Beginner's Guide: Difference between revisions

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== Weapon controls ==
== Weapon controls ==
[[File:WEP Commands.png|thumb|The weapon controls menu]]
[[File:Weapon Control Panel (2).png|thumb|The weapon controls menu]]
[[File:WEP commands.png|thumb|The weapon controls menu]]
[[File:WEP commands.png|thumb|The weapon controls menu]]
The weapon controls are accessed by opening the Action Menu and pressing the WEP button. The top bar displays the current targeting mode. TRK means the ship is using radar targeting, while VIZ means the ship is using optical targeting. POS is highlighted when targeting empty space and allows direct firing of weapons in any direction. Not all weapons support VIZ and POS mode.
The weapon controls are accessed by opening the Action Menu and pressing the WEP button. The top bar displays the current targeting mode. TRK means the ship is using radar targeting, while VIZ means the ship is using optical targeting. POS is highlighted when targeting empty space and allows direct firing of weapons in any direction. Not all weapons support VIZ and POS mode.

Revision as of 05:26, 1 October 2026

Movement controls

The movement controls menu

The movement controls are accessed by opening the Action Menu and pressing the MOVE button. If a formation action menu is opened movement controls will be applied to the guide ship.

Display Setting Effects
ORB Orbit Position Move to a designated area and orbit around it
POS Move To Position Move to a designated area and hold position
CHD Clear Hold Heading Cancels a Hold Heading command
HDG Hold Heading Face the selected direction regardless of heading
CRS Drive Course Travel in a direction indefinitely
CRL Clear Roll Ship Cancels a Roll Ship command
ROL Roll Ship Selects a new direction as the "up" direction of the ship
FRM Form With Ship Choose a ship to become a guide ship and then designate a position around it
CLR Clear HDG/ROL Cancels Hold Heading and Roll Ship commands
ALD Assume Lead Become the new guide ship of the formation
ALL STOP Hold Position Cancels all movement commands

Tactics

  • ORB / Orbit Position allows dodging of most ballistic weapons at range.
  • HDG / Hold Heading can be used to avoid exposing the critical/delicate parts of a ship to enemy fire.
  • ROL / Roll Ship can be used to keep certain weapons or radar panels angled at an enemy ship. Ships can roll faster than enemy ships of the same size can position around them.
  • ALD / Assume Lead is useful if the guide ship becomes disabled but the rest of the fleet need to carry on with their objective.

Weapon controls

The weapon controls menu
The weapon controls menu

The weapon controls are accessed by opening the Action Menu and pressing the WEP button. The top bar displays the current targeting mode. TRK means the ship is using radar targeting, while VIZ means the ship is using optical targeting. POS is highlighted when targeting empty space and allows direct firing of weapons in any direction. Not all weapons support VIZ and POS mode.

Pressing the ammo button next to a kinetic weapon will show the available ammo types.

  • AP (Armor Piercing) ammo is more effective against armor but will only deal internal damage directly in the shell's path.
  • HE (High Explosive) ammo is less effective against armor but will only deal internal damage to everything nearby the impact area.

Tactical view

Tactical view

The tactical view displays a lot of information that is normally hidden.

If a ship is selected the tactical view will show a distance range plane around it. The dotted lines represent the maximum ranges for the selected ship's systems. The red line indicates offensive weapons range, the blue line indicates sensor range and the green line indicates defensive systems range.

Detecting enemies

Enemy ships can be detected by active radar, by visual observation at short range, and passively by picking up their radar emissions (ELINT bearing lines and crossfixes). Both can be obstructed by asteroids.

  • Radar detection is shared across the entire fleet as long as a ship's communications are online and allows all of a ship's weapons to fire on a detected target. Each ship has a number of radar panels that give full coverage around the ship. Radar panels or the radar controller can be destroyed, impairing radar functionality. Radar can also be jammed.
  • Visual detection is not a fixed 3 km sphere and is not shared across the fleet. It uses a 500 m grid and a 5-cell sight stat (2500 m nominal): depending on direction and where the ships sit in their cells, contact starts reliably near 2.7 km and can extend to about 4.4 km. Enemies detected by visual will only be visible if the ship detecting them is selected and cannot be attacked by other ships unless those also detected the enemy. Guns, beams, and unguided rockets can fire on visually detected enemies if radar detection is not functional. Guided missiles cannot, including command-guided missiles: they need a non-visual track.

Damage control

Damage control teams on their way to fix damage

Battle damage may case a fire inside a ship, indicated with an icon in the ships list. Fires cause constant damage to a ship and slow the working speed of damage control teams.

Damage control teams will attempt to repair damaged components. They will prioritize them in the order of how important a component is. Drives and reactors come first. CIC, the main search radars, and the large missile launchers are next. A component with a catastrophic event, such as a magazine cookoff, jumps ahead of the CIC, and anything you prioritize manually comes before all of these. Priority can be changed manually but repair teams will have to travel to the newly designated component to repair it, possibly taking up valuable time.

There is a limit to how much a component can be repaired. Maximum repair is the lowest health the component has reached, plus 10% of its maximum health, and never less than its functioning threshold plus that same 10%. A Damage Control Complex raises the allowance from 10% to 15%.

If a component has been destroyed completely, repairing it will require spending a Restoration Point, which can only be done manually. Each ship carries only a limited number of Restoration Points, depending on damage control components installed.