Spacecraft: Difference between revisions
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! State !! Behaviour | ! State !! Behaviour | ||
|- | |- | ||
| AUTO || | | AUTO || Craft will follow the default evasion behavior for the seeker targeting them | ||
|- | |- | ||
| NOTCH || | | NOTCH || Craft will turn perpendicular to the missile threat, presenting a side profile in the hopes that seduced missiles will be unable to re-acquire<ref>Very useful for craft equipped with stealth, as the side angle has lower chances of successful damage rolls on [[munition:bf|Blast Frag warheads]]</ref> | ||
|- | |- | ||
| SCRAM || | | SCRAM || Craft will run away from the missile threat, attempting to get out of range | ||
|- | |- | ||
| OUT-G || | | OUT-G || Craft will attempt to out-pull the missile as it gets close | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 192: | Line 192: | ||
! State !! Behaviour | ! State !! Behaviour | ||
|- | |- | ||
| AUTO || | | AUTO || Craft will fire counter measures against seeker types seduced by them | ||
|- | |- | ||
| ALL || | | ALL || Craft will fire counter measures against all missile seekers, even if the seeker type is not seduced by them<ref>Use this when equipping HICO</ref> | ||
|- | |- | ||
| NEVER || | | NEVER || Craft will not fire counter measures | ||
|} | |} | ||
Latest revision as of 07:16, 13 September 2026


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.
| 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

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:
| 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%) |
| 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.
| 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. |
| 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. |
| 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. |
| 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. |
| 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.
| 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 |
| State | Behaviour |
|---|---|
| ALL | TO DO |
| ENGINE | TO DO |
| DEFWEP | TO DO |
| OFFWEP | TO DO |
| SENSOR | TO DO |
| State | Behaviour |
|---|---|
| ON | TO DO |
| OFF | TO DO |
| State | Behaviour |
|---|---|
| AUTO | TO DO |
| MAN | TO DO |
| State | Behaviour |
|---|---|
| AUTO | Craft will follow the default evasion behavior for the seeker targeting them |
| NOTCH | Craft will turn perpendicular to the missile threat, presenting a side profile in the hopes that seduced missiles will be unable to re-acquire[1] |
| SCRAM | Craft will run away from the missile threat, attempting to get out of range |
| OUT-G | Craft will attempt to out-pull the missile as it gets close |
| State | Behaviour |
|---|---|
| AUTO | Craft will fire counter measures against seeker types seduced by them |
| ALL | Craft will fire counter measures against all missile seekers, even if the seeker type is not seduced by them[2] |
| NEVER | Craft will not fire counter measures |
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.
Designing Craft
(Different types of craft, ships that can carry craft, etc.)
Craft Carrying Ships
Loadouts (ANS)
| 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 |
| 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 |
| 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 | |
| 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) 
| 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 | |
| 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 |
| 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 | ||
| 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 Armaments -> Give Flight 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
- ↑ Very useful for craft equipped with stealth, as the side angle has lower chances of successful damage rolls on Blast Frag warheads
- ↑ Use this when equipping HICO


