Spacecraft: Difference between revisions

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==== Variable Modules ====
==== Variable Modules ====
==== Launch and Recovery Sequence ====
==== Launch and Recovery Sequence ====
Select Flight/Armaments and give Sotrie Command -> Arm -> Traverse -> Launch -> Return to Base -> Traverse -> Disarm -> Repair -> Store
Select Flight/Armaments and give Sortie Command -> Arm -> Traverse -> Launch -> Return to Base -> Traverse -> Disarm -> Repair -> Store


==== Arming/disarming time ====
==== Arming/disarming time ====

Revision as of 05:15, 13 September 2026

A screenshot of the spacecraft designer in the fleet editor.
The spacecraft designer
Craft Stat Panel Highlighted to see effects of Component Changes in Green/Red

Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.


Spacecraft Mechanics

Controls

Right-Click Commands

Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.

Right-click commands
Object clicked Modifier Requirements Action Explanation
Space None Move Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship 'move to position' hotkey.
Friendly Ship None Guard/Orbit Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship's PD controller and will attack incoming threats.
Friendly Ship Shift Landing Pad Land Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.
Friendly Craft None Guard/Orbit Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft's PD controller and will attack incoming threats.
Friendly Craft Shift Target of same craft type Merge flight Craft will join with the target craft/flight to form a unified flight.
Enemy Ship None Attack Ship Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft's set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.
Enemy Ship Shift Craft has standoff illuminator/Jammer/EO module Designate target for Illumination/Jamming/Scanning Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.
Enemy Craft None Attack Craft Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft's set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.

Stance Controls

A screenshot of the in-game craft stance control board.
The craft stance controls

Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:

HBURN (Engine Hard Burn)
State Behaviour
OFF Craft will fly at their cruise speed, using the regular amount of fuel.
ON Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)
FORM (Formation Type)
State Behaviour
WEDGE Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.
LINE Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.
CROSS Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.
ECHE Craft flights will fly in an echelon (diagonal line) shaped pattern.

Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.

MNVR (Maneuvering posture)
State Behaviour
DIRECT Craft will fly straight towards their destination, and remain still when loitering.
JUKE Craft will constantly make small directional changes as they fly or loiter.
EVADE Craft will constantly make large directional changes as they fly or loiter.
STNCE (Stance)
State Behaviour
PSV Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.
AGRSV Craft will receive an attack order on craft and missiles in close proximity.
EVASV Craft will run away from nearby enemy craft.
WRTB (Return To Base, by Weapon Status)
State Behaviour
SKOSH Craft will automatically return to base once all missiles in the flight are expended.
WINCH Craft will automatically return to base once all ammo, including guns, in the flight is expended.
NEVER Craft will not automatically return to base.
COHER (Combat Coherence)
State Behaviour
AUTO Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.
FOCUS Craft will always attack the selected target.
SPLIT Craft will always attack multiple different targets.
SALVO (Missile/Bomb Salvo Size)
State Behaviour
AUTO Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.
ONE Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.
TWO Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.
THREE Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.
FOUR Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.
UNLIM Craft will fire missiles regardless of missiles already in flight.
  • The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).
  • Craft ordered to attack other craft will now loiter near their missiles' maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.
  • Craft will not automatically close with the enemy group to use guns, even when out of missiles.
  • Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.
RANGE (Attack Range)
State Anti-Craft Anti-Ship
STND-IN Close to 4000m or 75% of munition max range, whichever is closer Close to 4000m or 95% of munition max range, whichever is closer
STND-OF Close to 75% of munition max range Close to 95% of munition max range
GUN Close to gun range Close to gun range
ATGT (Attack Target)
State Behaviour
ALL TO DO
ENGINE TO DO
DEFWEP TO DO
OFFWEP TO DO
SENSOR TO DO
RADAR (Radar Emissions Control)
State Behaviour
ON TO DO
OFF TO DO
DEFND (Missile Self-Defense)
State Behaviour
AUTO TO DO
MAN TO DO
DFTAC (Missiles Self-Defense Tactics)
State Behaviour
AUTO
NOTCH
SCRAM
OUT-G
CMSR (Countermeasure Usage)
State Behaviour
AUTO TO DO
ALL TO DO
NEVER TO DO

Launching Craft

Craft Stats

(Size, HP, Threat Size, etc.)
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter's loadout is 1.0 weight, such as when equipping jam pods and no other weight.

ANS

Name Type Base Cost Size/Pad Size PD Threat Size HP Armor CMD Control Cap Speed m/s (Idle/Cruise/Hburn) Speed m/s -17% (Idle/Cruise/Hburn) Speed m/s -33% (Idle/Cruise/Hburn) Fuel (Capacity/Loiter Time/Range)
RS-35 Halberd Skiff 15 1/6x6 1 125/+30 3mm 1/+1 20/45/68 N/A N/A 1,200/33:20/36km
E-44 Sundial SEWAC 75 2/10x10 1 135/+30 3mm 0 25/60/90 N/A N/A 2000/42:40/60km
PF-440 Tanto Interceptor 8 1/6x6 2 50/+30 1.75mm/+1.25mm 0/+1 35/113/169 35/94/141 35/75/113 1200/11:26/73km
B-86 Claymore Bomber 12 2/10x10 3 135/+30 3mm/+1.25mm 0/+6 30/65/98 N/A N/A 2000/13:20/43km

OSP

Name Type Base Cost Size/Pad Size PD Threat Size HP Armor CMD Control Cap Speed m/s (Idle/Cruise/Hburn) Speed m/s -17% (Idle/Cruise/Hburn) Speed m/s -33% (Idle/Cruise/Hburn) Fuel (Capacity/Loiter Time/Range)
RS-35 Halberd Skiff 15 1/6x6 1 125/+30 3mm 1/+1 20/45/68 N/A N/A 1,200/33:20/36km
RF-286 Pike Scout 8 1/6x6 1 40/+30 1mm 0 40/131/196 N/A 40/88/132 500/11:07/65km
PF-386 Barracuda Strike Fighter 8 1/6x6 2 60/+30 1.75mm/+1.25mm 0/+1 35/101/176 35/84/147 35/67/118 1200/10:00/60km
B-45 Sturgeon Bomber 12 2/10x10 3 135/+30 3mm/+1.25mm 0/+6 30/60/90 N/A N/A 1700/13:36/41km

Craft Radar Stats

Craft radars are broadly very similar, though they have some small differences.

Craft Radar Shape FOV Range Radiated Power Gain Aperture Size Sensitivity Positional Error Velocity Error Can Lock? Lock Error Mult.
RS-35 Halberd Omnidirectional 360 4000m 750kW 60dB 20m2 -35 35m 1m/s Yes .05
Internal Radar (Advanced) Omnidirectional 360 8000m 750kW 90dBm 40m2 -39dB 40m 1m/s Yes 1
E-44 Sundial Omnidirectional 360 10000m 750kW 100dB 80m2 -39 40m 1m/s No N/A
PF-386 Barracuda Front-Facing Cone 60 deg. 3000m 750kW 60dB 20m2 -35 25m 2.5m/s Yes .05
PF-440 Tanto Front-Facing Cone 60 deg. 3000m 750kW 60dB 20m2 -35 25m 2.5m/s Yes .05
RF-286 Pike Front-Facing Cone 60 deg. 3000m 750kW 60dB 20m2 -35 30m .5m/s No N/A
B-45 Sturgeon Front-Facing Cone 60 deg. 4000m 750kW 60dB 20m2 -35 30m .5m/s Yes .05
B-86 Claymore Front-Facing Cone 60 deg. 4000m 750kW 60dB 20m2 -35 25m .5m/s Yes .05

Designing Craft

(Different types of craft, ships that can carry craft, etc.)

Craft Carrying Ships

Loadouts (ANS)

RS-35 Halberd
Halberd Fit
Classification N E1 E2 E3 E4 MP
Missiles & Pods S1 S1 S1 S1
Other Munitions 35mm* 35mm*
Component Option 1 Option 2 Option 3
Nose 35mm Gun
Mission Package ELINT Sensor Spring Masquerade 35mm Gun
Avionics Helmet-Mounted Display Missile Control Computer
Fuselage Ablative Foam
Engine Articulated Nozzle Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher
E-44A Sundial
Sundial Fit

No Offensive Weapon Options

Component Option 1 Option 2 Option 3
Mission Package ELINT Sensor
Fuselage Ablative Foam
Engine Articulated Nozzle Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher
PF-440 Tanto
Tanto Fit
Classification N W1 W2 B1 B2 B3 B4 W3 W4
Pods Illum. Pods Illum. Pods
Jam. Pods Jam. Pods
Mssiles & Bombs FBU-15 FBU-15 FBU-15* FBU-15* FBU-15* FBU-15* FBU-15 FBU-15
KBU-15 KBU-15 KBU-15* KBU-15* KBU-15* KBU-15* KBU-15 KBU-15
S1 S1 S1* S1* S1* S1* S1 S1
S2*
Other Munitions 20mm*
15mm*
35mm * 35mm 35mm
Component Option 1 Option 2 Option 3 Option 4
Nose 20mm Gun 35mm Gun 15mm Gun Nose Illuminator
Centerline S1 Missile Bays S2 Missile Bays Centerline Fuel Tank
Avionics Helmet-Mounted Display Missile Control Computer
Fuselage Ablative Foam Ceramic Tile Stealth Coating
Engine Articulated Nozzle Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher
B-86 Claymore
Claymore Fit
Classification B1 B2 B3 B4 B5 B6 B7 B8
Bombs KBU-22* KBU-22 KBU-22* KBU-22* KBU-22 KBU-22*
KBU-22 KBU-22
CBU-40* CBU-40*
Missiles S2* S2* S2* S2* S2* S2*
S3* S3*
Component Option 1 Option 2 Option 3
Centerline S2 Missile Bays S3 Missile Bays
Fuselage Ablative Foam Ceramic Tile Stealth Coating
Support Missile Decoy Projector Missile Control Computer
Engine Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher

Loadouts (OSP)

RS-35A Halberd
Halberd Fit OSP
Classification N E1 E2 E3 E4 MP
Missiles & Bombs S1 S1 S1 S1
Other Munitions 35mm* 35mm*
35mm Flech* 35mm Flech*
Component Option 1 Option 2 Option 3 Option 4
Nose 35mm Gun
Mission Package Wake Sensor Ferryman Masquerade 35mm Gun Internal Radar (Advanced)
Avionics Helmet-Mounted Display Missile Control Computer
Fuselage Ablative Foam
Engine Articulated Nozzle Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher
Barracuda
Barracuda Fit
Classification N T1 T2 B1 B2 B3 B4 T3 T4
Pods Fuel Tanks Fuel Tanks
Illum. Pods Illum. Pods
Jam. Pods Jam. Pods
Missiles & Bombs S1 S1 S1 S1 S1 S1 S1 S1
KBU-15 KBU-15 KBU-15 KBU-15 KBU-15 KBU-15 KBU-15 KBU-15
R-1 R-1 R-1 R-1
R-2 R-2
S2 S2
Other Munitions 20mm*
35mm Flech.* 35mm Flech. 35mm Flech.
35mm* 35mm 35mm
Component Option 1 Option 2 Option 3
Nose 20mm Gun 35mm Gun Nose Illuminator
Avionics Helmet-Mounted Display Missile Control Computer
Fuselage Ablative Foam Ceramic Tile
Engine Articulated Nozzle Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher
RF-286A Pike
Pike Fit
Classification N E1 E2 E3 E4
Pods Fuel Tanks Fuel Tanks
Illum. Pods Illum. Pods
Jam. Pods Jam. Pods
Missiles & Bombs S1 S1
Other Munitions 20mm*
Component Option 1 Option 2 Option 3
Nose 20mm Gun 35mm Gun Nose Illuminator
Fuselage Ablative Foam
Engine Articulated Nozzle Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher
Top EO Targeting Ball
B-45A Sturgeon
Sturgeon Fit
Classification W1 W2 W3 W4 W5 W6 W7 W8
Missiles & Bombs CBU-40 CBU-40
KBU-22 KBU-22 KBU-22 KBU-22
R-1 Pod R-1 Pod
R-2 R-2 R-2 R-2
R-3 R-3
S2 S2 S2 S2
S3 S3
Other Munitions 100mm AP 100mm AP
100mm HE 100mm HE
100mm HE-HC 100mm HE-HC
Component Option 1 Option 2 Option 3
Fuselage Ablative Foam Ceramic Tile
Support Missile Control Computer
Engine Shrouded Exhaust
Countermeasures Standard CM Launcher High-Capacity CM Launcher High-Coherence CM Launcher

Fixed Modules

Type Name Cost (pts) Component Mass Stats/ability Restrictions
Avionics Helmet Mounted Display 2 0 Missile Launch Angle: +300% None
Avionics Missile Control Computer 3 0 CMD Control Cap: +1-6 None
Fuselage Ablative Foam 2 2 Frame Integrity: +30 None
Fuselage Ceramic Tiling 6 0 Skin Thickness: +1.25 mm Only on Fighters & Bombers
Fuselage Stealth Coating 6 0 Wake Signature: -50%; Target Size: -66% Only on Fighters & Bombers
Engine Articulated Nozzles 3 0 Turn Rate: +33% None
Engine Shrouded Exhaust 2 0 Wake Signature: -33% None
Countermeasures Standard CM Launcher 0 0 Pattern Shot: 4; Shots per Pattern: 10; Shot Spacing: 0.25s None
Countermeasures High-Capacity CM Launcher 2 0 Pattern Shot: 8; Shots per Pattern: 10; Shot Spacing: 0.25s None
Countermeasures High-Coherence CM Launcher 0 0 Pattern Shot: 4; Shots per Pattern: 20; Shot Spacing: 0.13s None

Variable Modules

Launch and Recovery Sequence

Select Flight/Armaments and give Sortie Command -> Arm -> Traverse -> Launch -> Return to Base -> Traverse -> Disarm -> Repair -> Store

Arming/disarming time

A Craft must be readied before it can sortie from a carrier. This includes loading fuel and ordinance onto the Craft. The duration to complete the readying operation depends on the the size and ammunition loaded the time that. This ranges from arming a vehicle without armaments with virtually little to no time to a significant amount of time such as your bombers.

When a craft returns, any unspent ordinance must be removed and returned to stores, this occurs before the craft is repaired.

Some Carriers have bonuses to Arming Speed, and the Gear Deck Locker can increase the speed as well.

Deck Traversal Time

Deck Traversal is similar to the Arming/Disarming time above. However it occurs after the craft has been fully armed and positions the craft on the launch pad.

A similar amount of time occurs when a craft is recovered before it is sent to be Disarmed.

Some Carriers have bonuses to Arming Speed, and the Flight Deck Traversal System can increase the speed as well.

Craft Repair

Any damaged Craft are repaired after their armaments have been removed but before they are available to be selected to launch from the Hangar.

The number of slots that a craft can repair at is equal to the number of small and large launch pads on the selected Carrier. For example the Levy has 2 Large and 4 small pads while the number of pads for the OSP is directly related to the number of Bank Hangar's installed.

This number can be increased with Spacecraft Repair Station, this will allow additional craft to be repaired in addition to the ones that can be armed on the launch pads. For example, a Levy with 2 Spacecraft Repair Stations can repair 4 Claymore Torpedo Flight at the same time and launch them much faster than they would otherwise

Preflight Slots

The number of slots that a craft can armed is equal to the number of small and large launch pads on the selected Carrier. For example the Levy has 2 Large and 4 small pads while the number of pads for the OSP is directly related to the number of Bank Hangar's installed.

This number can be increased with Spacecraft Strikedown Station, this will allow additional craft to be armed in addition to the ones that can be armed on the launch pads. This will allow craft to instantely traverse to the launch pad after the previous flight has been returned or sortied. For example, a Levy with 2 Spacecraft Strikedown Stations can arm a 4 wing Claymore Torpedo Flight at the same time and launch them much faster than they would otherwise