Address=&amp;quot;F1/Munitions/EA20 Flare Decoy.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;EA99 Active Decoy&amp;quot; Address=&amp;quot;F1/Munitions/EA99 Active Decoy.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;Sensor Buoy&amp;quot; Address=&amp;quot;Munitions/Sensor Buoy.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &amp;lt;!--              Faction 2 - Protectorate               --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- ################################################### --&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Kinetic Ammo --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;100mm HE Shell&amp;quot; Address=&amp;quot;F2/Munitions/100mm HE Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;100mm HE-HC Shell&amp;quot; Address=&amp;quot;F2/Munitions/100mm HE-HC Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;100mm AP Shell&amp;quot; Address=&amp;quot;F2/Munitions/100mm AP Shell.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;100mm Grapeshot&amp;quot; Address=&amp;quot;F2/Munitions/100mm Grape.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;250mm HE-HC Shell&amp;quot; Address=&amp;quot;F2/Munitions/250mm HE-HC Shell.asset&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;400mm Plasma Ampoule&amp;quot; Address=&amp;quot;F2/Munitions/400mm Plasma Ampoule.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;500mm Fracturing Block&amp;quot; Address=&amp;quot;F2/Munitions/500mm Fracturing Block.asset&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;S1 Rocket&amp;quot; Address=&amp;quot;F2/Munitions/R-2 &#039;Piranha&#039; Rocket.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;S3 Mine&amp;quot; Address=&amp;quot;F2/Munitions/M-30 &#039;Mattock&#039; Mine.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;S3 Net Mine&amp;quot; Address=&amp;quot;F2/Munitions/M-30-N &#039;Mattock&#039; Cooperative Mine.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;S3 Sprint Mine&amp;quot; Address=&amp;quot;F2/Munitions/M-50 &#039;Auger&#039; Sprint Mine.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Mine Container&amp;quot; Address=&amp;quot;F2/Munitions/CM-4M Mine Container.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Rocket Container&amp;quot; Address=&amp;quot;F2/Munitions/CM-4R Rocket Container.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Decoy Container (Clipper)&amp;quot; Address=&amp;quot;F2/Munitions/CM-4D1 Decoy Container (Clipper).prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Decoy Container (Line Ship)&amp;quot; Address=&amp;quot;F2/Munitions/CM-4D2 Decoy Container (Line Ship).prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
    &amp;lt;/Munitions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;MissileBodies&amp;gt;&lt;br /&gt;
        &amp;lt;!-- Common Missiles --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGM-1 Body&amp;quot; Address=&amp;quot;Common/Munitions/SGM-1/SGM-1 Body.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGM-2 Body&amp;quot; Address=&amp;quot;Common/Munitions/SGM-2/SGM-2 Body.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGT-3 Body&amp;quot; Address=&amp;quot;Common/Munitions/SGT-3/SGT-3 Body.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- F1 Missiles --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGM-H-2 Body&amp;quot; Address=&amp;quot;F1/Munitions/SGM-H-2/SGM-H-2 Body.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;SGM-H-3 Body&amp;quot; Address=&amp;quot;F1/Munitions/SGM-H-3/SGM-H-3 Body.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- F2 Missiles --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;CM-4 Body&amp;quot; Address=&amp;quot;F2/Munitions/CM-4/CM-4 Body.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/MissileBodies&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;MissileComponents&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Warheads --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;HE Impact&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/HE Impact.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;HE Kinetic Penetrator&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/HE Kinetic Penetrator.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Blast Fragmentation&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Blast Fragmentation.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Blast Fragmentation EL&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Blast Fragmentation EL.asset&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Avionics --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Direct Guidance&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Direct Guidance.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Cruise Guidance&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Cruise Guidance.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;Adv. Direct Guidance&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Adv. Direct Guidance.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Adv. Cruise Guidance&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Adv. Cruise Guidance.asset&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Seekers --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Command Receiver&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Command Receiver.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Fixed Active Radar Seeker&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Fixed Active Radar Seeker.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Steerable Active Radar Seeker&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Steerable Active Radar Seeker.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Steerable Extended Active Radar Seeker&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Steerable Extended Active Radar Seeker.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Fixed Semi-Active Radar Seeker&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Fixed Semi-Active Radar Seeker.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Fixed Anti-Radiation Seeker&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Fixed Anti-Radiation Seeker.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Electro-Optical Seeker&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Electro-Optical Seeker.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Wake-Homing Seeker&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Wake-Homing Seeker.asset&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Support --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Cold Gas Bottle&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Cold Gas Bottle.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Decoy Launcher&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Decoy Launcher.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Cluster Decoy Launcher&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Cluster Decoy Launcher.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Fast Startup Module&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Fast Startup Module.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Hardened Skin&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Hardened Skin.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Radar Absorbent Coating&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Radar Absorbent Coating.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Self-Screening Jammer&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Self-Screening Jammer.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Boosted Self-Screening Jammer&amp;quot; Address=&amp;quot;Common/Munitions/Missile Components/Boosted Self-Screening Jammer.asset&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/MissileComponents&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Maps&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Pillars&amp;quot; Address=&amp;quot;Maps/Pillars.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;Asteroid Thicket&amp;quot; Address=&amp;quot;Maps/Asteroid Thicket.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;The Cliff&amp;quot; Address=&amp;quot;Maps/Cliff.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Nyx&#039;s Eye&amp;quot; Address=&amp;quot;Maps/Eye.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Caltrop&amp;quot; Address = &amp;quot;Maps/Caltrop.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Canyon&amp;quot; Address=&amp;quot;Maps/Canyon.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;The Maze&amp;quot; Address=&amp;quot;Maps/Maze.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;The Cube&amp;quot; Address=&amp;quot;Maps/The Cube.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Abyssal&amp;quot; Address=&amp;quot;Maps/Abyssal.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Name=&amp;quot;Small Testing Range&amp;quot; Address=&amp;quot;Maps/Shooting Gallery.prefab&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;!--&amp;lt;Entry Name=&amp;quot;Bethel Gate&amp;quot; Address=&amp;quot;Maps/Bethel Gate.prefab&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
    &amp;lt;/Maps&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Debuffs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Atmosphere Leak.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Fire.asset&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Main Bus Short.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Sensor Antenna Bent.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Sensor Oscillator Drift.asset&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;!-- Weapons --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Ammunition Loader Jammed.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Gyro Drift.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/FC Waveguide Bent.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Heatsink Ruptured.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Turret Bearing Surface Bent.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
        &amp;lt;!-- Rare Debuffs --&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Magazine Cookoff.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Cell Launcher Cookoff.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Reactor Overload.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Fuel Line Fire.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Debuffs/Container Bank Cookoff.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
    &amp;lt;/Debuffs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Voices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Voices/Marshall Voice.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Voices/Meccanismo Voice.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Voices/Jane Voice.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Voices/Griff Voice.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Voices/Delly Voice.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Voices/Solestine Voice.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Voices/Lauren Voice.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &lt;br /&gt;
    &amp;lt;/Voices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;!--&amp;lt;MissionSets&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Missions/Harsh Winds Blow.asset&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/MissionSets&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;Scenarios&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Scenarios/Control.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Scenarios/Deathmatch.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Scenarios/Station Capture.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Scenarios/Tug Of War.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Scenarios/Two Flags.asset&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;Scenarios/Center Flag.asset&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/Scenarios&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;TipLists&amp;gt;&lt;br /&gt;
        &amp;lt;Entry Address=&amp;quot;tips.txt&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/TipLists&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/BundleManifest&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Component_Damage&amp;diff=537</id>
		<title>Component Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Component_Damage&amp;diff=537"/>
		<updated>2024-10-22T12:09:15Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* HEKP (Missile) */  updated BB armour and HEKP pendepth in the table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Each Component inside a ship has its own health pool. When [[Armor |armor]] has been penetrated, damage is dealt to components depending on direction of hit and the component&#039;s position in the ship.&lt;br /&gt;
&lt;br /&gt;
== Damage Mechanics ==&lt;br /&gt;
Most attacks will cast some kind of ray or sphere colliders (aka hitboxes) through the ship (some attacks even cast multiple colliders). This collider will damage components, though the specifics vary depending on damage type&lt;br /&gt;
&lt;br /&gt;
Components that are damaged below 0 HP will be destroyed (greyed out), and cannot be repaired unless a restore is used. However, there are two exceptions: Damage Threshold, and (Reinforced).&lt;br /&gt;
&lt;br /&gt;
==== Damage Threshold ====&lt;br /&gt;
&lt;br /&gt;
In order to destroy a component, the final &amp;quot;killing&amp;quot; hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.&lt;br /&gt;
&lt;br /&gt;
==== Reinforced ====&lt;br /&gt;
A reinforced component can only be killed once it&#039;s at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP&lt;br /&gt;
This means that a reinforced component with a DC team repairing it &#039;&#039;must&#039;&#039; be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP&lt;br /&gt;
(Note that DC teams inside nearly destroyed modules are very vulnerable to damage and can be killed quickly)&lt;br /&gt;
&lt;br /&gt;
The two hits do not have to be the same; any hit that brings the component down to 0 HP will count for the first hit, regardless of how little damage it deals or if it beats the component&#039;s DT. However, the second &amp;quot;greying&amp;quot; hit will have to beat DT as usual&lt;br /&gt;
&lt;br /&gt;
Note that the reinforced tag is only &amp;quot;stripped&amp;quot; in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is spaced a moment afterwards, it will break through as expected.&lt;br /&gt;
&lt;br /&gt;
==== Damage Reduction ====&lt;br /&gt;
A Hull&#039;s Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.&lt;br /&gt;
&lt;br /&gt;
This modifier applies before damage threshold checks, and therefore massively amplifies the protective effect of Damage Threshold, especially against smaller munitions.&lt;br /&gt;
&lt;br /&gt;
DR begins increasing once 20% of the component slots are filled, and maximizes when 60% of the component slots are filled. Slot size does not matter, only the number of slots filled. Damage Reduction does not change as modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Damage reduction does not affect fire, bshort, or burnthrough damage. Some weapons ignore DR.&lt;br /&gt;
&lt;br /&gt;
=== Interior Density and Penetration Depth ===&lt;br /&gt;
&lt;br /&gt;
Just like real life ships, all ships in Nebulous also have internal structural bulkheads to provide redundancy against threats in space. In game, internal hull structure is generalized as a homogeneous interior density (Interior Armor Density Equivalent) measured in cm of armor per meter, with different hull classes having different densities. Some damage types use internal density to determine pendepth (see damage type section below). For example, if HEKP hits a Solomon and has 180cm of pen left over after penetrating armor, the Solomon&#039;s 1.2cm/m density means the penetrator can go up to 150 meters into the hull.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Interior Armor Density Equivalent of the Hulls&lt;br /&gt;
|-&lt;br /&gt;
! ANS Hull !! Interior Density (cm/m) !! Size (Length/Width/Height) !! Total Armor Equivalent (Front/Side/Top) !! Internal Armor Equivalent (F/S/T)&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 0.5 					|| 80/37/28m || 56/35/30cm || 40/19/14cm&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 0.5 					|| 96/35/40m || 78/48/50cm || 48/18/20cm&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 0.5 					|| 130/50/45m || 109/69/67cm || 65/25/23cm&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 1.00 					|| 215/62/60m || 275/122/120cm || 215/62/60cm&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 1.20 					|| 195/70/75m || 314/164/170cm || 234/84/90cm&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 1.20 					|| 285/80/105m || 458/212/242cm || 342/96/126cm&lt;br /&gt;
|-&lt;br /&gt;
! OSP Hull !! Interior Density (cm/m) !! Size (L/W/H) !! Total Armor Equivalent (F/S/T) !! Internal Armor Equivalent (F/S/T)&lt;br /&gt;
|-&lt;br /&gt;
| Ferryman || 0.5 					|| 68/36/23m 	|| 44/28/22cm || 34/18/12cm&lt;br /&gt;
|-&lt;br /&gt;
| Draugr || 0.5 					|| 87/53/40m 	|| 54/37/30cm || 44/27/20cm&lt;br /&gt;
|-&lt;br /&gt;
| Flathead || 0.75 					|| 128/56/52m 	|| 216/162/159cm || 96/42/39cm&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 1.2 					|| 210/50/75m 	|| 312/120/150cm || 252/60/90cm&lt;br /&gt;
|-&lt;br /&gt;
| Marauder || 0.25 					|| 309/90/115m&amp;lt;ref name=&amp;quot;lnsize&amp;quot;&amp;gt;Lineships have variable dimensions due to their randomized layouts, and therefore the interior armor density stats are not accurate for all layouts.&amp;lt;/ref&amp;gt; || 118/63/69cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 78/23/29cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Moorline || 0.25 					|| 345/100/110m&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 127/65/68cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 87/25/28cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most damage types have a minimum pendepth of 15m. Even if the leftover penetration is 1cm, as long as it penetrates armor it will penetrate to 15m deep&lt;br /&gt;
&lt;br /&gt;
Some damage types have conditions that can stop the attack early or limit penetration depth, even if it would normally penetrate deeper.&lt;br /&gt;
&lt;br /&gt;
Some shells have a &amp;quot;Penetration Depth Override&amp;quot;&amp;lt;ref&amp;gt;Listed as _overrideComponentSearchDistance internally&amp;lt;/ref&amp;gt;; These shells only use pendepth for calculating overpen, and if the shell does not overpen, the shell&#039;s pendepth is guarenteed to reach the override distance. This override is not usually limited by anything, and is applied after the overpen check which means the override cannot cause an overpen on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overpenetration ===&lt;br /&gt;
Shells that penetrate [[armor |armor]] and don&#039;t stop inside the hull due to fuzing, internal density, or armor at the exit point, will overpenetrate (overpen) and usually deal reduced damage against the ship (determined by the shell&#039;s overpenetration modifier). Most shell types also have reduced damage and different damage behaviors when overpenetrating.&lt;br /&gt;
&lt;br /&gt;
A shell that overpenetrates can continue on and hit other targets, but some of it&#039;s armor penetration will be &amp;quot;used up&amp;quot; and the shell will have reduced penetration. e.g. a shell with 110cm pen hitting a ship with 15cm armor will use up 30cm (ignoring angling and internal density) and after overpenetrating will only have 80cm pen against the next target.&lt;br /&gt;
&lt;br /&gt;
In some cases, the overpenetration vfx will play, but the shell will not exit the ship. In this case the hit is still treated as an overpenetrating hit even if the shell doesn&#039;t visibly exit.&lt;br /&gt;
&lt;br /&gt;
Most other attacks besides shells don&#039;t overpenetrate. Some attack still make an overpenetration check for the purposes of vfx but this usually does not apply any explicit damage penalties and usually cannot damage further targets.&lt;br /&gt;
&lt;br /&gt;
=== Structure break ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PuppyNebulousStructurebreak.png|width=&amp;quot;100%&amp;quot;|Structure boxes of the different hulls. Diagram by PuppyFromHell.]]&lt;br /&gt;
&lt;br /&gt;
Structure boxes of the different hulls. Diagram by PuppyFromHell&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All ships have a &amp;quot;Structure hitbox&amp;quot;. if an attack hits this hitbox, and does not damage any components, the damage is dealt to the structure. Once enough damage has been dealt to the structure, the ship becomes structure broken, and any more damage to the structure is dealt to a random component instead. In this state, crew also take 50% more damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Damage Type Overviews ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeShellBehavior.jpg|width=&amp;quot;100%&amp;quot;|Behavior of AP and HE shells as they penetrate an Axford]]&lt;br /&gt;
Behavior of AP and HE shells as they penetrate an Axford. Not to scale. Diagram by smolcake.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== HE (Shell) ===&lt;br /&gt;
HE shells create an explosion (sphere) inside the ship at a point along their path of travel. Any components that touch this sphere are damaged. The damage of the round is spread between all components equally. For example, a 150 damage shell will do 30 damage to 5 components or 75 damage to 2 components. If they overpen, the round does not create an explosion and the reduced damage is spread equally among all components that the round intersected with.&lt;br /&gt;
&lt;br /&gt;
The explosion position is determined by the pendepth and the penetration envelope stat. Most HE shells have a penetration envelope of 0.8, which means they will detonate at some point between 80% and 100% of their pendepth.&lt;br /&gt;
&lt;br /&gt;
=== AP (Shell) ===&lt;br /&gt;
AP shells damage the first non-destroyed component in their path; all subsequent components along it&#039;s pendepth are not damaged. If they overpen, the reduced damage is spread equally among all components that the round intersected with.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;AP Sabot (Rail)&#039;&#039; ====&lt;br /&gt;
AP Sabot always spreads their damage across all components hit, dealing a certain fraction of damage to each component that falls off for each component hit, depending on the overpen multiplier. This applies even if the shot overpens.&amp;lt;ref&amp;gt;Technically, railguns are counted as always overpenetrating, which is how their damage type is changed from the standard AP shell to the unique type described.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
e.g, a 300mm AP Rail Sabot with 80 damage and 50% overpen multiplier will deal 40 damage to the first component, 20 damage to the second, 10 damage to the third, etc&lt;br /&gt;
&lt;br /&gt;
AP Sabot will always cause a critical event (crit) in a random component if they hit the structure hitbox, even if the ship is not structure-broken. &lt;br /&gt;
&lt;br /&gt;
AP Sabot will never trigger catastrophic events (but the subsequent fires can cause catastrophics)&lt;br /&gt;
&lt;br /&gt;
=== RPF (Shell) ===&lt;br /&gt;
RPF shells fire multiple fragmentations in a tight cone towards the nearest target (simulating the few fragments that would potentially threaten the target, out of the dozens of fragments). Each fragment acts like an AP shell, and totals up to the listed damage (eg, 250 RPF deals 16 damage per fragment, for a total of 128 damage).&lt;br /&gt;
&lt;br /&gt;
Most RPF shells ignore normal penetration depth mechanics; if the fragment penetrates armor, they will always penetrate a certain depth into the hull regardless of interior density or leftover penetration.&lt;br /&gt;
&lt;br /&gt;
RPF will also fuze on missiles, and has a 50% chance of damaging missiles within its blast radius (20 damage, 1.0cm pen, 50m fuze, 110m radius for 120mm RPF; 30 damage, 2.0cm pen, 60m fuze, 200m radius for 250mm RPF). This blast radius is purely antimissile and does not affect ships&lt;br /&gt;
&lt;br /&gt;
RPF will trigger on terrain.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Bomb (Shell)&#039;&#039; ====&lt;br /&gt;
600mm bomb shells emit 12 fragments per target, each dealing 40 damage. The listed damage for 600mm Bomb shells assumes it hits 5 targets.&lt;br /&gt;
&lt;br /&gt;
Bomb shells hit all ships within their blast radius (500m radius for 600mm bomb shells) with multiple fragments. These fragments are distributed randomly across the target&#039;s bounding radius. Or in other words, if you imagine a circle that circumscribes the ship, the 12 fragments fired at that ship will be distributed randomly inside that circle.&lt;br /&gt;
&lt;br /&gt;
This can result in some fragments missing the ship, e.g. 600mm bomb shells will not always score 12 hits on every ship in its radius as ships do not fully encompass their bounding radius. In addition, these fragments can strike other targets inside the blast radius besides their intended target.&lt;br /&gt;
&lt;br /&gt;
Bomb shells explode with a timed fuze. When firing on tracks, that timed fuze is stepped back by 0.5 seconds and will randomly vary &amp;amp;plusmn;0.33 seconds&lt;br /&gt;
&lt;br /&gt;
Missiles within 300m of a bomb shell explosion have a 50% chance of being damaged for 30 damage, 2.0cm pen&lt;br /&gt;
&lt;br /&gt;
=== Plasma === &lt;br /&gt;
&lt;br /&gt;
Plasma splits its damage across all components in its blast radius.&lt;br /&gt;
&lt;br /&gt;
In addition to the main hit, plasma hits will also splash into 8 more splashrays upon impact, which array themselves in an approximate ring 7.5m away from the main impact location. These splashrays each have the same armor shredding and radius as the main hit, but deal no internal damage. Splashrays each shred armor separately, and can overlap in rare cases&lt;br /&gt;
&lt;br /&gt;
Plasma armor shredding ignores armor angle. Both component damage and shredding falls off over distance, down to 30% at max range.&lt;br /&gt;
&lt;br /&gt;
=== Beam ===&lt;br /&gt;
Beams deal damage five times a second, and therefore their damage per hit is 1/5 of the listed damage per second. Beams damage the first component in their path, have a fixed penetration depth of 150m (width of 6.66m), and cannot overpenetrate. &lt;br /&gt;
&lt;br /&gt;
Beams deal reduced damage and armor penetration at longer ranges, reduced by 5% (x0.95) at half of max range, and reduced by 50% (x0.50) at max range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see also: [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/damage.html Puppy&#039;s beam damage tool]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== HEI (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeHEKPHEIBehavior.jpg|width=&amp;quot;100%&amp;quot;|Behavior of HEI and HEKP warheads on an Axford]]&lt;br /&gt;
Diagram of the behavior of HEI and HEKP warheads on an Axford. Not to scale. By smolcake.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HEI splits its damage into multiple fragments (aka rays), each dealing 50 dmg. The amount of fragments totals up to the listed damage value. e.g. a missile that has a listed damage of 1440 will split its damage into 28 fragments dealing 50 dmg, with one fragment left over dealing 40 dmg. &lt;br /&gt;
&lt;br /&gt;
These fragments spray out in a 35 deg cone pattern from the impact location (note that the cone angles given on this page use internal values, and are therefore only half of the full angle). Each fragment splits their damage among all components in a 70m line (ignores pendepth mechanics), and do not overpenetrate. (e.g. the damage ray hitting two components will deal 25 damage to each, hitting three components will deal ~17 damage to each)&lt;br /&gt;
&lt;br /&gt;
HEI warheads ignore armor angling.&lt;br /&gt;
&lt;br /&gt;
For missiles, HE armor shredding radius gradually increases as warhead size increases. It starts at ~3.5m, goes to 5m at 1500 damage, 8m at 5000 damage.&lt;br /&gt;
&lt;br /&gt;
Rockets function similarly, but with a slightly wider 45 deg cone and a variable ray length from 40m to 60m&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;HEI (Mine)&#039;&#039; ====&lt;br /&gt;
Works similarly to standard HEI, but the fragments deal 100 damage instead (times 50, for 5000 damage in total), with 100m-150m long rays, in a 50 degree cone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass driver/Fracturing block&#039;&#039; ====&lt;br /&gt;
OSP Fracturing blocks have a similar damage type compared to HEI, but instead deal only 15 damage per fragment, times 20 fragments, in a 35 deg cone. Fracturing block rays are emitted from the impact location, length of the rays is determined by penetration depth of the attack (for 500mm fracturing blocks, this is capped at 30m and has no penetration depth override). Fracturing block damage rays ignore damage reduction.&lt;br /&gt;
&lt;br /&gt;
Fracturing blocks can visually overpenetrate, but this only allows the block to pass through the ship; overpenetration does not change the damage type of fracturing blocks and does not reduce the damage. Overpenetrating fracturing blocks will still deal the same damage and emit the same amount of rays on impact. As a side effect, the block itself also loses no damage after overpenning, which means if it hits a second target and penetrates, that target will also take full damage.&lt;br /&gt;
&lt;br /&gt;
Unlike missile HEI, Mass drivers are affected by armor angling.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;HE-SH (Shell)&#039;&#039; ====&lt;br /&gt;
600mm HE-SH works similarly to fracturing blocks. It applies 7&amp;amp;times; 60 damage rays, 50m maximum ray length, 15 deg cone. HE-SH cannot overpenetrate hulls.&lt;br /&gt;
&lt;br /&gt;
=== HEKP (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 360px; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Minimum armor penetration that guarantees HEKP will hit 171.6m&amp;lt;ref&amp;gt;Not all ships are that long. Consult [[#Interior_Density_and_Penetration_Depth | the interior density and penetration depth table]]&amp;lt;/ref&amp;gt; penetration depth against a given hull class, assuming their armor is at the maximum possible angle and is fresh.&lt;br /&gt;
|-&lt;br /&gt;
! ANS Hull !! Armor !! Internal Density (cm/m) !! HEKP Pen&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 8cm || 0.50 || 106cm&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 15cm || 0.50 || 124cm&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 22cm || 0.50 || 141cm&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 30cm || 1.00 || 247cm&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 40cm || 1.20 || 306cm&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 56cm || 1.20 || 346cm&lt;br /&gt;
|-&lt;br /&gt;
! OSP Hull !! Armor !! Internal Density (cm/m) !! HEKP Pen&lt;br /&gt;
|-&lt;br /&gt;
| Ferryman || 5cm || 0.50|| 99cm&lt;br /&gt;
|-&lt;br /&gt;
| Draugr || 5cm || 0.50 || 99cm&lt;br /&gt;
|-&lt;br /&gt;
| Flathead || 48cm || 0.75 || 249cm&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 30cm || 1.20 || 281cm&lt;br /&gt;
|-&lt;br /&gt;
| Marauder || 20cm || 0.25 || 93cm&lt;br /&gt;
|-&lt;br /&gt;
| Moorline || 20cm || 0.25 || 93cm&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HEKP penetrator is a spherical hitbox 10m wide and hits all components in a straight line up to 175m from the impact location. It spreads its listed damage equally among all hit components. The penetrator has a 2.0m armor shredding radius&lt;br /&gt;
&lt;br /&gt;
The HEKP explosive creates a line of explosions along the path of the penetrator, and deals more overall damage as penetration depth increases, up to its listed maximum damage at 175m. HEKP does not suffer an explicit overpen penalty, but smaller hulls may not be large enough to allow the HEKP penetrator to travel 175m for maximum damage.&lt;br /&gt;
&lt;br /&gt;
HEKP&#039;s explosion pattern is fixed, and broadly does not change regardless of warhead size, missile speed, or other factors. The HEKP Explosive splits its damage among 26 explosions&amp;lt;ref&amp;gt;The explosion count is not explicitly defined, rather the game derives the explosion count by dividing the maximum penetration depth by the distance between explosions. As a result, HEKP actually needs only 171.6m pendepth to reach the maximum explosion count&amp;lt;/ref&amp;gt;. It tries to drop one explosion exactly every 6.6m (up to the maximum depth of 175m). If the explosive cannot drop all 26 explosions (either because the ship&#039;s hull is  thinner than 175m, or the Penetrator did not travel 175m), then the damage in those explosions are lost. However, the total explosion damage will never go below 40%; The remaining explosions will have their damage scaled up to meet the 40% minimum.&lt;br /&gt;
&lt;br /&gt;
Explosion count is rounded down; HEKP will create no explosions below 6.6m (but the penetrator can still damage components)&lt;br /&gt;
&lt;br /&gt;
HEKP explosion radius varies throughout the explosion chain, peaking at ~25m radius at the 18th/19th explosion (~119m deep) and dropping off to ~7.5m radius near the beginning and end. Damage per explosion is the same for each explosion. Damage per explosion is distributed between components similarly to an HE shell. Armor shredding radius scales in a similar way, peaking at 6.0m (12m diameter in the best case) and dropping off to ~1.8m at the beginning and end. This is measured from the explosion point, not from the nearest surface.&amp;lt;ref&amp;gt;While in game HEKP is modeled as a line of explosions, this is intended to emulate the effect of a single large explosion moving through a confined environment at high speed, such as a supersonic missile impact: https://www.military.com/video/guided-missiles/antiship-missiles/russian-supersonic-missile-blows-away-vessel/4156566704001 &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the explosion damage and armor shredding value scales with warhead size, the shredding and damage radius are fixed regardless of warhead size&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blast Frag (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 240px; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chance to hit based on angle of intercept.&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Head-On !! Side !! Rear&lt;br /&gt;
|-&lt;br /&gt;
| BF || 50% || 20% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| BF-EL || 85% || 65% || 95%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Blast Frag detonates on the first enemy that comes within fuze range (regardless if it&#039;s the current target or not, as the fuze is seperate from the seeker), and has a chance of hitting against all missiles in its AoE. The fuze range is equal to the blast radius, with an upper limit of 50m. The fuze will trigger on everything, including other ships and terrain (But does not damage ships whatsoever, and will show up as a &amp;quot;miss&amp;quot; if it triggers on a ship)&lt;br /&gt;
&lt;br /&gt;
Each missile within range of a blast frag detonation only has a chance of taking damage depending on the angle of intercept (based on the velocity vectors between the two missiles)&amp;lt;ref&amp;gt;This is calculated using the dot product between the normalized velocity vectors of the two missiles, which is effectively just calculating the cosine of the angle.&amp;lt;/ref&amp;gt;. A blast frag missile hitting another missile head on has a moderate chance of dealing damage, a side-on hit has a low chance of damage, and a rear, or chasing hit, has the greatest chance of damage &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/damage.html Puppy&#039;s damage mechanics tool] - visualizes various hull damage mechanics (such as an armor penetration, beam damage falloff over distance with varying amounts of Focused Particle Accelerators)&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1pB_kOSDFyLfL-RyihnDmyeRAJUCtBsbBT_H8eefH8u4/edit#gid=324047751 Puppy&#039;s All-in-one Calculator] - contains raw data on a variety of mechanics in Nebulous (Such as blast frag hit chances, flak AoE multipliers, HEKP explosion multiplers, etc)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=499</id>
		<title>Damage Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Damage_Control&amp;diff=499"/>
		<updated>2024-08-25T00:19:24Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: Made some of the debuff table sortable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Shooting weapons at hostiles is just one part of space combat, and the other part often involves taking shots. Sooner or later, your ship will catch on fire, have a leak, or have its internal components damaged beyond use.&lt;br /&gt;
And when that happens, your on-board damage control team will kick in and save your day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Definition of components ===&lt;br /&gt;
Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module.&lt;br /&gt;
When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of component malfunction and repairs.&lt;br /&gt;
For detailed information on damage mechanics, see [[Component_Damage |Component Damage]].&lt;br /&gt;
&lt;br /&gt;
==== Inoperable components ====&lt;br /&gt;
Most components have a hidden attribute called &#039;&#039;Functioning Threshold&#039;&#039;, (aka Functioning Threshold). If a component&#039;s HP is reduced below this threshold, it will cease to function, and requires repairs to operate again.&lt;br /&gt;
&lt;br /&gt;
=== Damage Control teams ===&lt;br /&gt;
Damaged components can be repaired. However, instead of repairing it back to 100%, your damage control teams can only repair a component to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat (also colloquially known as repair cap); for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp&lt;br /&gt;
&lt;br /&gt;
There is one an exception to this rule, a component can always be repaired to it&#039;s minimum functioning threshold hp + Max Repair, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 from min function + 150 from 10% max repair), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)&lt;br /&gt;
&lt;br /&gt;
Each component can only be repaired by three teams at once, one team for repairing HP and two teams for repairing debuffs. If there are no debuffs then only the one team will repair HP; and vice versa if there is no more hp to repair then only two teams will repair debuffs&lt;br /&gt;
&lt;br /&gt;
Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team&lt;br /&gt;
&lt;br /&gt;
Damage control teams speed in m/s is equal to &amp;lt;math&amp;gt;\text{movespeed}\times 2.5&amp;lt;/math&amp;gt;. The stats on the wiki has already performed this conversion.&lt;br /&gt;
&lt;br /&gt;
==== Damage Control priorities ====&lt;br /&gt;
Every ship has a damage control dispatcher that assigns DC teams to repair jobs and manages repair priorities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; padding: 10px; border-style: solid; background-color:lightgray; width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
DC dispatcher example list&lt;br /&gt;
&lt;br /&gt;
Given a ship that has:&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged drive (Critical prio) with atmo leak, fire, overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged cic (high prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged magazine (med prio) with ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
- damaged DC locker (low prio)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the lists will look something like this:&lt;br /&gt;
&lt;br /&gt;
Primary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Overload&amp;lt;br /&amp;gt;&lt;br /&gt;
- Drive Atmo leak&amp;lt;br /&amp;gt;&lt;br /&gt;
- CIC hp&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magazine Ammo cookoff&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondary:&amp;lt;br /&amp;gt;&lt;br /&gt;
-Drive HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-Magazine HP&amp;lt;br /&amp;gt;&lt;br /&gt;
-DC locker HP&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dispatcher has a primary and secondary repair job list. These lists are filled with repair jobs, which include both damaged components and debuffs (aka critical events) that need repair. Each Component adds their repair jobs to the lists according to the component&#039;s DC priority stat (normally a hidden stat), in the event of ties, components higher in the component list are prioritized and will add their debuffs to the list first. &lt;br /&gt;
&lt;br /&gt;
Within each component, up to two debuffs events are added to the list. Catastrophics are prioritized first and always added to the primary list. Then, regular debuffs are added (up to the two debuff cap), starting from the top of the component&#039;s debuffs list as seen in the DC board. These debuffs are added to the primary list if the component is still alive, and added to the secondary list if destroyed (unless the component is manually prioritized). Then, the component adds its HP repair to the secondary list. If the component has no debuffs and has medium or higher DC priority, it instead adds its HP repair to the primary list&lt;br /&gt;
&lt;br /&gt;
Using these lists, the DC team then assigns teams to the repair jobs in the list, satisfying all jobs in the primary list before filling secondary jobs&lt;br /&gt;
&lt;br /&gt;
Damage control teams from DC lockers higher in the component list are tasked to jobs first. eg, DC teams from compartment 1&#039;s locker will be assigned to tasks before DC teams from compartment 2&#039;s locker, regardless of difference in team move speed, repair speed, or distance to damaged component. The only exception to this rule is if there is already a DC team in that component; it will be tasked to work on repairs immediately. However, this will not be performed for repair jobs in the secondary list, those jobs will summon another DC team even if there is an idle DC team in the same component.&lt;br /&gt;
&amp;lt;!-- Not complete, there were some details that I didn&#039;t understand esp with restores and prio, refer to DamageControlDispatcher.SortAndAssignJobs(), HullComponent.GetAvailableDCJobs() -d0d0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repair team casualties ====&lt;br /&gt;
Damage control teams themselves will only take losses if their current component is below 50% hp.&lt;br /&gt;
DC teams currently do not replenish, even if there is spare crew available&lt;br /&gt;
&#039;&#039;see: [[Crew]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
When a component loses all of its health, it becomes &#039;&#039;Destroyed&#039;&#039;. In this state, the component can no longer be hit by any further damage (and is therefore treated as empty space by attacks), nor will it be automatically repaired by the control team. To bring it back online, you need to spend the &#039;&#039;Restores&#039;&#039; provided in DC Lockers. By Shift+LClicking a destroyed component, you can order a damage control team to preform a restore on the destroyed component. After the restore progress is completed, the component is instantly repaired to its minimum functioning HP plus its max repair. Restores require 50 &amp;quot;hp&amp;quot; worth of work to apply.&lt;br /&gt;
&lt;br /&gt;
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward&lt;br /&gt;
&lt;br /&gt;
== Ship Status Board ==&lt;br /&gt;
On the top left of the game screen, every ship has a ship status board that shows the ship&#039;s information. At the bottom right of the board, ship damage control status would be displayed.&lt;br /&gt;
;Fire Icon&lt;br /&gt;
: If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board. &lt;br /&gt;
;Active Debuffs&lt;br /&gt;
: If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.&lt;br /&gt;
;Destroyed components&lt;br /&gt;
: If there is at least one destroyed component, a red number will show up on ship status board. Hovering over the number would display what components are destroyed.&lt;br /&gt;
;Catastrophic Event&lt;br /&gt;
: If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship&#039;s status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.&lt;br /&gt;
&lt;br /&gt;
== Debuffs/Catastrophic Events ==&lt;br /&gt;
&lt;br /&gt;
Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship&#039;s performance, or even obliterate your ship entirely.&lt;br /&gt;
&lt;br /&gt;
Damage has a chance of causing debuffs on components. This chance is calculated by &amp;lt;math&amp;gt;\exp\left( -3Hp-0.5\right)\times C&amp;lt;/math&amp;gt; where &amp;lt;math&amp;gt;Hp&amp;lt;/math&amp;gt; is the current Hp percentage as a decimal and &amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at &amp;amp;sim;3% and increases to &amp;amp;sim;60% as the component takes damage.&lt;br /&gt;
&lt;br /&gt;
This crit then has a chance of being a catastrophic based on the component&#039;s Catastrophic event probability.&lt;br /&gt;
&lt;br /&gt;
The time to repair a debuff is determined by the repair speed of the DC team and the repair work required&lt;br /&gt;
&lt;br /&gt;
=== Debuffs list ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Debuffs effects list&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Stat Affected		!! Modifier !! RepairWork&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| component-workspeed	|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| component-workspeed	|| -20% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| component-workspeed	|| -20% || 25&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| component-workspeed	|| -20% || 18&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| powerplant-prodefficiency	|| +25% || 65&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| powerplant-prodefficiency	|| -50% || 30&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| component-workspeed	|| -20% || 18&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| component-workspeed	|| -20% || 60&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| discreteweapon-reload, discreteweapon-recycle	|| +75%, +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| sensor-power	|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| muzzle-accuracy (spread)	|| +75% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured 		|| Heatsink Ruptured		|| continuousweapon-cooldown, continuousweapon-overheatdamageprob|| +75%, +90% || 15&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| sensor-gain	|| -50% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| sensor-maxposerror, sensor-maxvelerror	|| +100%, +100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| turret-traverse, turret-elevate (rotation speed)	|| -80%, -80%|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| continuousweapon-directdamagemultiplier	|| -66% || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%&lt;br /&gt;
* There are two types of Antenna Bent, and while they have different internal names, in-game there&#039;s no way to tell which type of debuff is in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Casualty class determines the voicelines that play when the debuff is incurred&lt;br /&gt;
|-&lt;br /&gt;
! In game name				!! Internal name			!! Affected class !! Required Condition !! Casualty class !! On-hitOnly !! Rare (catastrophic)&lt;br /&gt;
|-&lt;br /&gt;
| Atmosphere Leak			|| Atmosphere Leak			|| CrewedComponent || none || Decompression || TRUE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fire						|| Fire						|| HullComponent || none || Fire || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Line Fire			|| Fuel Line Fire			|| DriveComponent || none || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Cookoff			|| Magazine Cookoff			|| BulkMagazineComponent&amp;lt;ref&amp;gt;BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || Fire || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Overload			|| Reactor Overload			|| PowerplantComponent || none || Engineering || FALSE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Main Bus Short			|| Main Bus Short			|| PowerplantComponent || none || Engineering || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Cell Cookoff				|| Cell Launcher Cookoff	|| BaseCellLauncherComponent || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Container Bank Cookoff	|| Container Bank Cookoff	|| Container Bank&amp;lt;ref&amp;gt;Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it&#039;s overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means container banks likely has a different key as otherwise the regular cell cookoff would block it.&amp;lt;/ref&amp;gt; || ContainsAnyAmmo || CombatSystems || TRUE || TRUE&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition Loader Jammed	|| Ammunition Loader Jammed	|| DiscreteWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| FC Waveguide Bent			|| FC Waveguide Bent		|| WeaponComponent || HasIntegratedFC || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Gyroscope Drift			|| Gyro Drift				|| WeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Heatsink Ruptured			|| Heatsink Ruptured		|| ContinuousWeaponComponent || HasCooldown || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Antenna Bent		|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Antenna Bent				|| Sensor Oscillator Drift	|| BaseActiveSensorComponent, PassiveSensorComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Bearing Surface Bent		|| Turret Bearing Surface Bent|| TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent, TurretedContinuousWeaponComponent || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|-&lt;br /&gt;
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams&amp;lt;ref&amp;gt;Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.&amp;lt;/ref&amp;gt; || none || CombatSystems || FALSE || FALSE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ComponentClassInheritance.png|alt=Component Class Hierarchy|Component class hierarchy. Child classes inherit the crits of their parents.]]&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
Fires deal damage over time and can spread to different components&lt;br /&gt;
Every 30 seconds, fires deal 5% of the component&#039;s max HP as damage (ignores DR), with 10% crew vulnerability modifier&lt;br /&gt;
Every 45 seconds, fires have a 25% chance to spread to a component within 12.5m&lt;br /&gt;
&lt;br /&gt;
A few other debuffs will also deal damage like fire, but will not spread. This includes Cookoffs and Reactor Overloads&lt;br /&gt;
&lt;br /&gt;
=== Rare Debuffs/Catastrophic Events ===&lt;br /&gt;
There are currently 3 types of catastrophic events in game. &#039;&#039;Reactor Overload&#039;&#039;, &#039;&#039;Fuel Line Fire&#039;&#039;, and &#039;&#039;Magazine Cookoff&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Reactor Overload ====&lt;br /&gt;
Reactor Overload is a event that would require immediate intervention of the damage control team to prevent a devastating explosion. If 65 points of repair work is not completed within 120 seconds, the reactor detonates in a gigantic explosion that completely destroys ship, and shreds a significant amount of armor off other nearby ships caught within the 1.5km explosion radius. The explosion also creates very strong radar jamming effect in all directions that is strong enough to break bullseye locks.&lt;br /&gt;
&lt;br /&gt;
Reactor Overload explosions have a blast radius of 1.5km, dealing less damage against ships at the edge of the radius. The explosion shreds 200cm-20cm of armor, and if it fully shreds armor, will deal 1500 - 450 damage spread across the ship. Reactor overloads are guarenteed to hit every munition (missiles, mines, etc) in radius.&lt;br /&gt;
&lt;br /&gt;
The jamming effect has a maximum range of 7.5km, 2500kw, 1dB gain, and lasts for 20 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Emergency reactor shutdown =====&lt;br /&gt;
Emergency reactor shutdowns can be initiated by the player to clear reactor overloads. They will stop all power and propulsion on the ship for 60 seconds. &lt;br /&gt;
&lt;br /&gt;
30 seconds into the shutdown, all reactor overloads will be cleared, and any component that had an overload will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Note that shutdown is only effective on overloads, and will not stop fuel fires or cookoffs.&lt;br /&gt;
&lt;br /&gt;
==== Fuel Line Fires ====&lt;br /&gt;
Fuel Line fires can appear on drives or reactors. If 25 points of repair work is not completed within 80 seconds, it will cause multiple small purple explosions to erupt across the ship, dealing heavy damage across the ship&lt;br /&gt;
&lt;br /&gt;
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,&amp;lt;ref&amp;gt;More specifically, it looks at how long the ship&#039;s bounding radius is, and then multiplies that by a random float between 2-4&amp;lt;/ref&amp;gt; eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.&lt;br /&gt;
&lt;br /&gt;
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius. Explosions happen every 0.2-0.5 secs until the amount of explosions are reached.&lt;br /&gt;
&lt;br /&gt;
==== Magazine/Cell Cookoff ====&lt;br /&gt;
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 18 points of repair work is not completed within 60 seconds, it will create a large explosion inside the ship, dealing massive damage to the area around magazine (3000 damage spread among components within 50m, shreds armor in 60m radius)&lt;br /&gt;
When a Magazine Cook-off is in progress, you can hear crackling sound effects in the vicinity of the ship.&lt;br /&gt;
&lt;br /&gt;
Container bank cookoffs require 65pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.&lt;br /&gt;
&lt;br /&gt;
== Damage Control Board ==&lt;br /&gt;
The Damage Control Board is displayed at the bottom right of the screen, whenever a ship is selected. It shows the ship&#039;s silhouette with colored boxes depicting the ships components. The color of the box indicates the component&#039;s health: bright green(high health), yellow(medium health), red(low health) and grey(destroyed).&amp;lt;ref&amp;gt;These colors are for the default color settings. Colorblindness settings will change the colors.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aside from the ship&#039;s abstract, a couple of numbers are shown on the top of DC Board.&lt;br /&gt;
=== DMG ===&lt;br /&gt;
DMG shows how many components on ship is damaged or destroyed, individual thrusters and integrated antennas are also included.&lt;br /&gt;
=== TMS ===&lt;br /&gt;
TMS shows how many damage control teams are still operational, and how many are working. For example, for a indication of 1/2, it means 1 of the 2 teams are currently assigned with tasks.&lt;br /&gt;
=== RES ===&lt;br /&gt;
RES shows how many available restores do you have on ship. DC lockers that are destroyed with restores in them would not contribute to this number. However, it is feasible to spend 1 restore to repair a destroyed [[component:large-dc-locker|Large DC Locker]] with 2 restores in it, to get 1 additional restore back. This is often referred to as &#039;&#039;chain restoring&#039;&#039;.&lt;br /&gt;
Restore would only be conducted if the player explicitly commanded this operation by Shift+LClicking a destroyed component, this would add a purple dotted outline over the component.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize ===&lt;br /&gt;
Player can prioritize the repair of a non-destroyed component by Shift+LClicking it, this is indicated by a blue dotted outline around the component.&lt;br /&gt;
=== Filtering ===&lt;br /&gt;
When the DC Board is expanded, there is a filter provided at the top left of the board. Player may select/deselect different categories to reduce clutter on the DC Board.&lt;br /&gt;
&lt;br /&gt;
== DC Components ==&lt;br /&gt;
There are currently 3 types of DC-related components.&lt;br /&gt;
&lt;br /&gt;
=== DC Lockers ===&lt;br /&gt;
Each DC lockers provide you with certain numbers of DC Teams and Restores.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! DC Locker Type !! DC Teams !! Repair Rare !! Movement Speed !! Restores&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-dc-locker|Small DC Locker]] || 2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-dc-locker|Reinforced DC Locker]] || 2 || 0.2 || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[component:large-dc-locker|Large DC Locker]] || 3 || 0.2 || 0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rapid-dc-locker|Rapid DC Locker]] || 1 || 0.3 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DC Buffing Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Repair Speed !! Move Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[component:small-workshop|Small Workshop]] || 30% || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[component:damage-control-central|Damage Control Central]] || 10% || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safety Components ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[component:launcher-deluge-system|Launcher Deluge System:]] || Catastrophic Event Prob. (Cell launcher): -50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:magazine-sprinklers|Magazine Sprinklers:]] || Catastrophic Event Prob. (Magazine): -50%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:redundant-reactor-failsafes| Redundant Reactor Failsafes:]] || Catastrophic Event Prob. (Reactor): -33%&lt;br /&gt;
|-&lt;br /&gt;
| [[component:reinforced-thruster-nozzles| Reinforced Thruster Nozzles:]] || Flank Damage Probability: -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ranks_and_XP&amp;diff=476</id>
		<title>Ranks and XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ranks_and_XP&amp;diff=476"/>
		<updated>2024-06-23T15:14:26Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: gramatical fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
As players play multiplayer matches in Nebulous, they gain experience (XP) which translates to certain ranks shown in game. These ranks have no influence on gameplay except as a rough indicator of multiplayer playtime.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== XP ==&lt;br /&gt;
XP is gained via multiplayer games. Wins award 30 XP, losses and draws award 10 XP. XP is only awarded at the end of a match, so leaving early will deny any XP award.&lt;br /&gt;
&lt;br /&gt;
There is currently no way to lose XP&amp;lt;ref&amp;gt;There is a function in game to deduct -50 or -60 XP if the player disconnects early, but it was dummied out as the dev couldn&#039;t find a satisfactory way to differentiate from a legitimate crash, or an intentional ALT+F4&amp;lt;/ref&amp;gt;, any XP gained is permanent.&lt;br /&gt;
&lt;br /&gt;
== Ranks ==&lt;br /&gt;
There are 11 ranks in Nebulous:&lt;br /&gt;
* Midshipman (MID) - 0 XP&lt;br /&gt;
* Ensign (ENS) - 100 XP&lt;br /&gt;
* Lieutenant Junior Grade (LTJG) - 500 XP&lt;br /&gt;
* Lieutenant (LT) - 1,200 XP&lt;br /&gt;
* Lieutenant Commander (LCDR) - 3,000 XP&lt;br /&gt;
* Commander (CMDR) - 6,500 XP&lt;br /&gt;
* Captain (CAPT) - 10,000 XP&lt;br /&gt;
* Commodore (CDRE) - 18,000 XP&lt;br /&gt;
* Rear Admiral (RADM) - 30,000 XP&lt;br /&gt;
* Vice Admiral (VADM) - 60,000 XP&lt;br /&gt;
* Grand Admiral (GADM) -120,000 XP&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ranks_and_XP&amp;diff=475</id>
		<title>Ranks and XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ranks_and_XP&amp;diff=475"/>
		<updated>2024-06-23T15:14:04Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
As players play multiplayer matches in Nebulous, they gain XP which translates to certain ranks shown in game. These ranks have no influence on gameplay except as a rough indicator of multiplayer playtime.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== XP ==&lt;br /&gt;
XP is gained via multiplayer games. Wins award 30 XP, losses and draws award 10 XP. XP is only awarded at the end of a match, so leaving early will deny any XP award.&lt;br /&gt;
&lt;br /&gt;
There is currently no way to lose XP&amp;lt;ref&amp;gt;There is a function in game to deduct -50 or -60 XP if the player disconnects early, but it was dummied out as the dev couldn&#039;t find a satisfactory way to differentiate from a legitimate crash, or an intentional ALT+F4&amp;lt;/ref&amp;gt;, any XP gained is permanent.&lt;br /&gt;
&lt;br /&gt;
== Ranks ==&lt;br /&gt;
There are 11 ranks in Nebulous:&lt;br /&gt;
* Midshipman (MID) - 0 XP&lt;br /&gt;
* Ensign (ENS) - 100 XP&lt;br /&gt;
* Lieutenant Junior Grade (LTJG) - 500 XP&lt;br /&gt;
* Lieutenant (LT) - 1,200 XP&lt;br /&gt;
* Lieutenant Commander (LCDR) - 3,000 XP&lt;br /&gt;
* Commander (CMDR) - 6,500 XP&lt;br /&gt;
* Captain (CAPT) - 10,000 XP&lt;br /&gt;
* Commodore (CDRE) - 18,000 XP&lt;br /&gt;
* Rear Admiral (RADM) - 30,000 XP&lt;br /&gt;
* Vice Admiral (VADM) - 60,000 XP&lt;br /&gt;
* Grand Admiral (GADM) -120,000 XP&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=List_of_Maps&amp;diff=474</id>
		<title>List of Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=List_of_Maps&amp;diff=474"/>
		<updated>2024-06-23T15:09:02Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Vanilla Maps&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Max Players&lt;br /&gt;
|-&lt;br /&gt;
| Caltrop || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Canyon || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Pillars || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Nyx&#039;s Eye || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Tumbleweed || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Cliff || 4 &lt;br /&gt;
|-&lt;br /&gt;
| Abyssal || 8&amp;lt;ref Name=&amp;quot;variable_players&amp;quot;&amp;gt;Map is listed as a 4P map, but will allow 8 player games.&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| Small Testing Range&amp;lt;ref&amp;gt;Initial Formations are disabled for Small Testing Range.&amp;lt;/ref&amp;gt; || 8&amp;lt;ref Name=&amp;quot;variable_players&amp;quot;&amp;gt;Map is listed as a 4P map, but will allow 8 player games.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although more than the above numbers of people can join a lobby, the host will be unable to start the game unless the map supports that number of people.&lt;br /&gt;
&lt;br /&gt;
== Game modes ==&lt;br /&gt;
* Annihilation: Teams fight until all ships on a side are destroyed, or the timer runs out.&lt;br /&gt;
* Control: Teams must capture zones to win. Each friendly zone gives the team score points over time. The match ends when all ships on a side are destroyed, one team reaches the required number of points, or the timer runs out. Points only come from captured zones. Capture zones are 2km across and each zone gives 2pts every 10 seconds to the team that controls it&lt;br /&gt;
* Tug-of-War: Control, but when a team gains points, the enemy team loses the same number.&lt;br /&gt;
* Capture the Flag: Flags spawn on the enemy team&#039;s end. Ships must go to the other side of the map, take the flag, then make it back to the friendly zone. A ship that is destroyed with the flag &amp;quot;drops&amp;quot; it, allowing it to be picked up by another ship and moved again. Flags can be manually dropped by clicking on the flag icon. A team wins when they get the required number of flags.&lt;br /&gt;
* Centerflag: Capture the Flag, but the flags are in the center of the map.&lt;br /&gt;
* Station Capture: There is one zone around a station on the Red team&#039;s side. The Attackers must capture this zone to win. The game ends when the station is captured, all ships on a side are destroyed, or the timer runs out.&lt;br /&gt;
&lt;br /&gt;
Capture points for Control and Tug of War take 60 seconds to capture.&lt;br /&gt;
In Control, control points confer 2 points every 10 seconds.&lt;br /&gt;
In Tug of War, the score shifts by &amp;lt;math&amp;gt;2\times \left|\Delta p\right|&amp;lt;/math&amp;gt; (where &amp;lt;math&amp;gt;\Delta p&amp;lt;/math&amp;gt; is the difference in points controlled by the two teams) every 10 seconds in favor of the team holding more points.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=473</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=473"/>
		<updated>2024-06-23T14:52:41Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Formation */ fixed formatting of rel/true/loose&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships don&#039;t move like real-spaceships, they move more like submarines/ships, with max speeds as well as space applying friction to ships slowing and stopping them if they lose engine power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* Thrust: Fraction of engine power used. Options are: 1/3, 2/3, Full, and Flank.&lt;br /&gt;
* Acceleration: This mostly is affected by the drives, however the mass of the ship based on installed components slightly affects acceleration.&lt;br /&gt;
* Flank Speed: Boosts top speed by 50% (does not affect turn speed or turn acceleration). When flanking, every active thruster checks for flank damage once per second, and takes 5 damage if the check fails. Forward acceleration is additionally increased by 50%&lt;br /&gt;
* Heading/Roll: Holds the ship pointing in a certain direction or oriented &amp;quot;up&amp;quot; a certain way&lt;br /&gt;
* Drives as main modifier&lt;br /&gt;
* Dodging &amp;amp; Evasive: EVADE setting makes your ships move randomly to dodge shots, but makes them take longer to get to their destination. Skilled players can manually set up complex waypoints or use the orbit command to dodge shots, which is often more effective than the standard EVADE setting.&lt;br /&gt;
&lt;br /&gt;
When a target is lost and there are no remaining roll drivers, the ship will issue itself a temporary ROL order to prevent re-masking weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrust multipliers for linear thrust in non-forward directions&lt;br /&gt;
|-&lt;br /&gt;
! ANS Ships !! Lateral !! Reverse !! OSP Ships !! Lateral !! Reverse&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 90% || 95% || Ferryman || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 80% || 90% || Draugr || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 80% || 90% || Flathead || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 80% || 95% || Ocello || 80% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 75% || 85% || Marauder || 30% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 75% || 85% || Moorline || 30% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships have their thrust power scaled to a certain amount for lateral and reverse movement, with lateral thrust (side to side / up down) usually being the worst. Main forward thrusters are always at 1.00 scale&lt;br /&gt;
&lt;br /&gt;
Tracks are annotated by two lines: one fixed length line that indicates the heading of the track (if the track is a warship), and one variable length line with a circle on the end that indicates the track&#039;s velocity. The velocity line represents the track&#039;s predicted location after 10 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Linear Acceleration ===&lt;br /&gt;
&lt;br /&gt;
Ships have to accelerate to max speed, and having higher thrust makes that happen faster. [todo: enter similar equation as below with drag]&lt;br /&gt;
&lt;br /&gt;
=== Turning ===&lt;br /&gt;
&lt;br /&gt;
Ships have an angular thrust for turning and rolling. It is possible to calculate the time to turn a ship&#039;s nose 180°.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Inertia Factor &amp;lt;math&amp;gt;F_y&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter|| 1.59&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 2.16&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 4.09&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 8.32&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 8.72&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 17.2 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;math&amp;gt;P \equiv \text{Angular Thrust (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;M \equiv \text{Ship Mass (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;F \equiv \text{Ship Inertia Factor (see chart)}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of damping, ships will accelerate only to a certain maximum speed given by (in radians per second), &amp;lt;math&amp;gt;\omega_\text{max} = \frac{1000P}{MF}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time in seconds, &amp;lt;math&amp;gt;t&amp;lt;/math&amp;gt;, to turn 180° is: &amp;lt;math&amp;gt;\large{{t \approx \frac{\pi}{\omega_\text{max}} + 10}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; is usually smaller than the listed max turn rate, &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, except for buffed light ships and possibly when rolling. To compare the two, take &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, multiply by &amp;lt;math&amp;gt;\pi&amp;lt;/math&amp;gt;, and divide by 180. If the result is &amp;lt;math&amp;gt;&amp;lt; \omega_\text{max}&amp;lt;/math&amp;gt;, then replace &amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; in the equation above by the result.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Name !! Default Keybind !! Description &lt;br /&gt;
|-&lt;br /&gt;
| ORB || Orbit Position || O || Orbit around a point&lt;br /&gt;
|- &lt;br /&gt;
| POS ||  Move to Position || M || Move to a point &lt;br /&gt;
|-&lt;br /&gt;
| CRS || Drive Course || SHIFT + M || Move continuously in one direction &lt;br /&gt;
|-&lt;br /&gt;
| HDG || Hold Heading || H || Point towards a direction &lt;br /&gt;
|-&lt;br /&gt;
| CHD || Clear Hold Heading || Not Bound || Clears heading command &lt;br /&gt;
|-&lt;br /&gt;
| ROL || Roll Ship || Shift + H || Roll to a specific rotation &lt;br /&gt;
|-&lt;br /&gt;
| CRL || Clear Roll Ship || Not Bound  || Clears roll command &lt;br /&gt;
|-&lt;br /&gt;
| CLR || Clear HDG/ROL || Not Bound || Clears both heading and roll commands &lt;br /&gt;
|-&lt;br /&gt;
| FRM || Form With Ship || Shift + F ||  Join formation with another ship &lt;br /&gt;
|-&lt;br /&gt;
| ALD || Assume Lead || Ctrl + F || Become leader of current formation &lt;br /&gt;
|-&lt;br /&gt;
| ALL STOP || Hold Position || Shift + Space || Clears move command &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
Formations allow for ships to be grouped together and commanded as one unit. Ships in a formation will attempt to maintain a certain position relative to the guide/lead ship, and will match speed and heading with the lead ship. If the formation becomes too separated while manoeuvring, ships will slow down to allow other ships to catch up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formations have 3 modes:&lt;br /&gt;
* &#039;&#039;&#039;Rel&#039;&#039;&#039;: Maintains relative positions around the lead ship according to its heading, allowing the formation to rotate with the lead ship.&lt;br /&gt;
* &#039;&#039;&#039;Tru&#039;&#039;&#039;: Maintains a fixed position around the lead ship, and does not adjust the formation if the lead rotates. Ships will still rotate to match the lead&#039;s heading&lt;br /&gt;
* &#039;&#039;&#039;Loose&#039;&#039;&#039;: Similar to Tru, but the formation will not slow down for the slower ships and will be allowed to outrun each-other.&lt;br /&gt;
&lt;br /&gt;
Holding shift and giving orders issues the order to the entire formation. This includes changing settings on the status panel. If you select a ship in the formation that is not the lead ship, and give it a movement order, the ship will exit the formation to complete its order.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=472</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=472"/>
		<updated>2024-06-23T14:52:03Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Controls */ removed table caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships don&#039;t move like real-spaceships, they move more like submarines/ships, with max speeds as well as space applying friction to ships slowing and stopping them if they lose engine power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* Thrust: Fraction of engine power used. Options are: 1/3, 2/3, Full, and Flank.&lt;br /&gt;
* Acceleration: This mostly is affected by the drives, however the mass of the ship based on installed components slightly affects acceleration.&lt;br /&gt;
* Flank Speed: Boosts top speed by 50% (does not affect turn speed or turn acceleration). When flanking, every active thruster checks for flank damage once per second, and takes 5 damage if the check fails. Forward acceleration is additionally increased by 50%&lt;br /&gt;
* Heading/Roll: Holds the ship pointing in a certain direction or oriented &amp;quot;up&amp;quot; a certain way&lt;br /&gt;
* Drives as main modifier&lt;br /&gt;
* Dodging &amp;amp; Evasive: EVADE setting makes your ships move randomly to dodge shots, but makes them take longer to get to their destination. Skilled players can manually set up complex waypoints or use the orbit command to dodge shots, which is often more effective than the standard EVADE setting.&lt;br /&gt;
&lt;br /&gt;
When a target is lost and there are no remaining roll drivers, the ship will issue itself a temporary ROL order to prevent re-masking weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrust multipliers for linear thrust in non-forward directions&lt;br /&gt;
|-&lt;br /&gt;
! ANS Ships !! Lateral !! Reverse !! OSP Ships !! Lateral !! Reverse&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 90% || 95% || Ferryman || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 80% || 90% || Draugr || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 80% || 90% || Flathead || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 80% || 95% || Ocello || 80% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 75% || 85% || Marauder || 30% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 75% || 85% || Moorline || 30% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships have their thrust power scaled to a certain amount for lateral and reverse movement, with lateral thrust (side to side / up down) usually being the worst. Main forward thrusters are always at 1.00 scale&lt;br /&gt;
&lt;br /&gt;
Tracks are annotated by two lines: one fixed length line that indicates the heading of the track (if the track is a warship), and one variable length line with a circle on the end that indicates the track&#039;s velocity. The velocity line represents the track&#039;s predicted location after 10 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Linear Acceleration ===&lt;br /&gt;
&lt;br /&gt;
Ships have to accelerate to max speed, and having higher thrust makes that happen faster. [todo: enter similar equation as below with drag]&lt;br /&gt;
&lt;br /&gt;
=== Turning ===&lt;br /&gt;
&lt;br /&gt;
Ships have an angular thrust for turning and rolling. It is possible to calculate the time to turn a ship&#039;s nose 180°.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Inertia Factor &amp;lt;math&amp;gt;F_y&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter|| 1.59&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 2.16&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 4.09&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 8.32&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 8.72&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 17.2 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;math&amp;gt;P \equiv \text{Angular Thrust (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;M \equiv \text{Ship Mass (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;F \equiv \text{Ship Inertia Factor (see chart)}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of damping, ships will accelerate only to a certain maximum speed given by (in radians per second), &amp;lt;math&amp;gt;\omega_\text{max} = \frac{1000P}{MF}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time in seconds, &amp;lt;math&amp;gt;t&amp;lt;/math&amp;gt;, to turn 180° is: &amp;lt;math&amp;gt;\large{{t \approx \frac{\pi}{\omega_\text{max}} + 10}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; is usually smaller than the listed max turn rate, &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, except for buffed light ships and possibly when rolling. To compare the two, take &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, multiply by &amp;lt;math&amp;gt;\pi&amp;lt;/math&amp;gt;, and divide by 180. If the result is &amp;lt;math&amp;gt;&amp;lt; \omega_\text{max}&amp;lt;/math&amp;gt;, then replace &amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; in the equation above by the result.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Name !! Default Keybind !! Description &lt;br /&gt;
|-&lt;br /&gt;
| ORB || Orbit Position || O || Orbit around a point&lt;br /&gt;
|- &lt;br /&gt;
| POS ||  Move to Position || M || Move to a point &lt;br /&gt;
|-&lt;br /&gt;
| CRS || Drive Course || SHIFT + M || Move continuously in one direction &lt;br /&gt;
|-&lt;br /&gt;
| HDG || Hold Heading || H || Point towards a direction &lt;br /&gt;
|-&lt;br /&gt;
| CHD || Clear Hold Heading || Not Bound || Clears heading command &lt;br /&gt;
|-&lt;br /&gt;
| ROL || Roll Ship || Shift + H || Roll to a specific rotation &lt;br /&gt;
|-&lt;br /&gt;
| CRL || Clear Roll Ship || Not Bound  || Clears roll command &lt;br /&gt;
|-&lt;br /&gt;
| CLR || Clear HDG/ROL || Not Bound || Clears both heading and roll commands &lt;br /&gt;
|-&lt;br /&gt;
| FRM || Form With Ship || Shift + F ||  Join formation with another ship &lt;br /&gt;
|-&lt;br /&gt;
| ALD || Assume Lead || Ctrl + F || Become leader of current formation &lt;br /&gt;
|-&lt;br /&gt;
| ALL STOP || Hold Position || Shift + Space || Clears move command &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
Formations allow for ships to be grouped together and commanded as one unit. Ships in a formation will attempt to maintain a certain position relative to the guide/lead ship, and will match speed and heading with the lead ship. If the formation becomes too separated while manoeuvring, ships will slow down to allow other ships to catch up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formations have 3 modes:&lt;br /&gt;
* &#039;&#039;Rel&#039;&#039;: Maintains relative positions around the lead ship according to its heading, allowing the formation to rotate with the lead ship.&lt;br /&gt;
* &#039;&#039;Tru&#039;&#039;: Maintains a fixed position around the lead ship, and does not adjust the formation if the lead rotates. Ships will still rotate to match the lead&#039;s heading&lt;br /&gt;
* &#039;&#039;Loose&#039;&#039;: Similar to Tru, but the formation will not slow down for the slower ships and will be allowed to outrun each-other.&lt;br /&gt;
&lt;br /&gt;
Holding shift and giving orders issues the order to the entire formation. This includes changing settings on the status panel. If you select a ship in the formation that is not the lead ship, and give it a movement order, the ship will exit the formation to complete its order.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=471</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=471"/>
		<updated>2024-06-23T14:51:13Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Turning */ fixed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships don&#039;t move like real-spaceships, they move more like submarines/ships, with max speeds as well as space applying friction to ships slowing and stopping them if they lose engine power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* Thrust: Fraction of engine power used. Options are: 1/3, 2/3, Full, and Flank.&lt;br /&gt;
* Acceleration: This mostly is affected by the drives, however the mass of the ship based on installed components slightly affects acceleration.&lt;br /&gt;
* Flank Speed: Boosts top speed by 50% (does not affect turn speed or turn acceleration). When flanking, every active thruster checks for flank damage once per second, and takes 5 damage if the check fails. Forward acceleration is additionally increased by 50%&lt;br /&gt;
* Heading/Roll: Holds the ship pointing in a certain direction or oriented &amp;quot;up&amp;quot; a certain way&lt;br /&gt;
* Drives as main modifier&lt;br /&gt;
* Dodging &amp;amp; Evasive: EVADE setting makes your ships move randomly to dodge shots, but makes them take longer to get to their destination. Skilled players can manually set up complex waypoints or use the orbit command to dodge shots, which is often more effective than the standard EVADE setting.&lt;br /&gt;
&lt;br /&gt;
When a target is lost and there are no remaining roll drivers, the ship will issue itself a temporary ROL order to prevent re-masking weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrust multipliers for linear thrust in non-forward directions&lt;br /&gt;
|-&lt;br /&gt;
! ANS Ships !! Lateral !! Reverse !! OSP Ships !! Lateral !! Reverse&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 90% || 95% || Ferryman || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 80% || 90% || Draugr || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 80% || 90% || Flathead || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 80% || 95% || Ocello || 80% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 75% || 85% || Marauder || 30% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 75% || 85% || Moorline || 30% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships have their thrust power scaled to a certain amount for lateral and reverse movement, with lateral thrust (side to side / up down) usually being the worst. Main forward thrusters are always at 1.00 scale&lt;br /&gt;
&lt;br /&gt;
Tracks are annotated by two lines: one fixed length line that indicates the heading of the track (if the track is a warship), and one variable length line with a circle on the end that indicates the track&#039;s velocity. The velocity line represents the track&#039;s predicted location after 10 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Linear Acceleration ===&lt;br /&gt;
&lt;br /&gt;
Ships have to accelerate to max speed, and having higher thrust makes that happen faster. [todo: enter similar equation as below with drag]&lt;br /&gt;
&lt;br /&gt;
=== Turning ===&lt;br /&gt;
&lt;br /&gt;
Ships have an angular thrust for turning and rolling. It is possible to calculate the time to turn a ship&#039;s nose 180°.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Inertia Factor &amp;lt;math&amp;gt;F_y&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter|| 1.59&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 2.16&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 4.09&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 8.32&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 8.72&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 17.2 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;math&amp;gt;P \equiv \text{Angular Thrust (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;M \equiv \text{Ship Mass (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;F \equiv \text{Ship Inertia Factor (see chart)}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of damping, ships will accelerate only to a certain maximum speed given by (in radians per second), &amp;lt;math&amp;gt;\omega_\text{max} = \frac{1000P}{MF}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time in seconds, &amp;lt;math&amp;gt;t&amp;lt;/math&amp;gt;, to turn 180° is: &amp;lt;math&amp;gt;\large{{t \approx \frac{\pi}{\omega_\text{max}} + 10}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; is usually smaller than the listed max turn rate, &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, except for buffed light ships and possibly when rolling. To compare the two, take &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, multiply by &amp;lt;math&amp;gt;\pi&amp;lt;/math&amp;gt;, and divide by 180. If the result is &amp;lt;math&amp;gt;&amp;lt; \omega_\text{max}&amp;lt;/math&amp;gt;, then replace &amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; in the equation above by the result.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrust multipliers for linear thrust in non-forward directions&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Name !! Default Keybind !! Description &lt;br /&gt;
|-&lt;br /&gt;
| ORB || Orbit Position || O || Orbit around a point&lt;br /&gt;
|- &lt;br /&gt;
| POS ||  Move to Position || M || Move to a point &lt;br /&gt;
|-&lt;br /&gt;
| CRS || Drive Course || SHIFT + M || Move continuously in one direction &lt;br /&gt;
|-&lt;br /&gt;
| HDG || Hold Heading || H || Point towards a direction &lt;br /&gt;
|-&lt;br /&gt;
| CHD || Clear Hold Heading || Not Bound || Clears heading command &lt;br /&gt;
|-&lt;br /&gt;
| ROL || Roll Ship || Shift + H || Roll to a specific rotation &lt;br /&gt;
|-&lt;br /&gt;
| CRL || Clear Roll Ship || Not Bound  || Clears roll command &lt;br /&gt;
|-&lt;br /&gt;
| CLR || Clear HDG/ROL || Not Bound || Clears both heading and roll commands &lt;br /&gt;
|-&lt;br /&gt;
| FRM || Form With Ship || Shift + F ||  Join formation with another ship &lt;br /&gt;
|-&lt;br /&gt;
| ALD || Assume Lead || Ctrl + F || Become leader of current formation &lt;br /&gt;
|-&lt;br /&gt;
| ALL STOP || Hold Position || Shift + Space || Clears move command &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
Formations allow for ships to be grouped together and commanded as one unit. Ships in a formation will attempt to maintain a certain position relative to the guide/lead ship, and will match speed and heading with the lead ship. If the formation becomes too separated while manoeuvring, ships will slow down to allow other ships to catch up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formations have 3 modes:&lt;br /&gt;
* &#039;&#039;Rel&#039;&#039;: Maintains relative positions around the lead ship according to its heading, allowing the formation to rotate with the lead ship.&lt;br /&gt;
* &#039;&#039;Tru&#039;&#039;: Maintains a fixed position around the lead ship, and does not adjust the formation if the lead rotates. Ships will still rotate to match the lead&#039;s heading&lt;br /&gt;
* &#039;&#039;Loose&#039;&#039;: Similar to Tru, but the formation will not slow down for the slower ships and will be allowed to outrun each-other.&lt;br /&gt;
&lt;br /&gt;
Holding shift and giving orders issues the order to the entire formation. This includes changing settings on the status panel. If you select a ship in the formation that is not the lead ship, and give it a movement order, the ship will exit the formation to complete its order.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=470</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Movement&amp;diff=470"/>
		<updated>2024-06-23T14:50:46Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: Added movement page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships don&#039;t move like real-spaceships, they move more like submarines/ships, with max speeds as well as space applying friction to ships slowing and stopping them if they lose engine power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* Thrust: Fraction of engine power used. Options are: 1/3, 2/3, Full, and Flank.&lt;br /&gt;
* Acceleration: This mostly is affected by the drives, however the mass of the ship based on installed components slightly affects acceleration.&lt;br /&gt;
* Flank Speed: Boosts top speed by 50% (does not affect turn speed or turn acceleration). When flanking, every active thruster checks for flank damage once per second, and takes 5 damage if the check fails. Forward acceleration is additionally increased by 50%&lt;br /&gt;
* Heading/Roll: Holds the ship pointing in a certain direction or oriented &amp;quot;up&amp;quot; a certain way&lt;br /&gt;
* Drives as main modifier&lt;br /&gt;
* Dodging &amp;amp; Evasive: EVADE setting makes your ships move randomly to dodge shots, but makes them take longer to get to their destination. Skilled players can manually set up complex waypoints or use the orbit command to dodge shots, which is often more effective than the standard EVADE setting.&lt;br /&gt;
&lt;br /&gt;
When a target is lost and there are no remaining roll drivers, the ship will issue itself a temporary ROL order to prevent re-masking weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrust multipliers for linear thrust in non-forward directions&lt;br /&gt;
|-&lt;br /&gt;
! ANS Ships !! Lateral !! Reverse !! OSP Ships !! Lateral !! Reverse&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 90% || 95% || Ferryman || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 80% || 90% || Draugr || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 80% || 90% || Flathead || 75% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 80% || 95% || Ocello || 80% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 75% || 85% || Marauder || 30% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 75% || 85% || Moorline || 30% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships have their thrust power scaled to a certain amount for lateral and reverse movement, with lateral thrust (side to side / up down) usually being the worst. Main forward thrusters are always at 1.00 scale&lt;br /&gt;
&lt;br /&gt;
Tracks are annotated by two lines: one fixed length line that indicates the heading of the track (if the track is a warship), and one variable length line with a circle on the end that indicates the track&#039;s velocity. The velocity line represents the track&#039;s predicted location after 10 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Linear Acceleration ===&lt;br /&gt;
&lt;br /&gt;
Ships have to accelerate to max speed, and having higher thrust makes that happen faster. [todo: enter similar equation as below with drag]&lt;br /&gt;
&lt;br /&gt;
=== Turning ===&lt;br /&gt;
&lt;br /&gt;
Ships have an angular thrust for turning and rolling. It is possible to calculate the time to turn a ship&#039;s nose 180°.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Inertia Factor &amp;lt;math&amp;gt;F_y&amp;lt;/math&amp;gt;&lt;br /&gt;
| Sprinter|| 1.59&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 2.16&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 4.09&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 8.32&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 8.72&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 17.2 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;math&amp;gt;P \equiv \text{Angular Thrust (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;M \equiv \text{Ship Mass (as seen in-game)}&amp;lt;/math&amp;gt;&lt;br /&gt;
* &amp;lt;math&amp;gt;F \equiv \text{Ship Inertia Factor (see chart)}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of damping, ships will accelerate only to a certain maximum speed given by (in radians per second), &amp;lt;math&amp;gt;\omega_\text{max} = \frac{1000P}{MF}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time in seconds, &amp;lt;math&amp;gt;t&amp;lt;/math&amp;gt;, to turn 180° is: &amp;lt;math&amp;gt;\large{{t \approx \frac{\pi}{\omega_\text{max}} + 10}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; is usually smaller than the listed max turn rate, &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, except for buffed light ships and possibly when rolling. To compare the two, take &amp;lt;math&amp;gt;R&amp;lt;/math&amp;gt;, multiply by &amp;lt;math&amp;gt;\pi&amp;lt;/math&amp;gt;, and divide by 180. If the result is &amp;lt;math&amp;gt;&amp;lt; \omega_\text{max}&amp;lt;/math&amp;gt;, then replace &amp;lt;math&amp;gt;\omega_\text{max}&amp;lt;/math&amp;gt; in the equation above by the result.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrust multipliers for linear thrust in non-forward directions&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Name !! Default Keybind !! Description &lt;br /&gt;
|-&lt;br /&gt;
| ORB || Orbit Position || O || Orbit around a point&lt;br /&gt;
|- &lt;br /&gt;
| POS ||  Move to Position || M || Move to a point &lt;br /&gt;
|-&lt;br /&gt;
| CRS || Drive Course || SHIFT + M || Move continuously in one direction &lt;br /&gt;
|-&lt;br /&gt;
| HDG || Hold Heading || H || Point towards a direction &lt;br /&gt;
|-&lt;br /&gt;
| CHD || Clear Hold Heading || Not Bound || Clears heading command &lt;br /&gt;
|-&lt;br /&gt;
| ROL || Roll Ship || Shift + H || Roll to a specific rotation &lt;br /&gt;
|-&lt;br /&gt;
| CRL || Clear Roll Ship || Not Bound  || Clears roll command &lt;br /&gt;
|-&lt;br /&gt;
| CLR || Clear HDG/ROL || Not Bound || Clears both heading and roll commands &lt;br /&gt;
|-&lt;br /&gt;
| FRM || Form With Ship || Shift + F ||  Join formation with another ship &lt;br /&gt;
|-&lt;br /&gt;
| ALD || Assume Lead || Ctrl + F || Become leader of current formation &lt;br /&gt;
|-&lt;br /&gt;
| ALL STOP || Hold Position || Shift + Space || Clears move command &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
Formations allow for ships to be grouped together and commanded as one unit. Ships in a formation will attempt to maintain a certain position relative to the guide/lead ship, and will match speed and heading with the lead ship. If the formation becomes too separated while manoeuvring, ships will slow down to allow other ships to catch up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formations have 3 modes:&lt;br /&gt;
* &#039;&#039;Rel&#039;&#039;: Maintains relative positions around the lead ship according to its heading, allowing the formation to rotate with the lead ship.&lt;br /&gt;
* &#039;&#039;Tru&#039;&#039;: Maintains a fixed position around the lead ship, and does not adjust the formation if the lead rotates. Ships will still rotate to match the lead&#039;s heading&lt;br /&gt;
* &#039;&#039;Loose&#039;&#039;: Similar to Tru, but the formation will not slow down for the slower ships and will be allowed to outrun each-other.&lt;br /&gt;
&lt;br /&gt;
Holding shift and giving orders issues the order to the entire formation. This includes changing settings on the status panel. If you select a ship in the formation that is not the lead ship, and give it a movement order, the ship will exit the formation to complete its order.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=469</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=469"/>
		<updated>2024-06-23T13:58:18Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Intel Packets */ reduced horizontal real-estate of heading image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 30%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Heading.png|alt=Image of a track with the heading and velocity vectors labelled.  |Image of a track with the heading and velocity vectors labelled. ]]&lt;br /&gt;
&lt;br /&gt;
Image of a track with the heading and velocity vectors labelled. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MagicSmoke.png|alt=Smoke released by a dead shuttle in the testing range. |Smoke released by a dead shuttle in the testing range. ]]&lt;br /&gt;
&lt;br /&gt;
Smoke (right) released by a dead shuttle in the testing range.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=468</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=468"/>
		<updated>2024-06-23T13:57:29Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: added linebreak between images and caption text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Heading.png|alt=Image of a track with the heading and velocity vectors labelled.  |Image of a track with the heading and velocity vectors labelled. ]]&lt;br /&gt;
&lt;br /&gt;
Image of a track with the heading and velocity vectors labelled. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MagicSmoke.png|alt=Smoke released by a dead shuttle in the testing range. |Smoke released by a dead shuttle in the testing range. ]]&lt;br /&gt;
&lt;br /&gt;
Smoke (right) released by a dead shuttle in the testing range.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=467</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=467"/>
		<updated>2024-06-23T13:56:41Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: Added image showing track heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Heading.png|alt=Image of a track with the heading and velocity vectors labelled.  |Image of a track with the heading and velocity vectors labelled. ]]&lt;br /&gt;
Image of a track with the heading and velocity vectors labelled. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MagicSmoke.png|alt=Smoke released by a dead shuttle in the testing range. |Smoke released by a dead shuttle in the testing range. ]]&lt;br /&gt;
Smoke (right) released by a dead shuttle in the testing range.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=File:Heading.png&amp;diff=466</id>
		<title>File:Heading.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=File:Heading.png&amp;diff=466"/>
		<updated>2024-06-23T13:55:47Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: Image of a track with the heading and velocity vectors labelled.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image of a track with the heading and velocity vectors labelled.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=465</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=465"/>
		<updated>2024-06-23T13:54:19Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Visual */ clarification of image caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MagicSmoke.png|alt=Smoke released by a dead shuttle in the testing range. |Smoke released by a dead shuttle in the testing range. ]]&lt;br /&gt;
Smoke (right) released by a dead shuttle in the testing range.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=464</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=464"/>
		<updated>2024-06-23T13:53:34Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Visual */  added image of death smoke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MagicSmoke.png|alt=Smoke released by a dead shuttle in the testing range. |Smoke released by a dead shuttle in the testing range. ]]&lt;br /&gt;
Smoke released by a dead shuttle in the testing range.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=File:MagicSmoke.png&amp;diff=463</id>
		<title>File:MagicSmoke.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=File:MagicSmoke.png&amp;diff=463"/>
		<updated>2024-06-23T13:50:56Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: Smoke released by a dead shuttle in the testing range.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Smoke released by a dead shuttle in the testing range.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=462</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=462"/>
		<updated>2024-06-23T13:25:03Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: Added notes section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=461</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=461"/>
		<updated>2024-06-23T13:24:24Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Sound */ formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;[WIP]&#039;&#039;&#039;&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=460</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Intelligence&amp;diff=460"/>
		<updated>2024-06-23T13:22:56Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: created intel page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When a radar track is picked up, intelligence on this track will start being gathered by related components. As intelligence accumulates, more info will be provided on this track, such as ship internal condition, point defense condition, and CIC/weapons/thrusters condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Intel Effort ==&lt;br /&gt;
When a track is detected, &#039;&#039;intel effort&#039;&#039; will be used to identify the track. Only the &#039;&#039;intel effort&#039;&#039; statistic from the component with the highest &#039;&#039;intel effort&#039;&#039; is used.&lt;br /&gt;
For example, if a ship is being tracked by a Sprinter corvette with basic CIC(1pt/s), and the team has 2 Solomon battleship in communication range, with one fitting an intelligence center(15pt/s), and the other one also fitted with a analysis annex (15&amp;amp;times;(1+30%)=19.5pt/s), only the last Solomon&#039;s 19.5pt/s effort would be used.&lt;br /&gt;
&lt;br /&gt;
Intel progress can be made on radar and visual tracks.&amp;lt;ref&amp;gt;Note that visual tracks are not transmitted over the network, which means remote intel like intel center will not work on them.&amp;lt;/ref&amp;gt; Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intel Packets ==&lt;br /&gt;
All ships initially have a identification difficulty of 200; this is the baseline size of intel packets. &lt;br /&gt;
If a ship has higher identification difficulty, packets sizes are scaled accordingly.&lt;br /&gt;
Track info is split into a couple of packets, with default identification difficulty of 200:&lt;br /&gt;
* Packet 1 is of size 200.&lt;br /&gt;
* Packet 2 is of size 250, reaching the end of packet 2 would require a total &#039;&#039;intel effort&#039;&#039; of 450 points.&lt;br /&gt;
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total &#039;&#039;intel effort&#039;&#039; of 850 points.&lt;br /&gt;
The track info update would progress as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For Basic CIC(1/s) !! Cumulative Time For Citadel CIC(4/s) !! Cumulative Time For Intelligence Center(15/s)&lt;br /&gt;
|-&lt;br /&gt;
| - || Track &amp;lt;nowiki&amp;gt;####&amp;lt;/nowiki&amp;gt;-Unknown || 0 || 0s || 0s || 0s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s&lt;br /&gt;
|-&lt;br /&gt;
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s&lt;br /&gt;
|-&lt;br /&gt;
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ... || ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The intel gathered is shared to the entire team, and if the component providing intel is lost, other intel sources can continue where it left off assuming they can see the track.&amp;lt;ref&amp;gt;It seems like all ships on the team can receive intel even if their comms are destroyed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it&#039;s a missile and the second packet reveals specific name and seeker combo. The second packet will also incur a 0.1x multiplier on any intel work on it that isn&#039;t from a dedicated missile identifier (eg, intel center is reduced to 1.5 work/s, taking ~13 sec to get detailed report, but scryer still gets its full 10/s taking only 2 sec to get detailed report).&lt;br /&gt;
&lt;br /&gt;
Once identified as a warship, the track&#039;s heading will be displayed as a line pointing out of the track in the tactical view.&lt;br /&gt;
&lt;br /&gt;
== Ship Status ==&lt;br /&gt;
A ship track can have one of the following status displayed:&lt;br /&gt;
* &#039;&#039;&#039;EVACUATED&#039;&#039;&#039;: Ship has been evacuated&lt;br /&gt;
* &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039;: CIC is disabled or destroyed. &lt;br /&gt;
* &#039;&#039;&#039;IMMOBILISED&#039;&#039;&#039;: Drives no longer operational.&lt;br /&gt;
* &#039;&#039;&#039;HARMLESS&#039;&#039;&#039;: no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.&lt;br /&gt;
Statuses higher on this list have priority and will be displayed over lower statuses.&lt;br /&gt;
&lt;br /&gt;
However, please do note that ship status are only updated at each update packet. It is completely normal to see a ship under way with the status of &#039;&#039;&#039;IMMOBLISED&#039;&#039;&#039; or &#039;&#039;&#039;NOT UNDER COMMAND&#039;&#039;&#039; for some period due to how this mechanic works.&lt;br /&gt;
&lt;br /&gt;
=== Intel Accuracy and Details ===&lt;br /&gt;
&lt;br /&gt;
COND% is determined by the percentage of functioning components (&#039;&#039;i.e&#039;&#039;, any component that&#039;s above its functioning threshold), and adds or subtracts up to the intel accuracy&amp;lt;ref&amp;gt;As a result, intel accuracy is often better described as intel &#039;&#039;inaccuracy&#039;&#039;, as a lower number is better&amp;lt;/ref&amp;gt; to it (eg, a ship with two green components, and one red component will have COND: 66%, if the Intel source has 20% inaccuracy that number can vary from 46% to 86%)&lt;br /&gt;
&lt;br /&gt;
Debuff count is just the amount of debuffs, plus minus multiplied by the inaccuracy (&#039;&#039;e.g.&#039;&#039; a ship with 10 debuffs and a Intel accuracy of 20% will show anywhere from 8 to 12 debuffs)&lt;br /&gt;
&lt;br /&gt;
PD% condition is similar to COND%, but only looks at PD systems. Each PDT, decoy type, and PD missile type are counted as a component(&#039;&#039;e.g.&#039;&#039;, if a ship has 5 PDTs, chaff, flares, active decoys, and two types of PD missiles, every PDT getting knocked out but all decoys and PDMs functional will result in PD: 50%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Working on remote tracks ==&lt;br /&gt;
&lt;br /&gt;
Most sources of intel can only work locally, which means that the intel source can only work on tracks that the ship itself sees. However, certain components such as intelligence centers can work on remote tracks, allowing them to work on all tracks that is shared to the ship by the team. &lt;br /&gt;
&lt;br /&gt;
Note that the intel doesn&#039;t just work for the player bringing the intel center, it works for all players on the same team.&lt;br /&gt;
&lt;br /&gt;
If an intel ship cannot recieve tracks (due to ships being comms jammed/comms off/comms destroyed), then it will not be able to work on that track.&lt;br /&gt;
&lt;br /&gt;
Ships can still recieve intel if comms jammed or comms destroyed, as intel is a teamwide thing, with the information independent of the communication network&amp;lt;sup&amp;gt;&#039;&#039;[possibly a bug]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EO Seeker Special Capability ==&lt;br /&gt;
If a ship class and/or hull type is identified, a EO seeker missile is capable of locking only onto such type of target if fired in TRK(track) mode.&lt;br /&gt;
&lt;br /&gt;
== Re-Acquisition of a Lost Track ==&lt;br /&gt;
After a track is broken, if it is re-acquired more than 2.5km from its last known position, then it will be assigned with a new track number with no intel. This would force the track to go through all the intel packets again before detailed information is regained. &lt;br /&gt;
Likewise, if the track is re-established within 2.5km from the last known position, all information is preserved.&lt;br /&gt;
&lt;br /&gt;
== Decoy Container ==&lt;br /&gt;
Decoy containers can mimic ship signatures of Ferrymans and Marauders. These decoy containers cannot be revealed by intel alone, and will require visual spotting to distinguish from a real target. Decoy containers will typically have their heading pointing in the direction in which they are moving, which is not necessarily typical behaviour for Marauders.&lt;br /&gt;
&lt;br /&gt;
== Visual ==&lt;br /&gt;
Ships within visual range will have their model revealed, which reveals their loadout and current state.&lt;br /&gt;
The ship&#039;s bridge lights switch to blue to amber when the ship has no more power (eg, all reactors disabled or destroyed)&lt;br /&gt;
External modules show black smoke and sparks when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
**[WIP]**&lt;br /&gt;
Sounds can be used to learn information about the ship. You can hear sound effects near the location of your camera, regardless of how far any friendly ships may be from the location.&lt;br /&gt;
&lt;br /&gt;
=== Alarms ===&lt;br /&gt;
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Visible ships will play a certain sound effect when some of its components are damaged (hits on structure before structurebreak will not play this sound). The sound effect is not guaranteed to play every time the components are damaged&amp;lt;sup&amp;gt;&#039;&#039;needs confirmation&#039;&#039;&amp;lt;/sup&amp;gt;, but is more likely to play when hit by high damage attacks. &lt;br /&gt;
&lt;br /&gt;
The sound effect can only play once every 2.5 seconds, and will only play if the model is visible.&lt;br /&gt;
&lt;br /&gt;
If a ship gets structurebroken, a damage sound effect is played immediately, ignoring the above restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Sounds ===&lt;br /&gt;
Most weapon types have unique sound effects when in use. Turrets have a distinctive sound when rotating, and missile tubes have distinctive sounds when launching missiles&lt;br /&gt;
&lt;br /&gt;
=== Intercom Chatter ===&lt;br /&gt;
Intercom chatter can give clues to the status of a ship. &lt;br /&gt;
&lt;br /&gt;
If the ship&#039;s model is visible and the player&#039;s viewpoint is close enough, radio chatter can be heard from the ship.&lt;br /&gt;
&lt;br /&gt;
[transcript WIP]&lt;br /&gt;
&lt;br /&gt;
Fire will have a smouldering, crackling sound, and either a visible external yellow/orange fire or white sparks (electrical fire). The two different vfx are only a visual difference, the fire behaves the same.&lt;br /&gt;
&lt;br /&gt;
Atmosphere leak will have a hissing, air leak sort of sound and a bright white cloud appearance&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Console_Commands&amp;diff=458</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Console_Commands&amp;diff=458"/>
		<updated>2024-06-22T20:25:29Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Using the Console */ fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many console commands that you can use to aid testing in single player mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Using the Console ==&lt;br /&gt;
To use any of the console commands, first press F2 to open the console. Here you can use a list of commands to alter game mechanics and make testing more convenient.&lt;br /&gt;
Be advised that you can use TAB for auto-complete, but you cannot click or select prompted command. Some commands require a argument to function.&lt;br /&gt;
Pressing the up/down arrow key would allow you to select formerly used commands, this command history function preserves throughout game session. i.e. Game will not purge history unless you restart the game.&lt;br /&gt;
After you are done with the console, click bottom right close button to close the console.&lt;br /&gt;
&lt;br /&gt;
== Available Commands ==&lt;br /&gt;
All commands are case sensitive. Default options are encapsulated with [], all options are reset after each combat.&lt;br /&gt;
For Example:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;exampleCommand notDefaultOption/[defaultOption]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;dbgBotPause True/[False]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Stops AI from issuing new commands to AI ships, may cause AI to drift around.&lt;br /&gt;
* dbgBotIdleAllUnits &lt;br /&gt;
** Order all AI ships to abandon all orders and idle, used in combo with dbgBotPause.&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;dbgEnableEnemyControl True/[False]&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
** Allow you to control hostile AI ships, with some limitations:&lt;br /&gt;
*** You cannot fire on track from hostile AI ships, only fire on position is available.&lt;br /&gt;
*** You cannot see its damage control panel.&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;dbgSuspendVisibility True/[False]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Make all ship hulls always visible, useful for evaluating missile/gun performance.&lt;br /&gt;
* time-scale INTEGER&lt;br /&gt;
** Make time flows INTEGER times faster, useful for speedup maneuvering and others. It is not advised to speed this past 20.&lt;br /&gt;
** Using active pause would reset time scale.&lt;br /&gt;
* dbgForceDebuff&lt;br /&gt;
** Forces the next penetrating hit (counts for any hit in the game) to cause a debuff&lt;br /&gt;
* dbgForceRareDebuff&lt;br /&gt;
** Similar to above, but forces a rare debuff instead (aka, a catastrophic event)&lt;br /&gt;
* Commands&lt;br /&gt;
** Will give you a list of all available commands in games.&lt;br /&gt;
 &lt;br /&gt;
[TODO]list more useful console commands&lt;br /&gt;
 &lt;br /&gt;
== Getting Help ==&lt;br /&gt;
If you need help using a command. Type &#039;man COMMAND&#039;. For example, if you need help for the &#039;man&#039; command, type &#039;man man&#039;.&lt;br /&gt;
For getting deeper into console mastering, try &#039;help&#039;.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Console_Commands&amp;diff=457</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Console_Commands&amp;diff=457"/>
		<updated>2024-06-22T20:24:54Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many console commands that you can use to aid testing in single player mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Using the Console ==&lt;br /&gt;
To use any of the console commands, first press F2 to open the console. Here you can use a list of commands to alter game mechanics and make testing more convenient.&lt;br /&gt;
Be advised that you **CAN** use Tab for auto-complete, but you cannot click or select prompted command. Some commands require a argument to function.&lt;br /&gt;
Pressing the up/down arrow key would allow you to select formerly used commands, this command history function preserves throughout game session. i.e. Game will not purge history unless you restart the game.&lt;br /&gt;
After you are done with the console, click bottom right close button to close the console.&lt;br /&gt;
&lt;br /&gt;
== Available Commands ==&lt;br /&gt;
All commands are case sensitive. Default options are encapsulated with [], all options are reset after each combat.&lt;br /&gt;
For Example:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;exampleCommand notDefaultOption/[defaultOption]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;dbgBotPause True/[False]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Stops AI from issuing new commands to AI ships, may cause AI to drift around.&lt;br /&gt;
* dbgBotIdleAllUnits &lt;br /&gt;
** Order all AI ships to abandon all orders and idle, used in combo with dbgBotPause.&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;dbgEnableEnemyControl True/[False]&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
** Allow you to control hostile AI ships, with some limitations:&lt;br /&gt;
*** You cannot fire on track from hostile AI ships, only fire on position is available.&lt;br /&gt;
*** You cannot see its damage control panel.&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;dbgSuspendVisibility True/[False]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Make all ship hulls always visible, useful for evaluating missile/gun performance.&lt;br /&gt;
* time-scale INTEGER&lt;br /&gt;
** Make time flows INTEGER times faster, useful for speedup maneuvering and others. It is not advised to speed this past 20.&lt;br /&gt;
** Using active pause would reset time scale.&lt;br /&gt;
* dbgForceDebuff&lt;br /&gt;
** Forces the next penetrating hit (counts for any hit in the game) to cause a debuff&lt;br /&gt;
* dbgForceRareDebuff&lt;br /&gt;
** Similar to above, but forces a rare debuff instead (aka, a catastrophic event)&lt;br /&gt;
* Commands&lt;br /&gt;
** Will give you a list of all available commands in games.&lt;br /&gt;
 &lt;br /&gt;
[TODO]list more useful console commands&lt;br /&gt;
 &lt;br /&gt;
== Getting Help ==&lt;br /&gt;
If you need help using a command. Type &#039;man COMMAND&#039;. For example, if you need help for the &#039;man&#039; command, type &#039;man man&#039;.&lt;br /&gt;
For getting deeper into console mastering, try &#039;help&#039;.&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=456</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=456"/>
		<updated>2024-06-22T20:00:05Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Missile Construction */ fixed capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID). The threat types of some special missiles are listed below.&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 1 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.5 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.5 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 2.5 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 2.0 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys | Soft Kill Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=455</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=455"/>
		<updated>2024-06-22T19:59:36Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Missile Construction */ Added wall thickness to missile table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID). The threat types of some special missiles are listed below.&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 1 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.5 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.5 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 2.5 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 2.0 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys | Soft Kill Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=454</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=454"/>
		<updated>2024-06-22T19:54:14Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Threat Size */ added special missile sizes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID). The threat types of some special missiles are listed below.&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 1 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys | Soft Kill Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=453</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=453"/>
		<updated>2024-06-22T19:25:56Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Decoy Containers */ fixed link alias&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys | Soft Kill Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=452</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=452"/>
		<updated>2024-06-22T19:25:06Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* External Links */ fixed link 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=451</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=451"/>
		<updated>2024-06-22T19:24:48Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* External Links */ fixed link 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html | Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=450</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=450"/>
		<updated>2024-06-22T19:24:21Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* External Links */ fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [[https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=449</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=449"/>
		<updated>2024-06-22T19:23:54Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Special Missiles */ fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]&lt;br /&gt;
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]&lt;br /&gt;
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]&lt;br /&gt;
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [*https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=448</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=448"/>
		<updated>2024-06-22T19:23:08Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Defensive Missiles */ fixed link 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [munition:m-30-mattock-mine | M-30 Mattock Mine]&lt;br /&gt;
* [munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]&lt;br /&gt;
* [munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]&lt;br /&gt;
* [munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [Electronic_Warfare#Soft_Kill_Decoys].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [*https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=447</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=447"/>
		<updated>2024-06-22T19:21:31Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Defensive Targeting Doctrine */ fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [#Point_Defense_Missile_Setting | Point Defense Missile Setting] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [munition:m-30-mattock-mine | M-30 Mattock Mine]&lt;br /&gt;
* [munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]&lt;br /&gt;
* [munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]&lt;br /&gt;
* [munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [Electronic_Warfare#Soft_Kill_Decoys].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [*https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=446</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=446"/>
		<updated>2024-06-22T19:19:05Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Defensive Missiles */  fleshed-out defensive missiles section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [Missiles#Point_Defense_Missile_Setting | Point Defense Missile Setting] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID).&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [munition:m-30-mattock-mine | M-30 Mattock Mine]&lt;br /&gt;
* [munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]&lt;br /&gt;
* [munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]&lt;br /&gt;
* [munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [Electronic_Warfare#Soft_Kill_Decoys].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [*https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=445</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=445"/>
		<updated>2024-06-22T18:34:13Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Defensive Missiles */ Fleshing-out defensive missiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine (Missile) ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the &amp;lt;!-- [ | Point Defense Missile Setting (Setting)] --&amp;gt; if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting (Setting) ====&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [munition:m-30-mattock-mine | M-30 Mattock Mine]&lt;br /&gt;
* [munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]&lt;br /&gt;
* [munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]&lt;br /&gt;
* [munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [Electronic_Warfare#Soft_Kill_Decoys].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [*https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=444</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=444"/>
		<updated>2024-06-22T18:15:27Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: Added special missiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are simillar to CMD and do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments&lt;br /&gt;
&lt;br /&gt;
Mines have 40 hp, 2.0cm wall thickness&lt;br /&gt;
&lt;br /&gt;
There are currently 3 types of mines in game, they are:&lt;br /&gt;
* [munition:m-30-mattock-mine | M-30 Mattock Mine]&lt;br /&gt;
* [munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]&lt;br /&gt;
* [munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time&lt;br /&gt;
&lt;br /&gt;
R-2 rockets have 8 health and 1.5cm wall thickness&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
* [munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]&lt;br /&gt;
* [munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]&lt;br /&gt;
&lt;br /&gt;
Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [Electronic_Warfare#Soft_Kill_Decoys].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [*https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=443</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=443"/>
		<updated>2024-06-22T17:41:26Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: updated heading levels for missile mechanics added wall thickness section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=442</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=442"/>
		<updated>2024-06-22T17:38:51Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Missile Mechanics */  added launching section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
===== Mixed Salvos =====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
===== MLS Launcher =====&lt;br /&gt;
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time. &lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
===== Defensive Missiles =====&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
====== Doctrine ======&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles.&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=441</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=441"/>
		<updated>2024-06-22T17:20:34Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Missile Construction */  added RCS to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=440</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=440"/>
		<updated>2024-06-22T17:14:46Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Seeker */ fixed capitilization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=439</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=439"/>
		<updated>2024-06-22T17:14:06Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Seeker */  added validator cost to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=438</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=438"/>
		<updated>2024-06-22T17:10:24Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Seeker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=437</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=437"/>
		<updated>2024-06-22T17:05:56Z</updated>

		<summary type="html">&lt;p&gt;76561198801434526: /* Seeker */  added HOJ to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo size.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the current target is closer than the seeker&#039;s &#039;&#039;Lock Current Target Distance&#039;&#039; stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, if the current target is not a decoy, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 11 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Support TRPs&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV RADAR || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198801434526</name></author>
	</entry>
</feed>