User:76561198006362411/sandbox/Wiki review 2026-09-29
Wiki review
Corrections and open questions for NEBULOUS 0.6.2.6, Steam build 25104609. Sources are game code, stock data and the linked wiki revisions.
Status: 85 mechanical corrections applied; 13 Modding/Dimensions proposals held. See mechanical changes for the individual diffs.
The entries below come from the 25 September 2026 audit. Completed mechanical fixes have been removed. Where a proposal still has changes pending, its quoted text includes the applied values. Other proposals have not been rechecked against the live wiki. Check the current article before editing.
Code references name the game class and member. Stock-data references name the extracted asset and field. These are reproduction references for the listed game build, not download links.
Corrections
Armor
P-armmov-155
Proposed. Damage Formula · Audited revision 1200
Audited text
* Some damage types such as HEI warheads (missiles, rockets, mines), Beams, and Plasma ignore armor angle. This additionally ignores much of the actual damage formula, so 45cm of pen from an attack that ignores angling will always strip 45cm from the armor, regardless of angle or remaining armor thickness <ref>Damage types ignoring angling appears to be a property of the damage type rather than a serializable field in most cases.</ref>
Replacement
* Some damage types such as HEI warheads (missiles, rockets, mines), and Plasma ignore armor angle and will strip listed penetration regardless of angle. Beams never ricochet but still use effective armor thickness (nominal thickness divided by cos θ, capped at 2.5× nominal), so angled hits shred armor more slowly than perpendicular hits. <ref>Damage types ignoring angling appears to be a property of the damage type rather than a serializable field in most cases.</ref>
Damage Formula bullet on angle-immune types.
Sources
- Game code/Ships/RaycastMuzzle.cs; 103-105; Beams do not ignore effective thickness
- Game code/Ships/BaseHull.cs; 1626-1636; Angled armor scaling
P-armmov-68, P-armmov-69
Proposed. Guidelines · Audited revision 1200
Audited text
[[ship:flathead|MN Flathead]] (angle) || AP || HE || AP
Replacement
[[ship:flathead|MN Flathead]] (angle) || AP :-( || AP || AP
ANS chart row, columns 120 mm / 250 mm / 450 mm. 120 mm AP cannot penetrate fresh 48 cm armor. The 250 mm cell is the companion finding: HE (40 cm) cannot penetrate either, and AP (60 cm) can inside about 37°. Apply this row once. Same ANS Flathead (angle) row as P-armmov-68. 250 mm column changes from HE to AP. Apply once.
Sources
- Stock data/hulls/Bulk Feeder.json; Ships.Hull _armorThickness 48; Flathead nominal armor
- Stock data/munitions/120mm AP Shell.json; _armorPenetration 45; 120 mm AP cannot meet fresh EA
- Game code/Ships/BaseHull.cs; 1609, 1637; Angling only raises effective thickness; penetration requires pen ≥ remaining armor
- Stock data/munitions/250mm HE Shell.json; _armorPenetration 40; HE cannot penetrate 48 cm
- Stock data/munitions/250mm AP Shell.json; _armorPenetration 60; AP penetrates until EA exceeds 60
- Game code/Game/Units/ShipController.cs; 5619-5624; Non-penetrating shred is pen × min(pen/RA, 1)
P-armmov-71
Proposed. Guidelines · Audited revision 1200
Audited text
[[ship:flathead|MN Flathead]] (flat) || AP || AP || HE -> AP
Replacement
[[ship:flathead|MN Flathead]] (flat) || AP :-( || AP || HE -> AP
ANS chart, Flathead (flat) row, 120 mm column only. 250 mm AP on this row can penetrate head-on and stays AP.
Sources
- Stock data/munitions/120mm AP Shell.json; _armorPenetration 45; Pen below fresh Flathead armor even at 0°
- Stock data/hulls/Bulk Feeder.json; _armorThickness 48; Nominal armor
P-armmov-134
Proposed. Ricochet · Audited revision 1200
Audited text
Damage types that ignore armor angling will not ricochet under any case (as those attacks are always treated as hitting perpendicular to the plate regardless of the actual hit angle)
Replacement
Ignoring armor angling does not by itself prevent a ricochet: the ricochet test still uses the real impact angle. Missiles, rockets, mines, bombs and beams never ricochet because they set NeverRicochet. Plasma ignores angling for thickness and can still ricochet
Opening sentence of the ignore-angling paragraph. The footnote is a separate edit.
Sources
- Game code/Ships/BaseHull.cs; 1632-1637; Angle test is independent of ignoreEffectiveThickness
- Game code/Game/Units/ShipController.cs; 5617-5618; ricochet is cleared only when NeverRicochet is set
- Game code/Munitions/LightweightMunitionBase.cs; 245; Shells, including plasma, default NeverRicochet to false
- Game code/Munitions/LightweightSplashingShell.cs; 41; Plasma ignores effective thickness
- Game code/Ships/RaycastMuzzle.cs; 105; Beams never ricochet
P-armmov-137
Proposed. Ricochet · Audited revision 1200
Audited text
Some Damage types, such as plasma, may still visibly ricochet, as the check for ricochets does not account for if the damage type ignores ricochet. However, this is just a visual indicator, the attack will still deal its full shredding
Replacement
Plasma can still ricochet. If it fails to penetrate at 80 degrees or more, it shreds 20% and applies no heat, and it does not go on to damage components
Footnote on the same Ricochet paragraph.
Sources
- Game code/Game/Units/ShipController.cs; 5618-5627 and 5523-5527; Ricochet shred is 20% with no heat, and a ricochet returns before component hits
P-armmov-144
Proposed. Damage Formula · Audited revision 1200
Audited text
* EA = NA / cos(30) = 60.0 cm.
* RA = EA (because this Solomon has not taken any hits there)
* Does not ricochet.
Then the actualDamage done is <math>\text{actualDamage} = 45 \times \frac{45}{60.0} = 33.7\, \text{cm}</math>. So the Solomon would have 18.3 cm of armor remaining in that spot.
Replacement
* EA = NA / cos(30) = 64.7 cm.
* RA = EA (because this Solomon has not taken any hits there)
* Does not ricochet.
Then the actualDamage done is <math>\text{actualDamage} = 45 \times \frac{45}{64.7} = 31.3\, \text{cm}</math>. So the Solomon would have 24.7 cm of armor remaining in that spot.
120 mm AP vs fresh Solomon at 30°. NA is 56 cm, not the 52 cm implied by EA 60.
Sources
- Stock data/hulls/Solomon Battleship.json; Ships.Hull _armorThickness 56; Current Solomon nominal armor
- Game code/Ships/BaseHull.cs; 1607-1609 and 1632-1637; EA = t/cos(θ) capped at 2.5t; shred scales by pen/RA when not ignoring angle
P-armmov-144
Proposed. Damage Formula · Audited revision 1200
Audited text
60cm pen vs 52cm armor
Replacement
60cm pen vs 56cm armor
Same example’s follow-on bullet. At 30°, 60 cm pen vs 56 cm still fails to penetrate (EA 64.7).
Sources
- Stock data/hulls/Solomon Battleship.json; Ships.Hull _armorThickness 56; Current Solomon nominal armor
- Game code/Ships/BaseHull.cs; 1607-1609 and 1632-1637; EA = t/cos(θ) capped at 2.5t; shred scales by pen/RA when not ignoring angle
Beginner's Guide
P-general-325
Proposed. Detecting enemies · Audited revision 262
Audited text
Enemy ships can be detected in two ways: by radar and by visual.
Replacement
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).
First sentence of Detecting enemies.
Sources
- Game code/Game/Sensors/TrackingMode.cs; 3-11; BearingOnly and Crossfix are tracking modes distinct from Ping and Visual.
- Game code/Ships/PassiveSensorComponent.cs; 168-184; Passive sensors acquire signatures on their own line-of-sight test.
- Stock data/components/ES22 _Pinard_ Electronic Support Module.json; component identity; A stock passive ESM module exists.
P-general-332
Proposed. Detecting enemies · Audited revision 262
Audited text
Visual detection applies in a 3 km area around any ship and is not shared across the fleet.
Replacement
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.
Visual-range bullet. The rest of the bullet, about who can see the contact, is unchanged.
Sources
- Stock data/hulls/Sprinter Corvette.json; _visionDistance 5; Same raw value on all 18 hulls checked.
- Game code/Ships/BaseHull.cs; 389-390 and 568; Vision distance is the stat value in cells; the UI multiplier is 500 m.
- Game code/Game/Map/VisibilityCell.cs; 135; A cell is visible when cell-index distance is at most sight times 1.414.
- Game code/Utility/VisCellCoordinate.cs; 7; Cell size is 50 world units.
P-general-337
Proposed. Detecting enemies · Audited revision 262
Audited text
Most offensive weapons can fire on visually detected enemies if radar detection is not functional but directly controlled missiles cannot.
Replacement
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.
End of the visual-detection bullet.
Sources
- Game code/Munitions/Missile.cs; 108; Guided legacy missiles do not support visual targeting.
- Game code/Munitions/DumbfireRocket.cs; 35; Unguided rockets do.
- Game code/Munitions/ModularMissiles/ModularMissile.cs; 663; Modular missiles do not.
- Game code/Game/Orders/Tasks/FireMissileTrackTask.cs; 227; A visual track is skipped unless the weapon group supports visual targeting.
P-general-342
Proposed. Damage control · Audited revision 262
Audited text
They will prioritize them in the order of how important a component is, with the CIC and reactor always being repaired first.
Replacement
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.
Repair-priority sentence.
Sources
- Stock data/components/FM500 Drive.json; _dcPriority 1000; Drives are Critical. The same value is on the other FM, BW, and CHI drives checked.
- Stock data/components/FR4800 Reactor.json; _dcPriority 1000; Reactors are Critical.
- Stock data/components/Citadel CIC.json; _dcPriority 100; CIC is High, not Critical. Basic and Reinforced CIC match.
- Game code/Ships/HullComponent.cs; 1079-1090; A catastrophic adds 1000 to the sort key, ahead of an undebuffed CIC.
P-general-344
Proposed. Damage control · Audited revision 262
Audited text
Maximum repair is 10% more than the component had at the beginning of the repairs.
Replacement
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%.
Repair-cap sentence.
Sources
- Game code/Ships/HullPart.cs; 125-134 and 368; Cap uses _repairFloor, which only falls, plus functioning-threshold-plus-bound.
- Game code/Ships/BaseHull.cs; 384-385; hull-component-max-repair starts at 0.1.
- Game data/loc_en.json; TUTORIAL_1_3_SUBTITLE_19; Tutorial text: 10% more than the lowest integrity level.
- Stock data/components/Damage Control Complex.json; Modifiers hull-component-max-repair literal 0.05; The complex raises the cap by 5 percentage points.
Campaign Guide
P-general-461
Proposed. General Tips and Hints · Audited revision 1449
Audited text
docking at a station will add 50% to a components maximum repair cap. Shipyards will add 100%, allowing for complete repairs
Replacement
docking at a station uses that station's component repair limit, commonly 50% of maximum health. A station offering a 100% limit permits complete repairs; these percentages are limits, not additive bonuses
BaseHull selects the docked station cap instead of adding it to the hull cap. Campaign station limits can vary.
Sources
- Game code/Campaign/Stations/StationDockingPoint.cs; _componentMaxRepair default 0.5f SetDockedStationRepairStat; Station sets 50% repair cap while docked
- Game code/Ships/BaseHull.cs; hull-component-max-repair InitialValue 0.1f; Undocked default cap 10%
- Game code/Ships/BaseHull.cs; lines 566 and 950-953; Station cap replaces the undocked stat.
- Review calculations and notes; ComponentRepair elements: 0.5, 0.75, 1 and -1; Campaign-defined limits vary; the installed TextAsset values were re-read with station_repair.py.
Component Damage
P-cd-104, P-cd-105
Proposed. Overpenetration · Audited revision 2087
Audited text
A shell that overpenetrates can continue on and hit other targets, but some of it's armor penetration will be "used up" 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.
Replacement
A shell that overpenetrates can continue on and hit other targets. On a single hull, entry and exit armor consume penetration depth from that impact (for example, a shell with 110 cm pen against 15 cm armor may use about 30 cm ignoring angling and internal density to exit). Against a later target, stock kinetic shells apply their full listed penetration again rather than a reduced remainder (the same 110 cm shell does not carry only 80 cm pen into the next ship).
Second Overpenetration paragraph, including the 110 cm example. Overpenetration worked-example paragraph.
Sources
- Game code/Munitions/LightweightKineticShell.cs; 99-103, 126-129; Every damageable impact calls MakeDamageDealer
- Game code/Munitions/InstancedDamagers/BaseThrowawayDamager.cs; 50-54, 78-81; New damager copies full ArmorPenetration; consumption is local
- Game code/Game/Units/ShipController.cs; 5530-5543; Exit check consumes pen only on the current damager
- Game code/Munitions/LightweightKineticShell.cs; 126-129; New damager per impact
- Game code/Game/Units/ShipController.cs; 5523-5543; Entry/exit armor consumption within one hit
P-cd-27
Proposed. Damage Reduction · Audited revision 2087
Audited text
DR begins increasing once 20% of the component slots are filled, and maximizes when 60% of the component slots are filled.
Replacement
DR is 25% of the hull's base component DR when 20% or fewer component slots are filled, then rises linearly and reaches its full value at 60% filled.
Keep the following sentences about slot count and destroyed modules.
Sources
- Game code/Ships/BaseHull.cs; 562-564 and 787-795; DR lerps from 25% of raw component DR to the stat maximum across 20-60% sockets filled, then clamps to 0.9.
- Game code/Utility/MathHelpers.cs; 40-46; Fill at or below 20% clamps to the low end of the lerp.
P-cd-53
Proposed. Interior Density and Penetration Depth · Audited revision 2087
Audited text
275/122/120cm
Replacement
267/114/112cm
Vauxhall Total Armor Equivalent column. Leave the internal 215/62/60cm cell.
Sources
- Stock data/hulls/Vauxhall Light Cruiser.json; _armorThickness 26.0; _interiorDensityArmorEquivalent 1.0; 2*26 plus the listed internal paths is 267/114/112 cm.
- Wiki source at the linked revision; line 52; Current total cell is still 275/122/120cm.
P-cd-73
Proposed. Interior Density and Penetration Depth · Audited revision 2087
Audited text
216/162/159cm
Replacement
192/138/135cm
Flathead Total Armor Equivalent column. Internal 96/42/39cm stays.
Sources
- Stock data/hulls/Bulk Feeder.json; _armorThickness 48.0; _interiorDensityArmorEquivalent 0.75; Flathead armor is 48 cm.
- Wiki source at the linked revision; line 64; Current total cell is still 216/162/159cm.
P-cd-110
Proposed. Structure break · Audited revision 2087
Audited text
if an attack hits this hitbox, and does not damage any components, the damage is dealt to the structure.
Replacement
if an attack's path crosses the structure hitbox and no component collider, destroyed components included, the damage is dealt to the structure. Hits below 20 damage after damage reduction do not count toward structure HP.
Structure-break paragraph. The structure-broken redirect sentence after this stays.
Sources
- Game code/Game/Units/ShipController.cs; 5561-5580; Structure path only if every hit is structural
- Game code/Munitions/MunitionsHelpers.cs; 172-188, 276-289; Destroyed components remain in the hit list and then take no damage
- Game code/Ships/HullStructure.cs; 16, 117-121; Packets below 20 are ignored
- Game code/Munitions/InstancedDamagers/SingleRayDamager.cs; 42; DR is applied before the structure sees the packet
P-cd-122
Proposed. HE (Shell) · Audited revision 2087
Audited text
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.
Replacement
Most HE shells have a penetration envelope of 0.8, which places the explosion at a random point between 20% and 180% of pendepth (the code lerps from 1 - envelope to 1 + envelope, so the average is 100%). The component tooltip says 80-100%, but the placement method does not do that.
HE shell detonation-depth sentence.
Sources
- Game code/Munitions/InstancedDamagers/PenetratingExplosiveDamager.cs; 47; Lerp from (1−e) to (1+e)
- Game code/Munitions/LightweightExplosiveShell.cs; 10-12; Tooltip text matches the wiki and not the method
- Stock data/munitions/250mm HE Shell.json; _penetrationEnvelope 0.8, _maxPenetrationDistance 2.5; Stock HE envelope and the 250 mm example depth
P-cd-187, P-cd-189
Proposed. Plasma · Audited revision 2087
Audited text
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 some cases
Replacement
In the current version the 400mm plasma ampoule casts no splash rays (splash ray count is 0). Armor shredding comes only from the main hit.
Replaces the splash-ray paragraph. P-cd-189 is the second sentence of this same block; apply once. Same paragraph as P-cd-187. Apply once.
Sources
- Stock data/munitions/400mm Plasma Ampoule.json; _splashRayCount 0, _armorSplashRadius 0.75; Current plasma casts no splash rays
- Game code/Munitions/LightweightSplashingShell.cs; 47-62; The ring is only iterated when the count is positive
- Stock data/munitions/400mm Plasma Ampoule.json; _splashRayCount 0; No splash rays in 0.6.2.6
- Game code/Munitions/LightweightSplashingShell.cs; 47 and 59; Loop bound, and each ray would have used ArmorOnlyDamager of the shell
P-cd-215, P-cd-217, P-cd-218
Proposed. HEI (Missile) · Audited revision 2087
Audited text
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.
Replacement
For missiles, the HE armor-shredding radius is looked up from armor penetration, not component damage. HE Impact armor penetration stays about 27-150 cm, so the radius stays near the curve's start (about 3.5 in raw brush size) and does not reach the knots at 5 and 8, which sit at 1500 cm and 5000 cm of armor penetration.
One sentence covers the growth claim and the 5 m / 8 m figures. Apply once. The raw brush is not relabeled as metres. Same sentence as P-cd-215. Apply once. Same sentence as P-cd-215 and P-cd-217. Apply once.
Sources
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/ImpactConeWarheadDescriptor.cs; 52, 60; Brush curve is evaluated at armor penetration
- Stock data/missilecomponents/HE Impact.json; _armorBrushRadius keys (0, 3.476), (1500, 5), (5000, 8); _armorDamage 30 parabolic factor 0.8; Knots are armor-pen values, not component damage
- Game code/Utility/ScalingValue.cs; 24; Parabolic value is amount × sqrt(factor × increments)
- Stock data/missilecomponents/HE Impact.json; _armorBrushRadius key time 1500 value 5; The 5 knot is at 1500 cm armor pen
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/ImpactConeWarheadDescriptor.cs; 60; Evaluate(ArmorPenetration)
- Stock data/missilecomponents/HE Impact.json; _armorBrushRadius key time 5000 value 8; The 8 knot is at 5000 cm armor pen
- Game code/Utility/ScalingValue.cs; 24; How increments become armor penetration
P-cd-237
Proposed. Mass driver/Fracturing block · Audited revision 2087
Audited text
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.
Replacement
Fracturing blocks can overpenetrate and keep flying. The impact cone still deals the same ray damage, but an overpenetrating hit does not emit the splash fragments against other ships; those fragments are fired only when the hit is penetrated or stopped.
Replace the overpen sentences. The following sentence about the block keeping full damage into a second target can stay.
Sources
- Stock data/munitions/500mm Fracturing Block.json; class LightweightKineticSplashDamageShell; _castType 3; _rayCount 20; _splashOnDamageable 1; _blastRadius 50; _fragmentCountPerTarget 20; _splashCompDamage 15; It is a ray-cone shell with a separate 500 m splash.
- Game code/Munitions/LightweightKineticShell.cs; 99-107 and 129; Overpenetrated does not repool the projectile; RayCone uses MultiRayConeDamager.
- Game code/Munitions/InstancedDamagers/MultiRayConeDamager.cs; 56-61; Cone damage per ray ignores hit result and the overpen multiplier.
- Game code/Munitions/LightweightKineticSplashDamageShell.cs; 127-135; Splash runs only for Penetrated or Stopped, not Overpenetrated.
P-cd-257, P-cd-259
Proposed. HEKP (Missile) · Audited revision 2087
Audited text
| [[ship:vauxhall|Vauxhall]] || 30cm || 1.00 || 247cm
Replacement
| [[ship:vauxhall|Vauxhall]] || 26cm || 1.00 || 237cm
HEKP table armor column only. The 247 cm pen cell is P-cd-259; applying this first leaves that cell intact. Vauxhall HEKP minimum-pen cell. Independent of the 30-to-26 armor edit.
Sources
- Stock data/hulls/Vauxhall Light Cruiser.json; parts[0].fields._armorThickness 26.0; BaseModifiers only hull-missilechannels; UI armor is 26 cm.
- Game code/Ships/BaseHull.cs; 375 and 1607-1610; Armor stat is raw cm; effective thickness is clamped at 2.5x but the listed thickness is still 26.
- Stock data/missilecomponents/HE Kinetic Penetrator.json; _expPeriodicDistance 0.66; _maxPenetrationDistance 17.5; 26 explosions need 17.16 u, which is 171.6 m.
- Game code/Ships/BaseHull.cs; 1607-1623; Worst-case entry cost is 2.5 times thickness; remaining pen buys metres at the density rate.
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/KineticPenetratorWarheadDescriptor.cs; 175; Explosion count is FloorToInt(penDistance / 0.66).
P-cd-300
Proposed. HEKP (Missile) · Audited revision 2087
Audited text
Explosion count is rounded down; HEKP will create no explosions below 6.6m (but the penetrator can still damage components)
Replacement
Explosion count is rounded down, one per 6.6 m. A hit that fails to penetrate creates none, but a penetrating hit is given at least 15 m of pendepth, so it always creates at least 2 explosions and those explosions are scaled up to the 40% damage minimum.
Connects the existing 15 m pendepth rule to the HEKP counter.
Sources
- Game code/Game/Units/ShipController.cs; 5547-5553; Component search distance is at least 1.5 world units (15 m) after armor is penetrated.
- Game code/Munitions/InstancedDamagers/BaseThrowawayDamager.cs; 62-65; That distance is stored as PenetratedDistance.
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/KineticPenetratorWarheadDescriptor.cs; 157-160 and 175-181; Explosions require a penetrating hit; count is floored; total explosive damage is raised to at least 40%.
P-cd-324, P-cd-325
Proposed. Blast Frag (Missile) · Audited revision 2087
Audited text
The fuze range is equal to the blast radius, with an upper limit of 50m.
Replacement
The fuze is a box whose edge is 1.8 times the blast radius, capped at 50 m. Stock warheads hit that cap, so the box reaches about 42 m ahead, 25 m to each side, and 8 m behind. The damage radius is the blast radius, which is larger.
Same sentence as P-cd-325; this replacement covers both the shape and the 50 m cap.
Sources
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/FragmentationWarheadDescriptor.cs; 84-88; Fuze edge is min(blast radius times 1.8, max trigger size).
- Game code/Munitions/ModularMissiles/ModularMissile.cs; 1666-1680; Box collider, scale 1, center z = size/3.
- Stock data/missilecomponents/Blast Fragmentation.json; _blastRadius parabolic 5.0/0.66; _maxFuzingTriggerSize 5.0; The 50 m cap binds at the smallest stock warhead.
- Game code/Utility/ScalingValue.cs; 19-26; Falloff type 3 is parabolic.
- Stock data/missilecomponents/Blast Fragmentation.json; _maxFuzingTriggerSize 5.0; Cap is 50 m of box edge. EL uses the same cap.
- Game code/Munitions/ModularMissiles/ModularMissile.cs; 1679-1680; size is the full edge; center.z = size/3.
P-cd-328
Proposed. Blast Frag (Missile) · Audited revision 2087
Audited text
and will show up as a "miss" if it triggers on a ship
Replacement
and a detonation on a ship is counted as a hit. Terrain impacts, and contact before the fuze is armed, are counted as misses
Leaves the preceding damage clause unchanged.
Sources
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/FragmentationWarheadDescriptor.cs; 158-195; A ship detonation returns at least Stopped.
- Game code/Munitions/ModularMissiles/ModularMissile.cs; 2473-2510; Stopped or better is a hit; inactive fuze and generic impact are misses.
- Game code/Game/Reports/CraftMissileReport.cs; 100-101; MissileStatus.Hit increments Hits.
- Game code/Game/HitResult.cs; 3-9; Stopped, Penetrated, and Overpenetrated are all >= Stopped.
Component:bcic
C-components-13, P-comp-241
Proposed. Lead · Audited revision 1663
Audited text
Ships have a identification difficulty of 200, and and are identified in 200 seconds by a Basic CIC
Replacement
Most ships have an identification difficulty of 200 (300 on the Marauder, Moorline, Moorline refit, and civilian bulk hauler). A Basic CIC reveals type in 200 seconds on difficulty 200, and full identity in 800 seconds.
Lead sentence: first tier versus all four tiers, and the four difficulty-300 hulls.
Sources
- Stock data/components/Basic CIC.json; parts[0].fields._intelEffort=1; Basic CIC effort is 1 per second
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 423 and 150-152; Four identity tiers; TypeKnown at tier 1, FullyIdentified only when all work is done
- Game code/Game/Intel/TieredDelayedRevealFact.cs; lines 18-22; Total work is work-per-tier times tier count
- Stock data/hulls/Bulk Hauler.json; RandomModularHull._identityWorkRequired=300; Marauder difficulty is 300, with three other hulls the same
- Stock data/hulls/Bulk Hauler.json; _identityWorkRequired 300; Marauder is 300.
- Stock data/hulls/Container Hauler.json; _identityWorkRequired 300; Moorline is 300. The Refit file matches.
- Stock data/components/Signature Scrambler.json; Modifiers hull-identificationwork _modifier 1.0; Scrambler doubles identification work.
Component:citcic
C-components-14, P-comp-244
Proposed. Lead · Audited revision 1661
Audited text
Ships have an identification difficulty of 200, and are identified in 50 seconds by a Citadel CIC.
Replacement
Most ships have an identification difficulty of 200 (300 on the Marauder, Moorline, Moorline refit, and civilian bulk hauler). A Citadel CIC reveals type in 50 seconds on difficulty 200, and full identity in 200 seconds.
Lead sentence treats the first identity tier as full identification.
Sources
- Stock data/components/Citadel CIC.json; parts[0].fields._intelEffort=4; 50 s per 200-work tier
- Game code/Game/Intel/IntelligenceTargetObject.cs; line 423; Four named identity tiers
- Stock data/hulls/Container Hauler Refit.json; _identityWorkRequired 300; Moorline Refit is 300, like the other liners.
- Game code/Ships/BaseHull.cs; 396; Identification work is initialized from _identityWorkRequired.
Component:ic
C-components-12, P-comp-239
Proposed. Lead · Audited revision 1660
Audited text
Ships have an Identification Difficulty of 200, and are identified in 13 seconds by an Intelligence Center
Replacement
Most ships have an identification difficulty of 200 (300 on the Marauder, Moorline, Moorline refit, and civilian bulk hauler). An Intelligence Center reveals type in about 13 seconds on difficulty 200, and full identity in about 53 seconds.
Lead sentence: 13 s is tier 1 only.
Sources
- Stock data/components/Intelligence Center.json; parts[0].fields._intelEffort=15; 13.3 s per 200-work tier
- Game code/Game/Units/ShipController.cs; line 3234; Effort×0.25 is applied every 0.25 s
- Stock data/hulls/Civ Bulk Hauler.json; _identityWorkRequired 300; BaseModifier hull-identificationwork -0.9; Even the civilian hauler is not a flat 200.
- Stock data/hulls/Vauxhall Light Cruiser.json; _identityWorkRequired 200; Ordinary warships, including the Vauxhall, are 200.
Component:rf101-bullseye-radar
P-radar-191
Proposed. In Game Description · Audited revision 1120
Audited text
The RF101 cannot lock onto targets obscured by the host warships hull<ref>it can</ref> or targets outside its field of view.
Replacement
The RF101 does not line-of-sight check the host hull, so it can lock a target through that hull, but only while the target is inside its 20° field of view and in a direction the turret can point (the mount's traverse limits, elevation −5° to +89°).
In-game description sentence and its footnote. The footnote is right about hull occlusion and silent about the turret arc.
Sources
- Game code/Ships/ActiveFireControlSensor.cs; lines 112-122; Lock check is range, FOV and a layer-mask-512 linecast
- Game code/Ships/HullStructure.cs; line 49; Hull is layer 11, outside mask 512
- Stock data/components/RF101 _Bullseye_ Radar.json; _fov 20, _minElevation -5, _maxElevation 89; FOV and elevation limits
Component:rm50-parallax-radar
P-radar-202
Proposed. In Game Description · Audited revision 2016
Audited text
Multi-mode radars suffer from the drawback that they can only lock a target out to the maximum detection range of that target based on the sensitivity of the sensor, unlike a dedicated fire-control radar which can lock out to its maximum effective range. In other worse, if the search function could not see the target on its own, it will not be able to lock a track from the sensor network.
Replacement
The Parallax can lock a target only if its own search sees that target on the current sweep, and only while the return is at least its minimum lock SNR (3 dB) above noise. Against an unjammed target whose detection is limited by sensitivity, that is about 92% of the search range; jamming shortens lock further. A dedicated fire-control radar can instead lock a networked track out to its maximum range.
Parallax description paragraph. The second sentence's own-search requirement stays; the sensitivity-only lock range does not.
Sources
- Game code/Game/Sensors/DeltaSensor.cs; lines 140-159; Lock requires the signature to have passed this sensor's sweep and CanMaintainLock
- Game code/Ships/BaseActiveSensorComponent.cs; lines 360-386; Search uses sensitivity; lock uses 3 dB over noise
- Stock data/components/RM50 _Parallax_ Radar.json; _maintainLockSNR 3, _sensitivity -38.5; The 3 dB and -38.5 dBm inputs
Components
C-components-28, P-comp-59
Proposed. Point defense weapons · Audited revision 2477
Applied mechanical changes: Diff
Text after mechanical update
| [[component:p60-grazer-pdt|'''P60 'Grazer' PDT''']] [[File:OSP Roundel.png|25px]]|| 2x1x2 || 100 || 15 || 3 || 0 || 1500 || 35 || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''No'''</span> || laser || [email protected]<br>0m@1km || traverse/elevation rate: 100 deg/s<br>elevation limits: +85 deg, -5 deg
Replacement
| [[component:p60-grazer-pdt|'''P60 'Grazer' PDT''']] [[File:OSP Roundel.png|25px]]|| 2x1x2 || 100 || 15 || 3 || 0 || 1500 || 35 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || laser || [email protected]<br>0m@1km || traverse/elevation rate: 100 deg/s<br>elevation limits: +85 deg, -5 deg
P60 Optical Backup: No to Yes.
Sources
- Stock data/components/P60 Laser PDT.json; Power 1500; TurretController _maxElevation 85; Power and elevation
- Game data/gamedata_full.json; entries.Components['Stock/P60 Laser PDT']._allowVisualTargeting; Optical backup enabled
- Stock data/components/P60 Laser PDT.json; parts[0]._allowVisualTargeting 1; Optical backup is enabled.
- Game code/Ships/WeaponComponent.cs; 721; The Optical Backup row is this flag.
C-components-34, P-comp-63
Proposed. Projectile weapons · Audited revision 2477
Applied mechanical changes: Diff
Text after mechanical update
| [[component:t30-cannon|'''T30 Cannon''']] [[File:OSP Roundel.png|25px]]|| 6x3x6 || 200 || 25 || 50 || 10 || 120 || 20 || Dual-Purpose || ballistic/chemical<br>100mm; ballistic/canister<br>100mm || [email protected]
Replacement
| [[component:t30-cannon|'''T30 Cannon''']] [[File:OSP Roundel.png|25px]]|| 6x3x6 || 200 || 25 || 50 || 10 || 120 || 20 || Offensive || ballistic/chemical<br>100mm; ballistic/canister<br>100mm || [email protected]
T30 role: Dual-Purpose to Offensive.
Sources
- Stock data/components/T30 Cannon.json; fields._cost; weapon role; 20 pt, offensive
- Wiki source at the linked revision; line 201; 30 pts, Dual-Purpose
- Stock data/components/T30 Cannon.json; _role 1; T30 is Offensive only.
- Stock data/components/T20 Cannon.json; _role 3; T20 really is Dual-Purpose, so the column is not globally mislabeled.
- Game code/Utility/WeaponRole.cs; 6-12; 1 is Offensive; 3 is Offensive plus Defensive.
- Game data/loc_en.json; HULLCOMPNAME_C56_CANNON; Player-facing name is C56 Cannon. Do not rename the row to C54.
C-components-38, P-comp-73, P-comp-74
Proposed. Spinal weapons · Audited revision 2477
Audited text
Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.
Replacement
The Mk550 Railgun and Mk600 Beam Cannon are 4x12x4 and fit the Keystone's 4x12x4 mount. The TE45 Mass Driver is 4x10x4 and fits Protectorate mounts at least that large, including Marauder 6x10x6 mounts and the Flathead 6x12x6 mount. All three are offensive and have an optical backup.
Spinal section intro. Three weapons, two sizes, TE45 is not Keystone-only. Spinal weapons intro prose (mount eligibility only).
Sources
- Stock data/components/TE45 Mass Driver.json; _size={x:4,y:10,z:4}, _factionKey=Stock/Protectorate, _rotateToFit=0; TE45 is 4x10x4 and does not rotate
- Stock data/components/Mk550 Mass Driver.json; _size={x:4,y:12,z:4}, faction Alliance; ANS spinal size
- Game code/Ships/HullComponent.cs; lines 1403-1417 and 620-626; Fit is component ≤ socket on each axis; faction key locks the part
- Game data/gamedata_full.json; entries.Components Stock/Mk550, Mk600, TE45 _allowVisualTargeting=1, _role=1; Optical backup and offensive role are true
- Stock data/components/TE45 Mass Driver.json; _size 4x10x4; _factionKey Stock/Protectorate; _rotateToFit 0; TE45 is smaller than 4x12x4 and does not rotate.
- Stock data/components/Mk550 Mass Driver.json; _size 4x12x4; Alliance spinal size. Mk600 matches.
- Stock data/hulls/Bulk Feeder.json; Sockets/Mount 1 type 0 size 6x12x6; Flathead mount can accept 4x10x4 on each axis.
- Game code/Ships/HullComponent.cs; 1403-1417; RotateAxis.None requires each component axis to be within the socket.
- Stock data/hulls/Bulk Feeder.json; MT1 socket dimensions; OSP large spinal socket
- Stock data/components/TE45 Mass Driver.json; fields._size; 4×10×4 spinal weapon
C-components-47, P-comp-234
Proposed. Weapon support · Audited revision 2477
Audited text
| [[component:rcc|'''Rapid-Cycle Cradle''']] || 3x3x3 || 100 || 15 || 30 || 150 || 20 || <span style="color:green;">'''-25%'''</span> Recycle Time<br><span style="color:green;">'''-25%'''</span> Recycle Time (Energy)
Replacement
| [[component:rcc|'''Rapid-Cycle Cradle''']] || 3x3x3 || 100 || 15 || 30 || 150 || 20 || <span style="color:green;">'''-25%'''</span> Recycle Time (discrete weapons; does not apply to energy-subtyped recycle)
RCC Effects cell—remove bogus Energy recycle line. Same RCC row fix as C-components-47.
Sources
- Stock data/components/Rapid-Cycle Cradle.json; Modifiers; Single recycle modifier
- Game code/Ships/StatTable.cs; lines 140-153; Subtype-limited stat lookup
- Stock data/components/Rapid-Cycle Cradle.json; Modifiers length 1; No energy recycle row in prefab
- Wiki source at the linked revision; line 548; Energy recycle −25% still listed
P-comp-12
Proposed. Communications, Ewar, & Sensors · Audited revision 2477
Audited text
| [[component:cr70-antenna|'''CR70 Antenna''']] [[File:Alliance Roundel.png|25px]]|| Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.
Replacement
| [[component:cr70-antenna|'''CR70 Antenna''']] [[File:Alliance Roundel.png|25px]]|| Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as the active antenna when its 1250 kW transmit power exceeds that of the ship's other functional arrays; otherwise it provides a backup. The most powerful functional antenna is the active communications path.
CR70 ability cell: active-versus-backup status depends on the strongest functional antenna, not simply on whether the built-in array works. Full row included to distinguish the identical wording in the CR10 row.
Sources
- Stock data/components/CR70 Antenna.json; _transmitPower 1250; CR70 transmit power.
- Stock data/hulls/Sprinter Corvette.json; CommsAntennaPart _transmitPower 500; Example 500 kW hull. Raines, Keystone, Vauxhall, and Mercator match.
- Stock data/hulls/Axford Heavy Cruiser.json; CR75 Ant _transmitPower 1500; Example 1500 kW hull. Levy, Solomon, and Worden match.
- Game code/Game/EWar/Communicator.cs; 177; The functional antenna with the highest TransmitPower is selected.
P-comp-14
Proposed. Communications, Ewar, & Sensors · Audited revision 2477
Audited text
Radar Signature: <span style="color:red;">'''0-100% Depending on Deceptive Identity'''</span>
Replacement
Radar Signature: set to the chosen identity's cross-section, never reduced. A Sprinter imitating a Solomon is about +864% (289 to 2787 in signature units). Imitating an equal or smaller class is +0%.
E15 ability cell. Displayed m2 is that signature stat times 10.
Sources
- Game code/Ships/DeceptionComponent.cs; 87-99; Positive-only signature modifier up to the chosen MaxRCS.
- Stock data/components/E15 _Masquerade_ Signature Booster.json; _identOptions MaxRCS Solomon 2787, Sprinter 289; Option table used for the percentage.
- Stock data/hulls/Sprinter Corvette.json; Signature _sigSize extents 1.82 x 1.5 x 3.97; Largest face times 10 is 289, matching the Sprinter option.
C-components-17, P-comp-29
Proposed. Communications, Ewar, & Sensors · Audited revision 2477
Applied mechanical changes: Diff
Text after mechanical update
Passive detection of enemy <span style="color:green;">'''Radar'''</span> emissions up to 125% range of enemy radar.
Replacement
Passive detection of enemy <span style="color:green;">'''Radar'''</span> emissions out to 125% of that radar's maximum range (less off its main lobe). Coverage is the hemisphere above the mount.
Clarify ES22 detection range off the radar main lobe and coverage above the mount.
Sources
- Game code/Ships/BaseActiveSensorComponent.cs; lines 335-341; Emissions are invisible beyond 1.25× max range
- Game code/Game/Sensors/DynamicPassiveSignature.cs; line 86; ELINT detection calls that emitter check
- Game code/Ships/BaseActiveSensorComponent.cs; 335-341; Emissions are invisible beyond 1.25 times max range.
- Game code/Ships/OrderableActiveSensorComponent.cs; 366-371; Off-boresight the limit is pattern times 1.25, then the base 1.25 check still applies.
P-comp-31
Proposed. Communications, Ewar, & Sensors · Audited revision 2477
Audited text
R400 'Bloodhound' LRT Radar''']] [[File:OSP Roundel.png|25px]]|| Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || <span style="color:green;">'''Radar'''</span>
Replacement
R400 'Bloodhound' LRT Radar''']] [[File:OSP Roundel.png|25px]]|| Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || Long-range tracking radar: manually directed 10 deg cone, no continuous scan, cannot lock
R400 ability cell.
Sources
- Stock data/components/R400 Radar.json; _halfFOV 5; _canLock 0; long description denies continuous scan; Directed 10 degree cone, no lock.
- Stock data/components/R550 Early Warning Radar.json; _halfFOV 22.5; _maxError 15; _canLock 0; class TurretedActiveSensorComponent; Directed 45 degree cone. Error stat multiplier is 10, so 150 m.
- Game code/Ships/OrderableActiveSensorComponent.cs; 240; The FOV row prints half-angle times 2.
- Game code/Ships/BaseActiveSensorComponent.cs; 112; Positional error TextValueMultiplier is 10.
C-components-6, P-comp-31
Proposed. Communications, Ewar, & Sensors · Audited revision 2477
Applied mechanical changes: Diff
Text after mechanical update
[[component:r550-early-warning-radar |'''R550 Early Warning Radar''']] [[File:OSP Roundel.png|25px]]|| Sensors || 3x1x3 || 150 || 15 || 10 || 4500 || 40 || <span style="color:green;">'''Radar'''</span>
Replacement
[[component:r550-early-warning-radar |'''R550 Early Warning Radar''']] [[File:OSP Roundel.png|25px]]|| Sensors || 3x1x3 || 150 || 15 || 10 || 4500 || 40 || Early-warning radar: manually directed 45 deg cone, no continuous scan, cannot lock, positional error 150 m, large side and back lobes
Describe R550 scanning, coverage, lock restrictions and positional error.
Sources
- Stock data/components/R550 Early Warning Radar.json; parts[0].fields._size={x:3,y:1,z:3}; Dimensions are 3x1x3
- Wiki source at the linked revision; Components revid 2477; The overview page is newer than the audit and still says 2x1x2
- Stock data/components/R400 Radar.json; _halfFOV 5; _canLock 0; long description denies continuous scan; Directed 10 degree cone, no lock.
- Stock data/components/R550 Early Warning Radar.json; _halfFOV 22.5; _maxError 15; _canLock 0; class TurretedActiveSensorComponent; Directed 45 degree cone. Error stat multiplier is 10, so 150 m.
- Game code/Ships/OrderableActiveSensorComponent.cs; 240; The FOV row prints half-angle times 2.
- Game code/Ships/BaseActiveSensorComponent.cs; 112; Positional error TextValueMultiplier is 10.
C-components-21, P-comp-37
Proposed. Flight Support · Audited revision 2477
Audited text
'''Large Mounted Hangar''']] [[File:Alliance Roundel.png|25px]]|| 8x7x8 || 200 || 15 || 0 || 1 || 10 || <span style="color:#FF4040;">No</span> || Launches and stores up to 4 size 1 craft
Replacement
'''Large Mounted Hangar''']] [[File:Alliance Roundel.png|25px]]|| 8x7x8 || 200 || 15 || 0 || 1 || 10 || <span style="color:#90EE90;">Yes</span> || Launches and stores up to 4 size 1 craft
Flight Support table, Can Draw From Internal Hangars column. Large Mounted Hangar, Can Draw From Internal Hangars column. Restore the green Yes styling if the row uses it.
Sources
- Stock data/components/C5 Large Mount Hangar.json; ElevatorCraftLandingPad._allowExternalUse=1; Large pad is shared
- Stock data/components/C4 Medium Mount Hangar.json; ElevatorCraftLandingPad._allowExternalUse=1; Medium pad is shared
- Game code/Ships/CraftCarrierController.cs; lines 473-476 and 887-899; AllowExternalUse pads join _sharedPads and launch orders fall back to them
- Stock data/components/C5 Large Mount Hangar.json; parts[2] ElevatorCraftLandingPad _allowExternalUse 1; The large hangar pad is shared.
- Game code/Ships/CraftCarrierController.cs; 466-476; AllowExternalUse pads join _sharedPads, which internal hangars use to launch.
C-components-21, P-comp-40
Proposed. Flight Support · Audited revision 2477
Audited text
'''Medium Mounted Hangar''']] [[File:Alliance Roundel.png|25px]]|| 6x4x6 || 200 || 15 || 0 || 1 || 10 || <span style="color:#FF4040;">No</span> || Launches and stores up to 2 size 1 craft
Replacement
'''Medium Mounted Hangar''']] [[File:Alliance Roundel.png|25px]]|| 6x4x6 || 200 || 15 || 0 || 1 || 10 || <span style="color:#90EE90;">Yes</span> || Launches and stores up to 2 size 1 craft
Same column for the medium hangar. Medium Mounted Hangar, Can Draw From Internal Hangars column.
Sources
- Stock data/components/C5 Large Mount Hangar.json; ElevatorCraftLandingPad._allowExternalUse=1; Large pad is shared
- Stock data/components/C4 Medium Mount Hangar.json; ElevatorCraftLandingPad._allowExternalUse=1; Medium pad is shared
- Game code/Ships/CraftCarrierController.cs; lines 473-476 and 887-899; AllowExternalUse pads join _sharedPads and launch orders fall back to them
- Stock data/components/C4 Medium Mount Hangar.json; parts[2] _allowExternalUse 1; Medium pad is shared.
- Stock data/components/C4 Mount Hangar.json; Small Mounted Hangar pad _allowExternalUse 1; The small hangar, already marked Yes, uses the same flag.
C-components-30
Proposed. Projectile weapons · Audited revision 2477
Audited text
ballistic/chemical<br>250mm || [email protected]
Replacement
ballistic/chemical<br>250mm; ballistic/chemical/timed<br>250mm || [email protected]
Mk65 ammo cell. The 17 m spread prefix is unique to this row.
Sources
- Stock data/components/Mk65 Cannon.json; _compatibleAmmoTags chemical and chemical/timed 250mm; Mk65 accepts the timed tag
- Stock data/munitions/250mm Bomb Shell.json; tags Ballistic/Chemical/Timed 250mm; A stock shell uses that tag
C-components-48, P-comp-98
Proposed. Compartments · Audited revision 2477
Audited text
'''Bulk Magazine''']] || Storage || 1x1x1 || 100 || 25 || 1 || 0 || <span style="color:red;">'''No'''</span> || 0, 20 after 1x compounding cost||
Replacement
'''Bulk Magazine''']] || Storage || 1x1x1 || 100 || 25 || 1 || 0 || <span style="color:red;">'''No'''</span> || 20; only the single most expensive magazine on the ship is free||
Bulk cost cell. Shared Magazine class, no compounding growth.
Sources
- Stock data/components/Bulk Magazine.json; _compoundingCost=1, class Magazine, _firstInstanceFree=1, _compoundingMultiplier=0, _pointCost=20; Shared class, no price growth
- Stock data/components/Citadel Magazine.json; _pointCost=150, same class flags; Citadel outranks the others
- Game code/Ships/BaseHull.cs; lines 812-820; One free instance per class, highest sorting cost first
- Game code/Ships/HullComponent.cs; lines 705-716; First instance free; later cost is round(base×max(mult×n, 1))
- Stock data/components/Bulk Magazine.json; _pointCost 20; _compoundingMultiplier 0; _firstInstanceFree 1; _compoundingCostClass Magazine; Flat 20 pts and a shared free first magazine.
- Game code/Ships/HullComponent.cs; 706-715; First of the class is free; later copies stay at the base cost when the multiplier is 0.
C-components-48, P-comp-101
Proposed. Compartments · Audited revision 2477
Audited text
|| 0, 40 after 1x compounding cost ||
Replacement
|| 40; only the single most expensive magazine on the ship is free ||
Reinforced Magazine cost cell.
Sources
- Stock data/components/Bulk Magazine.json; _compoundingCost=1, class Magazine, _firstInstanceFree=1, _compoundingMultiplier=0, _pointCost=20; Shared class, no price growth
- Stock data/components/Citadel Magazine.json; _pointCost=150, same class flags; Citadel outranks the others
- Game code/Ships/BaseHull.cs; lines 812-820; One free instance per class, highest sorting cost first
- Game code/Ships/HullComponent.cs; lines 705-716; First instance free; later cost is round(base×max(mult×n, 1))
- Stock data/components/Reinforced Magazine.json; _pointCost 40; _firstInstanceFree 1; _compoundingMultiplier 0; _compoundingCostClass Magazine; Flat 40 pts after one shared free magazine.
- Game code/Ships/HullComponent.cs; 705-715 and 637; Multiplier 0 never raises the price; the UI still labels it 1x compounding.
- Game code/Ships/BaseHull.cs; 812-819; The free instance is the most expensive component in the class.
C-components-48, P-comp-104
Proposed. Compartments · Audited revision 2477
Audited text
|| 0, 150 after 1x compounding cost ||
Replacement
|| 150; only the single most expensive magazine on the ship is free ||
Citadel Magazine cost cell.
Sources
- Stock data/components/Bulk Magazine.json; _compoundingCost=1, class Magazine, _firstInstanceFree=1, _compoundingMultiplier=0, _pointCost=20; Shared class, no price growth
- Stock data/components/Citadel Magazine.json; _pointCost=150, same class flags; Citadel outranks the others
- Game code/Ships/BaseHull.cs; lines 812-820; One free instance per class, highest sorting cost first
- Game code/Ships/HullComponent.cs; lines 705-716; First instance free; later cost is round(base×max(mult×n, 1))
- Stock data/components/Citadel Magazine.json; _pointCost 150; _compoundingMultiplier 0; _compoundingCostClass Magazine; _firstInstanceFree 1; Flat 150 pts; shared free instance.
- Game code/Ships/BaseHull.cs; 817-819; Descending cost order makes the Citadel the free magazine when it is present.
P-comp-155
Proposed. Flight Support · Audited revision 2477
Audited text
|| 75 || None
Replacement
|| 75 || Adds 1 spacecraft work slot for pre-flight arming and fuelling and for post-flight turnaround (no repair)
Strikedown Station effects cell. The 75-point cell makes the match unique.
Sources
- Stock data/components/Spacecraft Strikedown Station.json; _slotCount 1; _canPreflight 1; _canPostflight 1; _canRepair 0; _pointCost 75; It adds a non-repair work slot.
- Game code/Ships/CraftWorkSlotComponent.cs; 16-20; Those flags are the slot's capabilities.
Console Commands
P-general-554
Proposed. Available Commands · Audited revision 458
Audited text
all options are reset after each combat.
Replacement
reset behavior depends on the command; do not assume every debug flag resets after combat.
HullComponent debug flags are static and the command sets them; there is no combat-reset assignment in the class.
Sources
- Game code/Game/SkirmishGameManager.cs; line 626 DebugAllowEnemyControl=false on skirmish load; Enemy-control debug resets entering battle
- Game code/Game/BotSkirmishPlayer.cs; Start sets _botsPaused false; dbgBotPause clears on bot start
- Game code/Ships/HullComponent.cs; lines 383-385, 752-774, 833-836; all references to _nextHitDebuff and _nextHitRareDebuff; Static forced-debuff flags are not uniformly reset on combat boundaries.
Crew
P-dc-323
Proposed. Crew Damage · Audited revision 544
Audited text
When the component is below 50% health after being damaged, the crew has a chance to be damaged based on the hull's vulnerability stat and the attack's crew damage multiplier.
Replacement
When the component is below 50% health after being damaged, the crew has a chance to be damaged based on the hull's vulnerability stat and the attack's crew damage multiplier. That chance is doubled if the hit destroys the component or the component was already destroyed.
First sentence of the crew-damage paragraph. The examples after it still describe the undoubled case.
Sources
- Game code/Ships/HullPart.cs; DoDamage 310-315; num2 = CrewVulnerability; doubled when IsDestroyed or this frame destroys the part; then the 50% HP gate and the multiplier.
- Game code/Ships/BaseHull.cs; hull-crewvuln clamp 372; The stat is clamped from 10% to 100%.
P-dc-331, P-dc-332
Proposed. Abandoning Ship · Audited revision 544
Audited text
or all CICs or powerplants are destroyed, and there are no restores.
Replacement
or all CICs are destroyed and/or all drives and all reactors are destroyed, and fewer restores remain than the number of those destroyed categories (one restore covers one category).
Destroyed-systems clause. One restore is enough only when a single category is gone. Same clause as P-dc-331. Reactors alone, or drives alone, do not satisfy the power check.
Sources
- Game code/Game/Units/ShipController.cs; UpdateStatusSummary 7464-7477; num increments once for all command destroyed and once for all drives and all reactors destroyed. flag4 is (either category) and restores < num.
- Game code/Game/Units/ShipController.cs; 7465 flag2; 7470-7477; flag2 requires no living drive and no living reactor. num is 2 when both that and all CICs are destroyed.
- Game code/Ships/DriveComponent.cs; line 3; DriveComponent extends PowerplantComponent, but the check still requires both lists to be fully destroyed.
P-dc-342, P-dc-343
Proposed. Abandoning Ship · Audited revision 544
Audited text
Escape pods can be targeted and shot by anti-ship weapons, and doing so will result in the crew protesting the order.
Replacement
Escape pods are taboo. Ordering a fire, a lock, or a missile launch on one makes the crew protest, and the order is cancelled. Missile seekers and airburst or splash shells also skip them.
The protest is accurate. 'Can be targeted and shot' is not, for orders and for those damage paths. Same sentence as P-dc-342. The protest clause stays; the implication that the shot goes ahead does not.
Sources
- Game code/Game/Orders/Tasks/FireTrackTask.cs; 122-124 voice; ExecuteServerInternal 162-166; Taboo fire plays the protest line and is cancelled before weapons fire.
- Game code/Game/Orders/Tasks/LockTargetTask.cs; 126; Lock is not set on a taboo target.
- Game code/Game/Orders/Tasks/FireMissileTrackTask.cs; 126-134 and 227; Missile orders protest and then exclude taboo tracks.
- Game code/Munitions/ActiveSeeker.cs; 408; Seekers skip lifeboat contacts.
- Game code/Game/Orders/Tasks/FireTrackTask.cs; 122-124 and 162-166; Protest voice, then cancel, and FireTrack is not called.
- Game code/Munitions/LightweightAirburstFragShell.cs; 70; Airburst fragments skip lifeboat contacts.
Damage Control
P-dc-236, P-dc-237, P-dc-238
Proposed. Magazine/Cell Cookoff · Audited revision 546
Audited text
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)
Replacement
Magazine/Cell Cookoffs can appear on magazines and VLS cells. If 30 points of repair work is not completed within 80 seconds, an internal explosion occurs around the hit position that triggered the cookoff. It distributes up to 3000 component damage per batch among components within 50 m, processed in batches of up to 20 components and reduced by hull Component DR. The armor damage uses brush size 6, corresponding to about a 15 m radius on current hulls.
The stock cookoff uses the triggering hit position as its explosion center. The 50 m component radius remains correct; 3000 is the damage pool for each batch of up to 20 components, before Component DR. Armor brush size 6 is scaled to about a 15 m radius, so the wiki’s 60 m armor radius is incorrect.
Sources
- Game code/Ships/InternalExplosionTrigger.cs; TriggerInternal 77-95; With _doExternalDamage and a local hit, the explosion point is the hit. Otherwise it is the component transform.
- NEBULOUS/Assets/AssetBundles/stock; Magazine Explosion Event _doExternalDamage 1; Magazine Cookoff TriggeredByHitOnly 1; The stock event takes the hit-point branch, and the debuff is only rolled from hits.
- Game code/Ships/HullComponent.cs; AddDebuff stores hitInfo local point at 854; The hit position passed into the event is the munition hit, not the magazine socket.
- Game code/Game/Units/ShipController.cs; _damagePartBuffer at line 662; component hit loop at line 5553; The controller processes successive component-hit batches using a 20-element buffer.
- Game code/Munitions/InstancedDamagers/SphereOverlapDamager.cs; DamageParts, line 33; Each batch spreads the component damage pool after parent damage reduction.
- Game code/Munitions/InstancedDamagers/SphereOverlapDamagerUnlimited.cs; 23-44; Batched overlap damage
- Wiki source at the linked revision; line 207; Simplified spread wording
- NEBULOUS/Assets/AssetBundles/stock; Magazine Explosion Event _explosionBrushSize 6, _explosionRadius 5, _explosionDamage 3000; The component overlap radius and armor brush size are separate serialized fields; brush size must be interpreted through the armor damage code.
- Game code/Game/Armor/DynamicArmorMSDMInstance.cs; DoDamage 227; Applied armor radius is size * 0.25.
- Game code/Ships/InternalExplosionTrigger.cs; DamageBrushSize 45; The damager exposes the serialized brush size.
P-dc-242, P-dc-243
Proposed. Magazine/Cell Cookoff · Audited revision 546
Applied mechanical changes: Diff
Text after mechanical update
Container bank cookoffs require 60pts of repair work within 120 seconds instead, and deals 15000 damage spread among components within 75m, and shreds armor within 100m.
Replacement
Container bank cookoffs require 60pts of repair work within 120 seconds instead, and deal 15000 damage (reduced by each part's component DR) split evenly among up to 20 parts at a time within 75 m of the launcher; the game repeats this for each further batch of up to 20 parts in range. Armor is stripped by 30 brush hits of size 10 (about 25 m radius each on current hulls) spread along the container bank, not by one 100 m sphere.
Describe container-bank damage batching, component damage reduction and armor stripping.
Sources
- Wiki source at the linked revision; line 210; Wiki still states undifferentiated 15000 spread among components within 75m
- Game code/Game/Units/ShipController.cs; 662,5553; Repeated 20-slot overlap damage batches in range
- NEBULOUS/Assets/AssetBundles/stock; Container Bank Explosion _explosionBrushSize 10, _damagePointCount 30, _zBoundsMargin 1.25, _doExternalDamage 0, _explosionRadius 7.5, _explosionDamage 15000, TimeToTrigger 120; 30 scattered armor hits, not one 100 m sphere. Component blast is 75 m.
- NEBULOUS/Assets/AssetBundles/stock-f2; Container Bank Cookoff RepairWork 60; The 65-point figure in this sentence does not match the debuff.
- Game code/Ships/MassiveInternalExplosionTrigger.cs; 16-38; The extra armor hits are random points between the socket z bounds.
- Game code/Game/Armor/DynamicArmorMSDMInstance.cs; 227; Each hit radius is brush size times 0.25.
P-dc-36
Proposed. Damage Control priorities · Audited revision 546
Audited text
Primary:<br /> - Drive Overload<br /> - Drive Atmo leak<br /> - CIC hp<br /> - Magazine Ammo cookoff<br />
Replacement
Primary:<br /> - Drive Overload<br /> - Drive Fire<br /> - Magazine Ammo cookoff<br /> - CIC hp<br />
Example primary list. Atmosphere leak is not listed: overload and fire use the drive's two debuff slots. The magazine cookoff sorts above undebuffed CIC HP.
Sources
- Game code/Ships/HullComponent.cs; 186-198 CompareTo; 1079-1121 GetDCSortPriority and GetAvailableDCJobs; Fire outranks atmosphere leak; the two-debuff counter includes the catastrophic, so the third debuff is skipped; fire adds 10 and a catastrophic adds 1000.
- Game code/Ships/DamagedPartRecord.cs; 40-46; Damaged parts are processed in descending sort-key order.
- Game code/Ships/Priority.cs; 3-9; Critical 1000, High 100, Medium 10, Low 0.
- Review calculations and notes; Fuel Line Fire IsFire/periodic/catastrophic; Fire IsFire; Atmosphere Leak none; Magazine Cookoff IsFire; The drive's overload-class debuff and the fire both outrank atmosphere leak. RepairWork values in this dump were re-read from the stock bundle for the jammed-loader row.
P-dc-41
Proposed. Damage Control priorities · Audited revision 546
Audited text
Each Component adds their repair jobs to the lists according to the component'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.
Replacement
Each component adds its repair jobs in order of a sort key: DC priority (Low/Medium/High/Critical), plus one Critical step if it has a catastrophic event and a small step if it is on fire. Manually prioritized components always come first.
The sentence that says jobs follow the DC priority stat alone.
Sources
- Game code/Ships/HullPart.cs; 507-517; Base key is 10000 plus _dcPriority, or 100000 plus priority if manually prioritized.
- Game code/Ships/HullComponent.cs; 1079-1090; Adds 10 if on fire and 1000 if any catastrophic alert.
- Game code/Ships/DamageControlDispatcher.cs; 542-546; The dispatcher sorts damaged parts by that key before filling the job lists.
P-dc-47
Proposed. Damage Control priorities · Audited revision 546
Audited text
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).
Replacement
The first regular debuff that still fits under the two-debuff cap goes to the primary list if the component is alive or manually prioritized, and to the secondary list otherwise. Any further regular debuff that still fits goes to the secondary list; regulars past the cap are not listed. On a destroyed, unprioritized component, every regular debuff that fits goes to secondary.
Sentence on where regular debuffs are filed.
Sources
- Game code/Ships/HullComponent.cs; 1093-1121; flag starts true only if destroyed and not manually prioritized; the first regular clears it onto primary, later regulars go secondary, and num>=2 skips the rest. Catastrophics always go primary and increment num.
P-dc-57
Proposed. Restore · Audited revision 546
Audited text
When a component loses all of its health, it becomes ''Destroyed''.
Replacement
A component becomes ''Destroyed'' only when a hit reduces it to 0 HP and that hit is larger than its damage threshold. A reinforced component must already be at 0 HP before that hit. A component at 0 HP that has not been destroyed can still be repaired normally.
Opening sentence of Restore.
Sources
- Game code/Ships/HullPart.cs; 291-307; Destroyed only if resulting HP is 0, the reinforced-already-at-0 test passes, and damageDone > DamageThreshold.
- Review calculations and notes; component destruction note near line 44; Same threshold rule is already recorded as verified.
P-dc-64
Proposed. Restore · Audited revision 546
Audited text
Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward
Replacement
Restores are taken first from a docked repair service if one is supplying them, otherwise from non-reinforced lockers, then from lockers with the lowest damage threshold, then from lockers with the fewest restores remaining. Distance does not matter. The restore is consumed when the restore work finishes.
Sentence claiming closest-locker restore distribution.
Sources
- Game code/Ships/DamageControlDispatcher.cs; 849-863; Docked storage first, then orderby IsReinforced, DamageThreshold, RestoresAvailable.
- Game code/Ships/DamageControlTeam.cs; 193-198; ConsumeRestore runs when DoRepairWork finishes a restoration job.
P-dc-68
Proposed. Ship Status Board · Audited revision 546
Audited text
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.
Replacement
If at least one component is non-functional (disabled below its functioning threshold, or destroyed), a red number shows that count. Hovering lists Disabled and Destroyed components separately.
Destroyed-components status-board sentence.
Sources
- Game code/Game/UI/ShipStatusIconGroup.cs; 165-188; The number is NonFunctionalParts.Count; the tooltip has an orange Disabled section and a red Destroyed section.
- Game code/Game/Units/ShipController.cs; 5877-5890; Parts enter the list when they stop being functional, not only when destroyed.
- Game code/Ships/HullPart.cs; 138; IsFunctional is current HP at or above the functioning threshold.
P-dc-180
Proposed. Debuffs list · Audited revision 546
Audited text
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams<ref>Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.</ref> || none || CombatSystems || FALSE || FALSE
Replacement
| Focusing Element Misaligned|| Focusing Element Misaligned|| Beams<ref>Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.</ref> || none || CombatSystems || TRUE || FALSE
On-hitOnly column. The Rare column stays FALSE.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f1; ComponentDebuff m_Name Focusing Element Misaligned, TriggeredByHitOnly 1, IsRare 0; The serialized flag is true.
- Game code/Ships/HullComponent.cs; GetRandomValidDebuff 1028; AddDebuff 852; Hit-only debuffs are excluded unless the cause is a hit with hit info.
P-dc-200
Proposed. Rare Debuffs/Catastrophic Events · Audited revision 546
Audited text
There are currently 3 types of catastrophic events in game. ''Reactor Overload'', ''Fuel Line Fire'', and ''Magazine Cookoff''.
Replacement
There are currently 4 types of catastrophic events in game. ''Reactor Overload'', ''Fuel Line Fire'', ''Magazine Cookoff'' (cell-launcher cookoff uses the same explosion), and ''Container Bank Cookoff''.
Opening sentence of the catastrophic-events section.
Sources
- NEBULOUS/Assets/AssetBundles/stock; Magazine Cookoff and Cell Launcher Cookoff both reference pathID 8979467020499932929 Magazine Explosion Event; Cell and magazine cookoff are one explosion event.
- NEBULOUS/Assets/AssetBundles/stock-f2; Container Bank Cookoff IsRare 1, RepairWork 60, catastrophic pathID 3799285827681955659; Container bank cookoff is a real rare catastrophic debuff.
- NEBULOUS/Assets/AssetBundles/stock; Container Bank Explosion TimeToTrigger 120, _explosionDamage 15000; The fourth event is not a duplicate of the magazine event.
P-dc-220
Proposed. Fuel Line Fires · Audited revision 546
Audited text
Fuel Line fires can appear on drives or reactors.
Replacement
Fuel Line fires can appear only on drives. A drive can also roll Reactor Overload, because drives are powerplants; a reactor cannot roll Fuel Line Fire.
First clause of the fuel-line paragraph.
Sources
- NEBULOUS/Assets/AssetBundles/stock; Fuel Line Fire AffectedClasses ['DriveComponent']; Reactor Overload AffectedClasses ['PowerplantComponent']; The class lists do not put fuel-line fire on reactors.
- Game code/Ships/DriveComponent.cs; line 3; Drives inherit powerplant debuffs. The inheritance does not run the other way.
P-dc-224, P-dc-227
Proposed. Fuel Line Fires · Audited revision 546
Audited text
it specifically causes 2 to 4 explosions per 5 meters of ship length, rounded up,<ref>More specifically, it looks at how long the ship's bounding radius is, and then multiplies that by a random float between 2-4</ref> eg a sprinter will only suffer 8-16 explosions, but a solomon will suffer 29-58 explosions.
Replacement
it specifically causes 2 to 4 explosions per 10 m of bounding radius, rounded up (2n through 4n-1, where n = ceil(half the longest select-box side in 10 m units)),<ref>n = ceil(BoundingVolumeRadius / 1 world unit). The count is an integer Random.Range(2n, 4n), so the top end is exclusive.</ref> e.g. a Sprinter suffers 8-15 explosions and a Solomon 28-55.
Count sentence. Per 5 m of length is about four times the code, and it also disagrees with the page's Sprinter example. Same sentence as P-dc-224. Solomon's number is the part that is strictly outside the game's range.
Sources
- Game code/Ships/MultiInternalExplosionTrigger.cs; GetTriggerData 92-93; n = Ceil(BoundingVolumeRadius / _lengthUnit); count = Random.Range(min*n, max*n).
- Game code/Ships/BaseHull.cs; BoundingVolumeRadius 492; Radius is half the select box's largest component.
- NEBULOUS/Assets/AssetBundles/stock; Fuel Line Explosion Event min 2, max 4, _lengthUnit 1; Prefab overrides the C# defaults of 1 and 2.
- Game data/gamedata_full.json; Hulls Stock/Sprinter Corvette Select m_Size (3.64, 3.0, 7.94); Longest side 7.94 wu, radius 3.97, n=4, count 8 through 15.
- Game data/gamedata_full.json; Hulls Stock/Solomon Battleship monobehaviour path Select, BoxCollider m_Size z 27.6; n = ceil(13.8) = 14.
- Game code/Ships/MultiInternalExplosionTrigger.cs; 92-93; Count is the half-open integer range 2n .. 4n.
- NEBULOUS/Assets/AssetBundles/stock; Fuel Line Explosion Event min 2 max 4 lengthUnit 1; 28 through 55 for n=14.
P-dc-224
Proposed. Fuel Line Fires · Audited revision 546
Audited text
Each explosion appears in a random position inside the hull and deals 200 damage in a 15m radius, shreds armor in a 60m radius.
Replacement
Each explosion appears at a random point on the hull and deals 200 damage in a 15 m radius. The armor brush size is 6, which current hulls apply at about a 15 m radius, not 60 m.
The following sentence's 60 m is brush size 6 times 10. MSDM uses size times 0.25, so 1.5 world units.
Sources
- Game code/Ships/MultiInternalExplosionTrigger.cs; GetTriggerData 92-93; n = Ceil(BoundingVolumeRadius / _lengthUnit); count = Random.Range(min*n, max*n).
- Game code/Ships/BaseHull.cs; BoundingVolumeRadius 492; Radius is half the select box's largest component.
- NEBULOUS/Assets/AssetBundles/stock; Fuel Line Explosion Event min 2, max 4, _lengthUnit 1; Prefab overrides the C# defaults of 1 and 2.
- Game data/gamedata_full.json; Hulls Stock/Sprinter Corvette Select m_Size (3.64, 3.0, 7.94); Longest side 7.94 wu, radius 3.97, n=4, count 8 through 15.
Electronic Warfare
P-ew-202
Proposed. ELINT · Audited revision 2035
Audited text
One ELINT module will show a rough line of bearing toward the emitter, while two will produce a crossfix.
Replacement
One ELINT module will show a rough line of bearing toward the emitter; a crossfix requires bearing-only tracks from ELINT on two or more different friendly ships on the team network (two modules on the same ship do not crossfix each other).
Separate single-ship dual-ELINT from multi-ship crossfix.
Sources
- Wiki source at the linked revision; line 206; States two ELINT modules produce a crossfix
- Review calculations and notes; ELINT crossfix scope; Crossfix requires multiple ships' bearing data
P-ew-3
Proposed. Sensor Jamming · Audited revision 2035
Audited text
most radars provide a jamming Line of Bearing (LoB)
Replacement
most search radars provide a jamming Line of Bearing (LoB). The R400 Bloodhound, the R550 Early Warning Radar, and fire-control radars do not
Lead sentence. A second 'most radars' sentence in Countering Jamming needs the same exception.
Sources
- Stock data/components/R400 Radar.json; _showJammingLOB 0; Bloodhound does not show a jam line of bearing.
- Stock data/components/R550 Early Warning Radar.json; _showJammingLOB 0; The early-warning radar does not either.
- Stock data/components/RS41 _Spyglass_ Radar.json; _showJammingLOB 1; Spyglass does.
- Game code/Ships/FireControlSensor.cs; 95; Fire-control sensors never show a jamming line of bearing.
P-ew-51
Proposed. Detection range vs jammers · Audited revision 2035
Audited text
<math>P_{j, \textrm{eff}} = \sum_{n=1}^N P_{j,n} \, e^{((n-1)/2.75)^2}</math>
Replacement
<math>(P_j G_j)_{\textrm{eff}} = \sum_{n=1}^N P_{j,n} G_{j,n} \, e^{-((n-1)/2.75)^2}</math>
Effective-power formula. The exponent sign is reversed and gain is omitted.
Sources
- Game code/Game/Sensors/SensorMath.cs; 64-72; Stacking weight is exp of the negative square.
- Game code/Game/EWar/ActiveJammingEffect.cs; 50-52; Stacked jamming power is GetPowerAtPoint.
- Game code/Game/EWar/ActiveEWarEffect.cs; 195-198; That power is radiated power times gain over 4 pi r squared.
P-ew-51
Proposed. Detection range vs jammers · Audited revision 2035
Audited text
Substitute this in place of <math>P_j</math> to go from the one-jammer case to the multiple-jammer case.
Replacement
Substitute this in place of the product <math>P_j G_j</math> to go from the one-jammer case to the multiple-jammer case.
The sentence immediately after the formula.
Sources
- Game code/Game/Sensors/SensorMath.cs; 64-72; Stacking weight is exp of the negative square.
- Game code/Game/EWar/ActiveJammingEffect.cs; 50-52; Stacked jamming power is GetPowerAtPoint.
- Game code/Game/EWar/ActiveEWarEffect.cs; 195-198; That power is radiated power times gain over 4 pi r squared.
P-ew-87
Proposed. Countering Jamming · Audited revision 2035
Audited text
Long range radars such as the [[component:rs41-spyglass-radar |RS41 Spyglass]], [[component:r550-early-warning-radar |Early Warning Radar]], and [[component:r400-bloodhound-lrt-radar|R400 Bloodhound]] have a greater than 10km range, so ships equipped with those radars can stay beyond 10km to defeat jamming.
Replacement
The [[component:r400-bloodhound-lrt-radar|R400 Bloodhound]] (14 km, fixed, 10 degree beam) and the [[component:r550-early-warning-radar |Early Warning Radar]] can stay beyond 10 km and still detect ships inside a vanilla radar jammer. The [[component:rs41-spyglass-radar |RS41 Spyglass]] (11.5 km instrumented) only does this against destroyer-size and larger targets: at best aspect it is signal-limited to about 9.6 km against a corvette and about 10.2 km against a frigate.
Sentence grouping Spyglass, EWR, and Bloodhound as able to defeat 10 km jammers by range.
Sources
- Stock data/components/E90 _Blanket_ Jammer.json; _maxRange 1000; Blanket jammer reach is 10 km.
- Stock data/components/J15 Jammer.json; _maxRange 1000; Bellbird jammer reach is 10 km.
- Review calculations and notes; sprinter and raines RS41 rows; Spyglass 9.572 km vs Sprinter and 10.239 km vs Raines, both signal-limited.
- Stock data/components/R400 Radar.json; _maxRange 1400, _halfFOV 5; Bloodhound instrumented range 14 km and a 5 degree half-angle.
P-ew-3
Proposed. Countering Jamming · Audited revision 2035
Audited text
Most radars will be able to produce a line of bearing (LOB) toward any jammers that are affecting the radar.
Replacement
Most search radars will be able to produce a line of bearing (LOB) toward any jammers that are affecting the radar. The R400 Bloodhound, the R550 Early Warning Radar, and fire-control radars produce none.
Countering Jamming opening sentence.
Sources
- Stock data/components/R400 Radar.json; _showJammingLOB 0; Bloodhound does not show a jam line of bearing.
- Stock data/components/R550 Early Warning Radar.json; _showJammingLOB 0; The early-warning radar does not either.
- Stock data/components/RS41 _Spyglass_ Radar.json; _showJammingLOB 1; Spyglass does.
- Game code/Ships/FireControlSensor.cs; 95; Fire-control sensors never show a jamming line of bearing.
P-ew-96
Proposed. Countering Jamming · Audited revision 2035
Audited text
Jamming LOBs will remember the last range to the ship that is doing the jamming, provided a track on the ship was held within 30 seconds of when the jamming started.
Replacement
Jamming LOBs will remember the last range to the ship that is doing the jamming, provided a track on the ship was held within 30 seconds of when the jamming started (the stored range jitters by about 100 m). Any later track on that ship replaces it, and a bearing-only track (ELINT, or one ship's strobe correlator) places the contact about 100 km out along the bearing.
Sentence on remembered jam-LOB range.
Sources
- Game code/Game/Sensors/JammingLOBTrack.cs; 226-229 and 255-262; Initial remembered range if lost within 30 s; a live team track overwrites it from KnownPosition, plus or minus 10 world units.
- Game code/Ships/PassiveSensorComponent.cs; 269; ELINT track position is the provider plus the bearing times 10000.
- Game code/Ships/StrobeCorrelatorComponent.cs; 167-168; A single correlator does the same 10000-unit placement.
P-ew-158
Proposed. Radar Buffing · Audited revision 2035
Audited text
Thus <math> N </math> Floodlights improves detection range by roughly a factor of <math>\sqrt{N+1}</math>.
Replacement
Thus <math>N</math> Floodlights improve jammed detection range by about <math>\sqrt{1+Nk}</math>, where <math>k=(3250\times 40)/(P_r G_r)</math>. That is about 0.93 for a Frontline, 0.48 for a Spyglass, and 0.37 for a Bloodhound, so one Floodlight is roughly a second radar only for Frontline-class sets. A Floodlight only helps inside its own 10 km range.
Closing sentence of the Floodlight range-factor paragraph.
Sources
- Game code/Game/Sensors/Signature.cs; 186-216; Illumination power densities are summed with no stacking penalty and added to the monostatic return.
- Game code/Game/EWar/ActiveEWarEffect.cs; 195-205 and 238-241; Illuminator power at a point is P G over 4 pi r squared, times the cone edge term, and is limited by _maxRange.
- Stock data/components/E57 _Floodlight_ Illuminator.json; _radiatedPower 3250, _gain 40, _maxRange 1000; Floodlight product 130000 and 10 km hard range.
- Stock data/components/RS41 _Spyglass_ Radar.json; _radiatedPower 4500, _gain 60; Spyglass product 270000, so k is about 0.48.
P-ew-189
Proposed. Soft Kill Decoys · Audited revision 2035
Audited text
While EA99 decoys will not be fired by the decoy button, they can be fired manually from the EWAR menu (although their slow speed and short range limits the utility of this function)
Replacement
While EA99 decoys will not be fired by the untargeted decoy button or the decoy hotkey, Fire Decoy in the action menu opened on a track will launch them, and automatic point-defense decoy launch can launch them too. They can also be fired manually from the EWAR menu (although their slow speed and short range limits the utility of this function)
EA99 firing-control sentence. The EWAR-menu clause is left as already written.
Sources
- Stock data/munitions/EA99 Active Decoy.json; _decoyInfo.RequireTarget 1; EA99 will not launch without a target.
- Game code/Ships/PointDefenseController.cs; 1008-1028 and 1528-1536; Null threat skips RequireTarget groups; a target queues them; auto launch passes the cluster track.
- Game code/Game/UI/ActionMenu.cs; 352-353 and 808-810; Untargeted and targeted decoy buttons are separate; the targeted one forwards the open track.
P-ew-192
Proposed. Soft Kill Decoys · Audited revision 2035
Audited text
A special note about chaff is that they are assigned radar track numbers in a fixed order: if I deploy five chaff, with track numbers 1000, 1001, 1002, 1003, and 1004, upon the first chaff expiring redeploying chaff will see track number 1000 assigned to that new chaff cloud. This has practical applications via CMD; if a CMD missile were fired at track 1002 from the above example, it will guide onto the third chaff cloud deployed until it expires; I can then fire three more chaff, and the CMD guidance will re-acquire on the third chaff deployed. One quirk of this is that chaff clouds use the same fixed order for all chaff clouds in the game, seemingly as long as said chaff clouds are tracked by your team. Thus, if one ship deploys chaff, another ship deploys chaff, and a third ship deploys chaff on the enemy team, they have numbers 1000, 1001, and 1002, as normal. This sequence can also break, under unknown circumstances.
Replacement
A special note about chaff is that each cloud is a pooled object that keeps its track number when it is reused, so a redeployed cloud often reappears with the number of an expired cloud. New numbers are drawn from a shuffled pool of 1000 through 9998 that is shared with ships and missiles, so they are not sequential and they are not the same sequence every launch. A command-guided missile aimed at a chaff track follows that track number, which means it can pick up the reused cloud that inherited the number.
The two paragraphs that describe a fixed 1000, 1001, 1002 chaff numbering order.
Sources
- Game code/Game/Sensors/TrackNumberPool.cs; 14-38; IDs 1000 through 9998 are filled and then shuffled; Next walks that permutation.
- Game code/Utility/ListExtensions.cs; 318-330; Shuffle uses a time-seeded System.Random.
- Game code/Game/Sensors/SensorTrackableObject.cs; 32-35 and 664-675; A new team record draws the next pool id and is kept on the object.
- Game code/Game/EWar/DecoyCloud.cs; 32-36; Unpooling resets the seduced count, not the track records.
P-ew-213
Proposed. ELINT · Audited revision 2035
Audited text
[[component:r400-bloodhound-lrt-radar|Bloodhound]] is classified as Search/Track
Replacement
[[component:r400-bloodhound-lrt-radar|Bloodhound]] is classified as Long Range Tracking, the only radar with that category
ELINT category sentence for the Bloodhound.
Sources
- Stock data/components/R400 Radar.json; _elintCategory 16; Bloodhound reports category bit 0x10.
- Game code/Game/EWar/ELINTCategory.cs; 3-10; LongRangeTracking = 0x10; Tracking = 1 is Search/Track.
- Game code/Game/EWar/ELINTCategoryExtensions.cs; 7-22; Bit 4 renders as Long Range Tracking.
P-ew-220
Proposed. ELINT · Audited revision 2035
Audited text
ELINT is not masked by hull,
Replacement
ELINT is not blocked by the hull, but each ELINT set only listens in the hemisphere its mount faces,
Opening clause of the ELINT coverage sentence. The rest of the sentence, about no seam between two sets, is left in place.
Sources
- Game code/Ships/PassiveSensorComponent.cs; 168-184; Sector test first, then a linecast on mask 512.
- Stock data/components/ES22 _Pinard_ Electronic Support Module.json; _coverage 51; 51 = PXPYPZ|PXPYNZ|NXPYPZ|NXPYNZ, the local +Y hemisphere.
- Game code/Utility/Sector.cs; 6-16; Bit values for those four sectors.
- Game code/Game/Sensors/SensorHost.cs; 39; The tested origin is the ship transform, not the module.
Intelligence
P-intel-26, P-intel-27, P-intel-51
Proposed. Intel Packets · Audited revision 1665
Audited text
* Packet 2 is of size 250, reaching the end of packet 2 would require a total ''intel effort'' of 450 points.
Replacement
* Once the track is identified as a warship, a 200-point status report (ship status, COND%, PD%, debuffs) is gathered in parallel with the remaining identity steps; the first status information appears at about 400 cumulative ''intel effort'' (not a separate 250-point packet).
Second bullet. There is no 250-point status packet and no 450 total. Replace fictitious packet-2 size with parallel 200-work report model. Correct cumulative effort for first status milestone.
Sources
- Review calculations and notes; reportWorkRequired=200; Status report magnitude 200, not 250
- Game code/Game/Intel/IntelligenceTargetObject.cs; 423-480; Report work parallel to identity after warship known
- Review calculations and notes; lines 25-26; Wiki 450 vs game ~400 for end of first status milestone
- Wiki source at the linked revision; line 19; Still asserts 450 cumulative for packet 2
- Game code/Game/Intel/ShipIntelReport.cs; lines 26-50; Status text and COND/debuff/PD are one string.
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 580-584; The whole report string is set at reveal; until then it stays 'Pending...'.
- Stock data/components/Basic CIC.json; _intelEffort; 1 effort per second, so 400 effort is about 400 s.
P-intel-28, P-intel-29, P-intel-62
Proposed. Intel Packets · Audited revision 1665
Audited text
* Update Packets are of size 400 per update, reaching the end of update packet 1 would require a total ''intel effort'' of 850 points.
Replacement
* After the first status report, each change in reported status fields (Condition, Command, movement status, etc.) requires 200 additional ''intel effort'' to refresh the report; there is no separate fixed-size “update packet” with a 850- or 1700-point cumulative milestone.
Remove fictitious update-packet cumulative ladder. Third bullet under Intel Packets. 400 is not the ship report cost. Same bullet as the 400-size claim. 850 is not a game milestone.
Sources
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 3456 ShipRoot; _reportWorkRequired=200.
- Game code/Game/Intel/DelayedRevealFact.cs; lines 82-102; A changed callback resets work; otherwise a revealed fact does no further work.
- Game code/Game/Intel/ShipIntelReport.cs; lines 53-58; Equals ignores DebuffCount and PDPercent.
- Stock data/munitions/Decoy Container (Line Ship).json; IntelligenceTargetObject._reportWorkRequired; 400 is the decoy container, not the ship.
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 471-476; The tick that completes tier 1 is also applied to the report.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 3456; Report cost 200, so first completion is about 400 cumulative, not 850.
- Game code/Game/Units/ShipController.cs; line 3234; Work applied per 0.25 s tick is IntelEffort*0.25, i.e. the listed per-second rate.
- Review calculations and notes; lines 27-30; Wiki 1700 cumulative vs 200-work refresh model
- Game code/Game/Intel/ShipIntelReport.cs; Equals change detection; Report re-work on field changes
P-intel-51, P-intel-52, P-intel-53, P-intel-54, P-intel-55, P-intel-56, P-intel-57, P-intel-58, P-intel-59, P-intel-60, P-intel-61, P-intel-62, P-intel-63, P-intel-64, P-intel-65, P-intel-66
Proposed. Intel Packets · Audited revision 1665
Audited text
{| class="wikitable"
|-
! Packet Type !! Track Information !! Effort Cost !! Cumulative Time For [[component:bcic|'''Basic CIC''']](1/s) !! Cumulative Time For [[component:citcic|'''Citadel CIC''']](4/s) !! Cumulative Time For [[component:ic|'''Intelligence Center''']](15/s)
|-
| - || Track <nowiki>####</nowiki>-Unknown || 0 || 0s || 0s || 0s
|-
| Packet 1 || Warship || 200 || 200s || 50s || 13.3s
|-
| Packet 1 || Warship (Class) || 200 || 400s || 100s || 26.7s
|-
| Packet 1 || Class (Hull) || 200 || 600s || 150s || 40s
|-
| Packet 1 || Ship Name (Hull) || 200 || 800s || 200s || 53.3s
|-
| Packet 2 || Ship Name (Hull), Ship Status || 250 || 1050s || 262.5s || 70s
|-
| Packet 2 || Ship Name (Hull), Ship Status,% || 250 || 1300s || 325s || 86.7s
|-
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 1700s || 425s || 113.3s
|-
| Update Packet || Ship Name (Hull), Ship Status,% || 400 || 2100s || 525s || 140s
|-
| ... || ... || ... || ... || ... || ...
|}
Replacement
{| class="wikitable"
|-
! Stage/report !! Track information !! Effort for this stage/report !! Approximate time at 1 effort/s !! Approximate time at 4 effort/s !! Approximate time at 15 effort/s
|-
| Initial || Track <nowiki>####</nowiki>-Unknown || 0 || 0s || 0s || 0s
|-
| Identity 1 || Warship || 200 || 200s || 50s || 13.3s
|-
| Identity 2 || Warship (Class) || 200 || 400s || 100s || 26.7s
|-
| First status report (parallel) || Ship Status, COND%, PD%, debuffs || 200 after Warship is known || about 400s || about 100s || about 26.7s
|-
| Identity 3 || Class (Hull) || 200 || 600s || 150s || 40s
|-
| Identity 4 || Ship Name (Hull), with the already gathered status report || 200 || 800s || 200s || 53.3s
|-
| Status refresh || Updated report after a reported field changes || 200 per refresh || 200s after the change || 50s after the change || 13.3s after the change
|}
These times assume the default 200 identification difficulty, constant effort from one source, and an unchanged initial status report. Identity and status work proceed in parallel after Warship is known. Times are nominal and rounded; quarter-second updates can move completion to the next tick (for example, full-name identification at 15 effort/s completes at about 53.5s).
Rebuild the timing table around four identity milestones, one parallel 200-effort report, and 200-effort refreshes. Do not equate first status at about 400 effort with full name at 800 effort.
Sources
- Game code/Game/Intel/ShipIntelReport.cs; lines 26-50; Status text and COND/debuff/PD are one string.
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 580-584; The whole report string is set at reveal; until then it stays 'Pending...'.
- Stock data/components/Basic CIC.json; _intelEffort; 1 effort per second, so 400 effort is about 400 s.
- Review calculations and notes; P-intel-52 entry; Do not substitute first-status times into Name/Status row; use ~800 cumulative for full name plus status
- Wiki source at the linked revision; line 36; 1050s Basic CIC for Ship Name (Hull), Ship Status
- Review calculations and notes; line 7 Warship (Class)=100s at 400 cum; Separates first status (~100 s Citadel) from name+status at 800 cum (~200 s)
- Wiki source at the linked revision; line 36 Citadel column; 262.5s still present
- Review calculations and notes; 800/200/53.3 for full name plus status; Correct IC column for combined row
- Wiki source at the linked revision; line 36 IC column 70s; Stale value
- Game code/Game/Intel/ShipIntelReport.cs; line 45; One format string contains COND, debuff count and PD.
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 473-476 and 580-584; One DelayedRevealFact, revealed as a whole.
- Stock data/components/Basic CIC.json; _intelEffort 1.0; 1 effort per second.
- Game code/Game/Intel/ShipIntelReport.cs; lines 26-50; No separate percentage stage to divide into 1300 s.
- Stock data/components/Citadel CIC.json; _intelEffort 4.0; 4 effort per second; 400/4 = 100 s.
- Game code/Game/Intel/ShipIntelReport.cs; lines 26-50; Percentages share the status report.
- Stock data/components/Intelligence Center.json; _intelEffort 15.0; 15 effort per second.
- Game code/Game/Intel/ShipIntelReport.cs; lines 26-50; No second percentage stage.
- Game code/Game/Intel/DelayedRevealFact.cs; lines 20 and 82-102; Fact returns the previous value until the reset work completes.
- Game code/Game/Intel/ShipIntelReport.cs; lines 53-58; Which fields trigger the reset.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 3456; Re-work cost is 200.
- Stock data/components/Basic CIC.json; _intelEffort 1.0; 200 effort is 200 s, so earliest refresh ends near 600 s, not 1700 s.
- Game code/Game/Intel/DelayedRevealFact.cs; lines 82-102; Refresh is change-triggered, not periodic.
- Stock data/components/Citadel CIC.json; _intelEffort 4.0; 200/4 = 50 s per refresh.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 3456 _reportWorkRequired=200; Not a 400-effort periodic packet.
- Review calculations and notes; lines 27-30; Wiki 1700 cumulative vs 200-work refresh model
- Game code/Game/Intel/ShipIntelReport.cs; Equals change detection; Report re-work on field changes
- Game code/Game/Intel/DelayedRevealFact.cs; lines 97-99; Once revealed, DoWork returns without accumulating until a change resets it.
- Game code/Game/Intel/ShipIntelReport.cs; lines 53-58; No 400-effort cadence.
- Stock data/components/Basic CIC.json; _intelEffort 1.0; Rate used by the wiki division.
- Stock data/hulls/Raines Frigate.json; _identityWorkRequired 200; Name is the fourth tier, 800 effort.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 3456; Refresh is 200, not a second 400 packet at 2100.
- Stock data/components/Citadel CIC.json; _intelEffort 4.0; 800/4 = 200 s to the name; 200/4 = 50 s to refresh.
- Game code/Game/Intel/DelayedRevealFact.cs; lines 82-102; No periodic second update.
- Stock data/components/Intelligence Center.json; _intelEffort 15.0; 200/15 = 13.3 s, not a 140 s scheduled update.
- Game code/Game/Intel/ShipIntelReport.cs; line 57; Refresh trigger fields.
P-intel-20
Proposed. Intel Effort · Audited revision 1665
Audited text
Intel cannot be gathered on burn tracks or ELINT (but those tracks will show any previous intel gathered)
Replacement
Intel cannot be gathered on burn tracks or ELINT. Progress already made is kept: an ELINT track still shows the identified name, with emitter categories in place of the status line, and a burn track shows the last status report but a locally held burn track hides the name.
Parenthetical on burn and ELINT tracks in the Intel Effort section.
Sources
- Game code/Game/Sensors/SensorTrack.cs; 74 and 90-112; Ping hides the name; bearing and crossfix intel text is the ELINT category string; other modes show IntelReportString.
- Game code/Game/Sensors/NetworkedSensorTrack.cs; 56 and 70-78; Networked handles always show the name and still swap the intel line to ELINT categories for bearing and crossfix.
P-intel-21
Proposed. Intel Packets · Audited revision 1665
Audited text
All ships initially have a identification difficulty of 200;
Replacement
Warships have an identification difficulty of 200 per identity step. Marauder and Moorline liner hulls (Bulk Hauler, Container Hauler, and their civilian and refit variants) have 300. A Signature Scrambler adds +100%, and the civilian Bulk Hauler hull modifier is -90%.
First clause of the identification-difficulty sentence. The following clause about packet size is a separate edit.
Sources
- Stock data/hulls/Bulk Hauler.json; _identityWorkRequired 300; Marauder liner family base is 300. Container Hauler and the refit match.
- Stock data/hulls/Solomon Battleship.json; _identityWorkRequired 200; Warship baseline is 200.
- Stock data/hulls/Civ Bulk Hauler.json; BaseModifiers hull-identificationwork modifier -0.9; Civilian bulk hauler effective work is 10% of 300.
- Stock data/components/Signature Scrambler.json; Modifiers hull-identificationwork modifier 1.0; Scrambler doubles identification work.
P-intel-22
Proposed. Intel Packets · Audited revision 1665
Audited text
this is the baseline size of intel packets.
Replacement
200 is the warship identity-step size. It is not the size of every intel packet, and liner hulls use 300 per identity step.
Second clause of the same sentence.
Sources
- Game code/Ships/BaseHull.cs; 395-396 and 574; Identity work is the hull stat initialized from _identityWorkRequired.
- Game code/Game/Intel/IntelligenceTargetObject.cs; 420-423; Identity tiers use that stat. The report fact does not.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; IntelligenceTargetObject on ShipRoot path id 3456; Serialized identity fallback 200 and report work 200.
P-intel-23
Proposed. Intel Packets · Audited revision 1665
Audited text
If a ship has higher identification difficulty, packets sizes are scaled accordingly.
Replacement
If a ship has higher identification difficulty, only the identity steps scale. The status report always costs a fixed 200 and does not scale.
Sentence claiming every packet scales with identification difficulty. The packet table's 250 and 400 rows were not rewritten.
Sources
- Game code/Game/Intel/IntelligenceTargetObject.cs; 60, 388, 420-423, and 469-475; Report work is the serialized constant; identity work is the hull stat; both can receive work in the same frame after the type is known.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; ShipRoot IntelligenceTargetObject path id 3456, reportWorkRequired; Serialized report cost is 200, not the class default of 300.
P-intel-24
Proposed. Intel Packets · Audited revision 1665
Audited text
Track info is split into a couple of packets, with default identification difficulty of 200:
Replacement
Identity is revealed in four stages, each costing the identification difficulty (200 on a normal warship). Once the track is known as a warship, a 200-effort status report is worked at the same time, and it is gathered again only when that report's state changes:
Lead sentence of Intel Packets. Identity and status are concurrent, not two sequential packets.
Sources
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 388, 469-476; Report uses serialized _reportWorkRequired and is worked in parallel with identity after TypeKnown (tier >= 1).
- NEBULOUS/Nebulous_Data/sharedassets0.assets; MonoBehaviour path_id 3456 ShipRoot IntelligenceTargetObject; Serialized _reportWorkRequired=200, overriding the C# default of 300.
- Game code/Game/Intel/TieredDelayedRevealFact.cs; lines 21-30, 52-65; Four identity tiers, each costing the work stat once.
- Stock data/hulls/Sprinter Corvette.json; _identityWorkRequired; Warship hull identity work is 200 per tier.
P-intel-74
Proposed. Intel Packets · Audited revision 1665
Audited text
Missile intel is similar, but has packet sizes of 20, the first packet identifies that it's a missile and the second packet reports specific name and seeker combo. For most missiles, the second packet will incur an additional 0.1x multiplier on any intel work on it that isn'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).
Replacement
Missile identity is four 20-point stages (the first shows that it is a missile, the last shows its name), and those stages are never penalized. The seeker combination is a separate 20-point report that starts once the track is known to be a missile. That report takes a 0.1x penalty unless the intel component's class matches, so an Intelligence Center (1.5/s on the report) finishes seekers at about 14.7 s while the name is already shown at about 5.3 s. A Scryer keeps 10/s, so seekers finish at about 4 s and the name at about 8 s.
Missile paragraph under Intel Packets. Name and seeker combo are not one packet.
Sources
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 471-475; Identity work is never multiplied by the report penalty; report work is.
- Game code/Game/Intel/MissileIntelReport.cs; lines 24-31; The report string is the seeker summary only.
- Stock data/missilebodies/SGM-1 Body.json; _identityWorkRequired 20 and _reportWorkRequired 20; Four name tiers of 20 plus a 20-point seeker report. Same values on the other missile bodies.
- Stock data/components/ES32 _Scryer_ Missile ID System.json; _intelEffort 10 and _intelSubjectClass Missile; Scryer matches missile class, so the report is not penalized.
P-intel-82
Proposed. Intel Packets · Audited revision 1665
Audited text
Once identified as a warship, the track's heading and velocity will be displayed in the tactical view
Replacement
Once the contact is held as a Visual, Tracked or Locked track, its heading and velocity will be displayed in the tactical view
Sentence under the heading diagram. The gate is track mode, not the warship identity tier. Leave the following velocity-stick sentence as it stands.
Sources
- Game code/Game/Sensors/SensorTrack.cs; line 157; ShowHeading is Mode >= Visual and _trackable.ShowHeading.
- Game code/Game/Sensors/TrackingMode.cs; lines 3-12; Visual/Tracked/Locked are the modes at or above Visual; Ping, Crossfix and BearingOnly are below.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 4218 ShipRoot SensorTrackableObject; _showHeading is serialized true, overriding the C# default false.
- Game code/Game/UI/Chessboard/Lollipop.cs; lines 56 and 81; The direction indicator is enabled only from ShowHeading.
P-intel-87
Proposed. Ship Status · Audited revision 1665
Audited text
* '''NOT UNDER COMMAND''': CIC is disabled or destroyed.
Replacement
* '''NOT UNDER COMMAND''': no command component is working (a CIC or Auxiliary Steering that is destroyed, unpowered, unmanned, or below its functioning threshold).
Ship Status bullet. Aux steering prevents this status.
Sources
- Game code/Game/Units/ShipController.cs; lines 6042-6057; Command state is the minimum CommandAbility among components that are doing work, else None.
- Game code/Utility/CommandFunctions.cs; lines 3-8; All=0, MovementOnly=1, None=2.
- Stock data/components/Auxiliary Steering.json; _commandAbility 1; Aux steering is MovementOnly.
- Game code/Game/Intel/ShipIntelReport.cs; lines 33-35; The status text is shown only for Command == None.
P-intel-91
Proposed. Ship Status · Audited revision 1665
Audited text
* '''HARMLESS''': no offensive weapon available (EW included), either all are destroyed or the ship has no ammunition to fire.
Replacement
* '''HARMLESS''': no offensive weapon (EW included) can fire, and the ship has no offensive craft and no offensive missiles of its own still in flight. Weapons count as unable to fire when all are disabled and no damage-control team is free, all are destroyed and no restores remain, or none has ammunition.
Ship Status bullet. Destroyed-or-empty is not the whole condition.
Sources
- Game code/Game/Units/ShipController.cs; lines 7484-7494; The fangless boolean, including DC teams, restores, craft and in-flight offensive salvos.
- Game code/Game/Intel/ShipIntelReport.cs; lines 41-43; Harmless is what the intel string prints as Harmless.
P-intel-139
Proposed. Alarms · Audited revision 1665
Audited text
Upon being destroyed, a ship typically sounds an evacuation alarm which will occur several seconds before lifepods get released.
Replacement
Upon being destroyed, a ship sounds an evacuation alarm. If the ship is visible, an evacuation announcement follows about 7.5 seconds later. Lifepods begin launching 45 seconds after the alarm, one every 2.5 to 7.5 seconds.
Evacuation-alarm sentence.
Sources
- Game code/Game/Units/ShipController.cs; 1993-2010; Alarm plays at once; announcement is delayed 7.5 s if visible. Withdrawal skips the alarm.
- Game code/Game/Units/ShipController.cs; 286, 7510-7512, and 7628-7650; Elimination starts the lifeboat coroutine, which waits 45 s and then spaces launches by 2.5 to 7.5 s.
Missile Defense
P-md-36
Proposed. What Exactly IS Hardkill and Softkill? What are their use cases? · Audited revision 2323
Audited text
at a high enough rate that you can get enough out of the tube in order to defeat more or less arbitrarily large salvos.
Replacement
at a rate that scales better than turret damage per second, but automatic launches are limited (about one per launcher per second on VLS-2, and at most five new targets per missile group per defense pass), so a large enough salvo still saturates them.
Second sentence of the AMM paragraph.
Sources
- Game code/Ships/PointDefenseController.cs; lines 1400-1408; The per-group loop breaks after five new targets.
- Review calculations and notes; Point defense: automatic defensive missiles; At most one AMM per ship per Update, further limited by _defensiveAutoFireGap.
- Stock data/components/VLS-2 Launcher.json; _defensiveAutoFireGap 1.0; VLS-2 gap is 1 second. VLS-3 matches; VLS-1-23 is 0.25.
P-md-38
Proposed. What Exactly IS Hardkill and Softkill? What are their use cases? · Audited revision 2323
Audited text
The final defining strength of AMMs is their ability to reliably damage basically any target.
Replacement
With a BF-EL warhead, AMMs usually damage a missile (about 65% in a crossing intercept and 85% head-on). Plain blast fragmentation is about 20% crossing and 50% head-on, and a failed roll does no damage to a missile.
Sentence in the AMM paragraph. The following 'reliably hit any missile' clause should be removed with it or it restates the same overclaim.
Sources
- Stock data/missilecomponents/Blast Fragmentation.json; _probabilityCurve keys at t=-1, 0, +1; About 0.80, 0.20 and 0.50.
- Stock data/missilecomponents/Blast Fragmentation EL.json; _probabilityCurve at t=-1, 0, +1; About 0.95, 0.65 and 0.85.
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/FragmentationWarheadDescriptor.cs; lines 170-179; Failed roll deals damage only if TargetSize >= _partialDamageTargetSize.
- Game code/Munitions/TargetableLookaheadMunition.cs; line 73; Missiles have TargetSize 0.
P-md-78
Proposed. Softkilling Active Radar seekers (Fixed, Steerable, and Steerable Extended) · Audited revision 2323
Audited text
once a target has been acquired the missile seeker will keep checking for new, larger radar signatures until 2.5 seconds before impact, at which point it will stop rolling for a new target and keep going towards its locked signature
Replacement
once a target has been acquired the seeker re-rolls every 0.5 seconds among visible radar signatures, weighted by return strength, with a 10x weight bonus for its current target. A larger signature is more likely to pull it away, not certain to. Within 2.5 seconds of flight at its current speed it stops rolling and keeps the locked signature
Second sentence of the active-radar section. The 2.5 s lock constant is real; the guaranteed switch to any larger signature is not.
Sources
- Stock data/missilecomponents/Fixed Active Radar Seeker.json; _currentTargetAffinity 10, _reacquisitionTime 0.5, _lockTargetTTGI 2.5; Stickiness, re-roll period, and the 2.5 s lock constant.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeBeamSeeker.cs; lines 218-256; Affinity multiply, then weighted random, with a terminal-distance keep.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; lines 281-284; Off-boresight weight from the return-angle curve.
P-md-96
Proposed. Softkilling Semi-Active Radar Homing Seekers · Audited revision 2323
Audited text
they will go for the painted radar target with the highest reflectivity.
Replacement
they pick among illuminated targets with a weighted random roll. Brighter returns (illuminator power times radar cross-section) and targets nearer the missile's nose are more likely. The current target has a 10x weight bonus and is kept in the final about 3 seconds of flight.
First sentence of the SAH section.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; lines 270-272 and 281-284; Illuminated power and boresight bias.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeBeamSeeker.cs; lines 218-256; x CurrentTargetAffinity, then SelectRandomWeighted, with a terminal keep.
- Stock data/missilecomponents/Fixed Semi-Active Radar Seeker.json; _currentTargetAffinity 10, _lockTargetTTGI 3, return-angle curve 1.0 to 0.5; Stock SAH weights.
P-md-115
Proposed. Softkilling WAKE/THERM Homing Seekers · Audited revision 2323
Audited text
Wake/Therm by itself can be flared or simply countered by ALLSTOP-ing your ship or simply not using your main forward thrusters
Replacement
Wake/Therm by itself can be flared, or countered by ALLSTOP or by not using the main forward thrusters, but the existing wake keeps validating for about 15 seconds and the trail lingers longer, so cut thrust early
Opening clause of the validator paragraph. Same advice is still right; the timing was omitted.
Sources
- Game code/Game/Units/ShipController.cs; lines 7153-7179; Wake.SetEmitting only when the forward thrust bit is set.
- Game code/Game/Sensors/TrailingPassiveSignature.cs; lines 116 and 191-194; Strength decays over _rootEmissionEndDelay; validation lasts while emitting or until that delay ends.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 3044 Wake Sig on ShipRoot; Serialized delay 15 s and point lifetime 45 s.
P-md-120
Proposed. Softkilling WAKE/THERM Homing Seekers · Audited revision 2323
Audited text
THERM has a "validation" period of 15-20 seconds depending on ship class and drives installed (This is not the true type of validation memory, WAKE values dissipate over time meaning that if you cut off your engine at the wrong time the missile will still detect you as a valid target.)
Replacement
THERM has no validator memory. It keeps validating for about 15 seconds after forward thrust stops (the wake fade). From aspects other than the rear it only validates while wake strength is still at least 175, which is less than those 15 seconds and depends on the ship and its drives
Validator paragraph. The parenthetical disclaimer can stay in spirit; the 15-20 s range cannot.
Sources
- Stock data/missilecomponents/Wake-Thermal Seeker.json; _validatorMemoryLength -1 and _allAspectValSigStrength 175; No seeker memory; 175 is the all-aspect gate.
- Game code/Game/Sensors/TrailingPassiveSignature.cs; lines 116 and 191-194; One root window of _rootEmissionEndDelay, with linear strength decay.
- NEBULOUS/Nebulous_Data/sharedassets0.assets; path_id 3044; Prefab delay is 15 s, not a per-class 15-20 s range.
P-md-122
Proposed. Softkilling WAKE/THERM Homing Seekers · Audited revision 2323
Audited text
meaning if an ACT seeker with THERM validation catches you while your actively burning (or if you have previously burned), it will validate it and at that point you can no longer softkill it effectively without jamming.
Replacement
meaning an ACT seeker with THERM validation will not be pulled by chaff while you are burning or during the roughly 15 second wake fade. THERM stores no memory, so after the wake fades chaff works again unless the ACT seeker has already reached its terminal lock.
Same validator paragraph. Softkill is blocked only during the wake window.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeBeamSeeker.cs; lines 231-240; Failed candidates are removed only if some candidate passed; otherwise, with reject-unvalidated off, the list is kept.
- Stock data/missilecomponents/Wake-Thermal Seeker.json; _validatorMemoryLength -1 and _rejectUnvalidated 0; No memory, and a fully failed validation pass does not blank the list.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimePassiveSeeker.cs; line 223 area, no-IR fail path; A signature with no IR return fails passive validation.
P-md-125
Proposed. Softkilling WAKE/THERM Homing Seekers · Audited revision 2323
Audited text
It has a longer "validation" time than THERM, at about 30 seconds.
Replacement
It does not validate longer than THERM: both use the same fading wake (about 15 seconds after thrust is cut), and WAKE is limited to the rear aspect. The 30 second memory belongs to ARAD.
Sentence after the WAKE cone clause.
Sources
- Stock data/missilecomponents/Wake-Homing Seeker.json; _validatorMemoryLength -1; WAKE has no validator memory.
- Stock data/missilecomponents/Fixed Anti-Radiation Seeker.json; _validatorMemoryLength 30; 30 s is the ARAD memory.
- Game code/Game/Sensors/TrailingPassiveSignature.cs; lines 178-194; Trail points affect CanSeeSignature; CanValidateSignature uses only the root window.
P-md-143
Proposed. Softkilling Anti Radiation Seekers · Audited revision 2323
Audited text
ARAD doesn't have a preference for either pARAD or HOJ, but usually ship radar pulse emissions has a bigger signature so its better to EMCON when you see ARAD coming towards you.
Replacement
ARAD prefers radar emissions: it homes on jamming only when it sees no emission stronger than the jamming it is receiving, so EMCON first when an ARAD is inbound.
Preference sentence. EMCON-first stays; the 'no preference' clause does not.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimePassiveSeeker.cs; lines 125-131; Emission search first; jam platform only if no emission target was found.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeBeamSeeker.cs; lines 184-196; An emission is dropped only when jamming power exceeds its power.
P-md-148
Proposed. Softkilling Anti Radiation Seekers · Audited revision 2323
Audited text
This can be overcome by resetting its memory by clearing the tracks it can see (via radar jamming).
Replacement
The memory drops a target when the validator is still checking something else that cycle (for example chaff) while radar jamming has hidden you. Jamming that hides every candidate leaves the entry until the 30 seconds expire.
Sentence after the 30 second memory statement. The 30 second figure itself is right.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeMissileSeeker.cs; lines 204-221 and 264-278; Validation-performed flag, and one unqueried memory key removed per cycle.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeBeamSeeker.cs; line 193; Jammed-out candidates never reach the validator loop.
- Stock data/missilecomponents/Fixed Anti-Radiation Seeker.json; _validatorMemoryLength 30; The timeout the wiki states is real.
P-md-155
Proposed. Softkilling CMD · Audited revision 2323
Audited text
CMD jammers work by "emitting" louder than its mothership which makes the CMD seeker go for false targets.
Replacement
CMD jammers work by emitting louder than the mothership at the missile. Once that link fails the missile loses its track and flies roughly straight, or hands over to a backup seeker. It is not steered onto a false target.
First sentence of the CMD jammer paragraph.
Sources
- Game code/Game/EWar/Communicator.cs; lines 42-50; Receive succeeds only when received power is greater than jamming power.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeCommandSeeker.cs; lines 153-158; A jammed command link returns Jammed via GetVeerOffTarget.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeMissileSeeker.cs; lines 283-297; Veer-off is a random 4-degree cone, 100 world units ahead, or 5000 if reject-unvalidated is set.
P-md-199
Proposed. Common tools for softkill · Audited revision 2323
Audited text
* [[component:liner-decoy-container|Container Decoy]] (For ACT and ARAD, has a large radar sig. alongside releasing pARAD signatures.
Replacement
* [[component:liner-decoy-container|Container Decoy]] (For ACT and ARAD. The Line Ship container has a large radar return, about 32,000-80,000 m². The Clipper container is about 1,600-4,000 m², smaller than chaff. Both emit pARAD at strength 1,000, far below the Conure.)
Container Launcher bullet. The original line is missing its closing parenthesis; the replacement closes it.
Sources
- Stock data/munitions/Decoy Container (Line Ship).json; Radar Signature _returnMultiplier 20 and m_Extent (2,2,5); Passive Radar _strength 1000; Large radar return and a weak pARAD emitter.
- Stock data/munitions/Decoy Container (Clipper).json; Radar Signature _returnMultiplier 1, same extent; About 4,000 m² on the largest face.
- Game code/Game/Sensors/BaseSignature.cs; line 103; Displayed m² = MaxSigSize * return multiplier * 10.
- Stock data/munitions/EA12 Chaff Decoy.json; description text 22,500 m²; Chaff is larger than the Clipper container.
- Stock data/munitions/EA99 Active Decoy.json; Passive Radar Signature _strength 100000; Conure pARAD is 100 times a container.
P-md-215
Proposed. Common Missile Threats for Practice · Audited revision 2323
Audited text
* Decoy with Chaff and Flares (for ACT) * ALLSTOP if going forwards to avoid using forward thrusters, otherwise plot backwards. (for WAKE and THERM validation)
Replacement
* Decoy with Chaff and Flares (for ACT) * ALLSTOP if going forwards to avoid using forward thrusters, otherwise plot backwards with heading locked so the ship does not turn around. A plain move order faces the destination and burns the main drive. Braking a backward drift also emits wake. (for WAKE and THERM validation)
Update this occurrence of the backward-movement instruction; surrounding text distinguishes the three practice lists.
Sources
- Game code/Game/WaypointPath.cs; lines 48-63; Waypoint heading after the first point is the segment direction.
- Game code/Game/Units/ShipController.cs; lines 6964-6994 and 7173-7179; Locked heading overrides the waypoint; forward thrust bit sets the wake.
P-md-215
Proposed. Common Missile Threats for Practice · Audited revision 2323
Audited text
CONTAINERS: CMD/SAH/HOJ, CMD/ACT/[THERM], CMD/WAKE/[HOJ] * ALLSTOP if going forwards to avoid using forward thrusters, otherwise plot backwards. (for WAKE and THERM validation)
Replacement
CONTAINERS: CMD/SAH/HOJ, CMD/ACT/[THERM], CMD/WAKE/[HOJ] * ALLSTOP if going forwards to avoid using forward thrusters, otherwise plot backwards with heading locked so the ship does not turn around. A plain move order faces the destination and burns the main drive. Braking a backward drift also emits wake. (for WAKE and THERM validation)
Update this occurrence of the backward-movement instruction; surrounding text distinguishes the three practice lists.
Sources
- Game code/Game/WaypointPath.cs; lines 48-63; Waypoint heading after the first point is the segment direction.
- Game code/Game/Units/ShipController.cs; lines 6964-6994 and 7173-7179; Locked heading overrides the waypoint; forward thrust bit sets the wake.
P-md-215
Proposed. Common Missile Threats for Practice · Audited revision 2323
Audited text
CONTAINERS: ACT/[ARAD]/HOJ, ACT/[WAKE]/HOJ, ECT. * ALLSTOP if going forwards to avoid using forward thrusters, otherwise plot backwards. (for WAKE and THERM validation)
Replacement
CONTAINERS: ACT/[ARAD]/HOJ, ACT/[WAKE]/HOJ, ECT. * ALLSTOP if going forwards to avoid using forward thrusters, otherwise plot backwards with heading locked so the ship does not turn around. A plain move order faces the destination and burns the main drive. Braking a backward drift also emits wake. (for WAKE and THERM validation)
Update this occurrence of the backward-movement instruction; surrounding text distinguishes the three practice lists.
Sources
- Game code/Game/WaypointPath.cs; lines 48-63; Waypoint heading after the first point is the segment direction.
- Game code/Game/Units/ShipController.cs; lines 6964-6994 and 7173-7179; Locked heading overrides the waypoint; forward thrust bit sets the wake.
Modding/Dimensions
P-modding-92
On hold. Mounts · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| C1 || 2x2x2 || 2 || 2 || 2 || Masquerade, Spotlight, Floodlight, Hangup, Blanket, Bullseye, VLS-1-23, Defender, Rebound, Aurora, CR 10, CR 70
Replacement
| C1 || 2x2x2 || 2 || 2 || 2 || Spotlight, Floodlight, Hangup, Blanket, Bullseye, VLS-1-23, Defender, Rebound, Aurora, CR 10, CR 70
ANS Mounts C1 component cell. Drop Masquerade.
Sources
- Wiki source at the linked revision; lines 9-11; Masquerade is in the ANS C1 component cell and absent from C2
- Stock data/components/E15 _Masquerade_ Signature Booster.json; _size x3 y1 z3, _rotateToFit 0; Does not fit 2x2x2
- Game code/Ships/HullComponent.cs; TestSocketFit line 1403; No-rotation fit is per-axis <=
P-modding-92
On hold. Mounts · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| C2 || 3x4x3 || 3 || 4 || 3 || VLS-1-46, VLS-2-16, VLS-3-4, Mk61(120), Mk62(120x2), Sarissa, Stonewall
Replacement
| C2 || 3x4x3 || 3 || 4 || 3 || Masquerade, VLS-1-46, VLS-2-16, VLS-3-4, Mk61(120), Mk62(120x2), Sarissa, Stonewall
ANS Mounts C2 component cell. Add Masquerade.
Sources
- Wiki source at the linked revision; lines 9-11; Masquerade is in the ANS C1 component cell and absent from C2
- Stock data/components/E15 _Masquerade_ Signature Booster.json; _size x3 y1 z3, _rotateToFit 0; Does not fit 2x2x2
- Game code/Ships/HullComponent.cs; TestSocketFit line 1403; No-rotation fit is per-axis <=
P-modding-150
On hold. Mounts · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| LRG PAD || 20x5x30 || 20 || 5 || 30 || Container Bank Launcher (24x3) |}
Replacement
| LRG PAD || 20x5x30 || 20 || 5 || 30 || Container Bank Launcher (24x3) |- | C3 (Shallow) || 3x2x5 || 3 || 2 || 5 || Tug MT3 |}
Add the shallow C3 row at the end of the OSP Mounts table. The component column is left as the hull socket, not a full fit list.
Sources
- Wiki source at the linked revision; lines 35-47 and 79; OSP mounts jump from C3 3x4x5 to C4, and the Tug M cell is 2xC4
- Stock data/hulls/Tugboat.json; type 0: 3x4x5 x1, 3x2x5 x1, 2x5x2 x1, 2x2x2 x2; No C4 socket on the hull
P-modding-141
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| Solomon || 285x80x105m || 285 || 80 || 105 || 4 || 6 || 1xC5 || 3xC5
Replacement
| Solomon || 285x80x105m || 285 || 80 || 105 || 4 || 6 || 1xC4 || 3xC5
ANS Vessels row, M Sockets column. L Sockets 3xC5 is already right.
Sources
- Wiki source at the linked revision; line 69; Solomon M Sockets cell is 1xC5
- Stock data/hulls/Solomon Battleship.json; type 0: 6x4x6 x1 and 8x7x8 x3; The non-C5 large-class mount is C4
- Game code/Ships/HullComponent.cs; TestSocketFit line 1403; Component size must be <= socket on each axis
P-modding-150
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| Tug || 87x53x40m || 87 || 53 || 40 || 2xC1 || 2xC4|| 1xTUG SPNL
Replacement
| Tug || 87x53x40m || 87 || 53 || 40 || 2xC1 || 1xC3, 1x3x2x5 || 1xTUG SPNL
OSP Vessels Tug row, M Sockets column. Preserve the missing space in 2xC4 only as the before text.
Sources
- Wiki source at the linked revision; lines 35-47 and 79; OSP mounts jump from C3 3x4x5 to C4, and the Tug M cell is 2xC4
- Stock data/hulls/Tugboat.json; type 0: 3x4x5 x1, 3x2x5 x1, 2x5x2 x1, 2x2x2 x2; No C4 socket on the hull
P-modding-153
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| Monitor || 128x56x52m|| 128 || 56 || 52 || 2xC3 || 2xC4 || 1xMON SPNL
Replacement
| Monitor || 128x56x52m|| 128 || 56 || 52 || 2xC3, 1xC1 || 2xC4 || 1xMON SPNL
OSP Vessels Monitor row, S Sockets column.
Sources
- Wiki source at the linked revision; line 81; Monitor S Sockets cell is 2xC3
- Stock data/hulls/Bulk Feeder.json; type 0: 3x4x5 x2, 2x2x2 x1, 6x4x6 x2, 6x12x6 x1; One C1 mount is present
P-modding-165
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| Container Liner || 345x100x110m || 345 || 110 || 110 || 7xC2 || Example || 8xBLK SPNL
Replacement
| Container Liner || 345x100x110m || 345 || 110 || 110 || 7xC2 || 2xSMOL PAD || 2xLRG PAD
Shorter Container Liner row. M and L columns. The 345/110/110 length-width cells are left as written.
Sources
- Wiki source at the linked revision; lines 85-87; Both Container Liner rows list Example and 8xBLK SPNL
- Stock data/hulls/Container Hauler.json; segments _bows 20x5x20 and _cores 20x5x30; Moorline large sockets are the two pad sizes, not BLK SPNL
P-modding-165
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| Container Liner || 473x100x110m || 473 || 100 || 110 || 7xC2 || Example || 8xBLK SPNL
Replacement
| Container Liner || 473x100x110m || 473 || 100 || 110 || 7xC2 || 2xSMOL PAD || 2xLRG PAD
Longer Container Liner row, same socket correction.
Sources
- Wiki source at the linked revision; lines 85-87; Both Container Liner rows list Example and 8xBLK SPNL
- Stock data/hulls/Container Hauler.json; segments _bows 20x5x20 and _cores 20x5x30; Moorline large sockets are the two pad sizes, not BLK SPNL
P-modding-167, P-modding-168, P-modding-169
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| Bulk Freighter || 309x90x115m || 309 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD
Replacement
| Bulk Freighter || 309x90x115m || 309 || 90 || 115 || 7xC2, 2xC1 || None || 8xBLK SPNL
Correct the Bulk Freighter mount cell in this length-specific row. Shorter Bulk Freighter row, S Sockets cell only.
Sources
- Wiki source at the linked revision; lines 89-91; Both Bulk Freighter M cells are 2xSMOL PAD
- Stock data/hulls/Bulk Hauler.json; segments _bows and _cores 6x10x6; no 20x5x20; Marauder has block spinals, not small pads
- Stock data/hulls/Container Hauler.json; segments _bows 20x5x20; The SMOL pads belong on the container liner
- Wiki source at the linked revision; lines 89-91; Both Bulk Freighter L cells are 2xLRG PAD
- Stock data/hulls/Bulk Hauler.json; 6x10x6 x4 bow + x4 core per ship; Large mounts are 8x BLK SPNL
- Stock data/hulls/Container Hauler.json; segments _cores 20x5x30; LRG pads are the Moorline core
- Wiki source at the linked revision; lines 89-91; Both Bulk Freighter S cells are 7xC2
- Stock data/hulls/Bulk Hauler.json; segments: 3x4x3 totals 7 per ship; _bows 2x2x2 x2 per variant; Two C1 bow pads sit on top of the seven C2 sockets
P-modding-167, P-modding-168, P-modding-169
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| Bulk Freighter || 512x90x115m || 512 || 90 || 115 || 7xC2 || 2xSMOL PAD || 2xLRG PAD
Replacement
| Bulk Freighter || 512x90x115m || 512 || 90 || 115 || 7xC2, 2xC1 || None || 8xBLK SPNL
Correct the Bulk Freighter mount cell in this length-specific row. Longer Bulk Freighter row, S Sockets cell only.
Sources
- Wiki source at the linked revision; lines 89-91; Both Bulk Freighter M cells are 2xSMOL PAD
- Stock data/hulls/Bulk Hauler.json; segments _bows and _cores 6x10x6; no 20x5x20; Marauder has block spinals, not small pads
- Stock data/hulls/Container Hauler.json; segments _bows 20x5x20; The SMOL pads belong on the container liner
- Wiki source at the linked revision; lines 89-91; Both Bulk Freighter L cells are 2xLRG PAD
- Stock data/hulls/Bulk Hauler.json; 6x10x6 x4 bow + x4 core per ship; Large mounts are 8x BLK SPNL
- Stock data/hulls/Container Hauler.json; segments _cores 20x5x30; LRG pads are the Moorline core
- Wiki source at the linked revision; lines 89-91; Both Bulk Freighter S cells are 7xC2
- Stock data/hulls/Bulk Hauler.json; segments: 3x4x3 totals 7 per ship; _bows 2x2x2 x2 per variant; Two C1 bow pads sit on top of the seven C2 sockets
P-modding-178
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
Raines-class Frigate Compartments: 2 4x1x6
Replacement
Raines-class Frigate Compartments: 3 4x1x6
Raines compartment count for 4x1x6. The heading keeps this off Sprinter's 2 4x1x6 line.
Sources
- Wiki source at the linked revision; lines 104-108; Raines compartments start with 2 4x1x6
- Stock data/hulls/Raines Frigate.json; type 1: 4x1x6 x3, 3x1x3 x2; Third compartment is 4x1x6
P-modding-179
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
1 3x1x5 2 3x1x3
Replacement
2 3x1x3
Delete the 3x1x5 compartment line under Raines. The following 2 3x1x3 line is unchanged.
Sources
- Wiki source at the linked revision; line 107; Raines list includes 1 3x1x5
- Stock data/hulls/Raines Frigate.json; type 1 sizes 4x1x6 and 3x1x3 only; No 3x1x5 socket
P-modding-183
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
1 8x3x6 Modules: 1 6x6x6 3 2x2x2
Replacement
Modules: 1 6x6x6 1 8x3x6 1 3x3x3 2 2x2x2
Move the 8x3x6 line from Raines compartments into modules, add the 3x3x3, and drop one 2x2x2.
Sources
- Wiki source at the linked revision; lines 109-112; 8x3x6 is under compartments and modules are 1 6x6x6 plus 3 2x2x2
- Stock data/hulls/Raines Frigate.json; type 2: 2x2x2 x2, 3x3x3 x1, 6x6x6 x1, 8x3x6 x1; Module inventory the edit restores
P-modding-174
On hold. Ships · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
4 6x1x4 Modules:
Replacement
2 6x1x4 2 4x1x6 Modules:
Axford compartment list. The following Modules: heading makes the line unique; Keystone and Vauxhall use different counts.
Sources
- Wiki source at the linked revision; lines 136-139; Axford compartments list 4 6x1x4 and no 4x1x6
- Stock data/hulls/Axford Heavy Cruiser.json; type 1: 6x1x8 x5, 6x1x6 x2, 6x1x4 x2, 4x1x6 x2; Two of the listed 6x1x4 sockets are 4x1x6
- Stock data/hulls/Raines Frigate.json; type 1 and type 2 counts; Raines composition is wrong; corrected on the sibling ids
P-modding-107
On hold. Extras · Audited revision 301
Socket counts and table layout need review. Do not apply these proposals yet.
Audited text
| LRG PAD || 20x5x30 |}
Replacement
| LRG PAD || 20x5x30 |- | C3 (Shallow) || 3x2x5 |- | 10x7x10 || 10x7x10 |}
Append two rows to the All Mounts table. The before includes the closing braces so it does not match the OSP LRG PAD row, which has extra columns.
Sources
- Wiki source at the linked revision; lines 161-188; All Mounts ends at LRG PAD and has neither 3x2x5 nor 10x7x10
- Stock data/hulls/Tugboat.json; HullSocket type 0 size 3x2x5 x1; Shallow C3 exists on the tug
- Stock data/hulls/Worden Fleet Carrier.json; HullSocket type 0 size 10x7x10 x2; Worden large mount is a 14th distinct size
Modding/Save Keys
P-modding-11, P-modding-31, P-modding-51
Proposed. Fixed · Audited revision 569
Audited text
Stock/C53 Cannon<br /> Stock/C60 Cannon<br /> Stock/C65 Cannon<br /> Stock/C81 Plasma Cannon<br /> Stock/TE45 Mass Driver<br />
Replacement
Stock/C53 Cannon<br /> Stock/C54 Cannon<br /> Stock/C65 Cannon<br /> Stock/C81 Plasma Cannon<br /> Stock/C90 Cannon<br /> Stock/TE45 Mass Driver<br />
Consolidated current save-key inventory and associated legacy migration notes; see all linked finding IDs.
Sources
- Wiki source at the linked revision; lines 175 and 527; C60 is listed as a live key and an uncommented manifest entry
- Game data/manifest-stock-f2.xml; lines 72-76; C54 and C90 are live; C60 is inside a comment
- Game data/manifest-stock-f2.xml; lines 42-45, 72-76, 87, 100-105; C60 commented; C54, C90, J75, Bandits, hangars and four engineering modules live
- Game data/manifest-stock-f2.xml; line 73; C60 Cannon entry is XML-commented
- Review calculations and notes; in_wiki_not_in_game includes Stock/C60 Cannon; C60 not in live registry
P-modding-17, P-modding-18, P-modding-34, P-modding-54
Proposed. Missiles · Audited revision 569
Audited text
Stock/S1 Rocket<br /> Stock/S3 Mine<br /> Stock/S3 Net Mine<br /> Stock/S3 Sprint Mine<br /> Stock/Mine Container<br /> Stock/Rocket Container<br /> Stock/Decoy Container (Clipper)<br /> Stock/Decoy Container (Line Ship)<br />
Replacement
Stock/S0 Rocket<br /> Stock/S1 Rocket<br /> Stock/S3 Rocket<br /> Stock/S3 Mine<br /> Stock/S3 Net Mine<br /> Stock/S3 Sprint Mine<br /> Stock/Decoy Container (Clipper)<br /> Stock/Decoy Container (Line Ship)<br /> Stock/EA14 Chaff Decoy<br />
Consolidated current save-key inventory and associated legacy migration notes; see all linked finding IDs.
Sources
- Wiki source at the linked revision; lines 246 and 614; Key and embedded manifest entry are both uncommented
- Game data/manifest-stock-f2.xml; lines 137-139; Mine Container is inside a comment in the live manifest
- Wiki source at the linked revision; lines 247 and 615; Key and manifest entry still live, address CM-4R Rocket Container.prefab
- Game data/manifest-stock-f2.xml; lines 137-139; Rocket Container and Rocket Container 12 are commented out
- Game data/manifest-stock-f2.xml; lines 116-142; Kinetic and missile entries, with both containers inside a comment
- Game data/manifest-stock-f2.xml; lines 137-139; Mine Container commented with Rocket Container entries
- Review calculations and notes; in_wiki_not_in_game Stock/Mine Container; Key absent from registry
P-modding-11, P-modding-51
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="C60 Cannon" Address="F2/Weapons/C60 Cannon.prefab"/>
Replacement
<Entry Name="C54 Cannon" Address="F2/Weapons/C56 Cannon.prefab"/>
<Entry Name="C90 Cannon" Address="F2/Weapons/C90 Cannon.prefab"/>
Embedded manifest. C54's asset address is the C56 prefab, matching the live manifest.
Sources
- Wiki source at the linked revision; lines 175 and 527; C60 is listed as a live key and an uncommented manifest entry
- Game data/manifest-stock-f2.xml; lines 72-76; C54 and C90 are live; C60 is inside a comment
- Game data/manifest-stock-f2.xml; line 73; C60 Cannon entry is XML-commented
- Review calculations and notes; in_wiki_not_in_game includes Stock/C60 Cannon; C60 not in live registry
P-modding-17, P-modding-54
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Mine Container" Address="F2/Munitions/CM-4M Mine Container.prefab"/>
Replacement
<!--<Entry Name="Mine Container" Address="F2/Munitions/CM-4M Mine Container.prefab"/>-->
Comment the embedded manifest entry. The Rocket Container line is P-modding-18.
Sources
- Wiki source at the linked revision; lines 246 and 614; Key and embedded manifest entry are both uncommented
- Game data/manifest-stock-f2.xml; lines 137-139; Mine Container is inside a comment in the live manifest
- Game data/manifest-stock-f2.xml; lines 137-139; Mine Container commented with Rocket Container entries
- Review calculations and notes; in_wiki_not_in_game Stock/Mine Container; Key absent from registry
P-modding-18, P-modding-55
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Rocket Container" Address="F2/Munitions/CM-4R Rocket Container.prefab"/>
Replacement
<!--<Entry Name="Rocket Container" Address="F2/Munitions/CM-4R6 Rocket Container.prefab"/>
<Entry Name="Rocket Container 12" Address="F2/Munitions/CM-4R12 Rocket Container.prefab"/>-->
Manifest File XML: Rocket Container rows should match commented game entries
Sources
- Wiki source at the linked revision; lines 247 and 615; Key and manifest entry still live, address CM-4R Rocket Container.prefab
- Game data/manifest-stock-f2.xml; lines 137-139; Rocket Container and Rocket Container 12 are commented out
- Game data/manifest-stock-f2.xml; lines 137-139; Rocket Container variants commented
- Review calculations and notes; in_wiki_not_in_game Stock/Rocket Container; Key absent from registry
P-modding-8
Proposed. Save Keys · Audited revision 569
Audited text
They are often used in scripts like those that copy VFX.
Replacement
They are often used in scripts like those that copy VFX. HUD theme keys are Stock/NebClassicMarkers and Stock/NebAegisMarkers.
Lead: the two live HUD theme registry keys are not in any section.
Sources
- Game data/manifest-stock.xml; uncommented Entry Name values, with manifest-stock-f1.xml and manifest-stock-f2.xml; 247 live Stock/ keys versus 217 listed
- Wiki source at the linked revision; lines 8-322 versus lines 324-685; Body list and embedded manifest omit the same later keys
P-modding-8
Proposed. Factions · Audited revision 569
Audited text
Stock/Alliance<br /> Stock/Protectorate<br />
Replacement
Stock/Alliance<br /> Stock/Protectorate<br /> Stock/Civilian<br />
Factions: add Civilian.
Sources
- Game data/manifest-stock.xml; uncommented Entry Name values, with manifest-stock-f1.xml and manifest-stock-f2.xml; 247 live Stock/ keys versus 217 listed
- Wiki source at the linked revision; lines 8-322 versus lines 324-685; Body list and embedded manifest omit the same later keys
P-modding-28, P-modding-8
Proposed. Hulls · Audited revision 569
Audited text
Stock/Axford Heavy Cruiser<br /> Stock/Solomon Battleship<br /> Stock/Shuttle<br /> Stock/Tugboat<br /> Stock/Bulk Feeder<br /> Stock/Ocello Cruiser<br /> Stock/Bulk Hauler<br /> Stock/Container Hauler<br />
Replacement
Stock/Axford Heavy Cruiser<br /> Stock/Levy Escort Carrier<br /> Stock/Solomon Battleship<br /> Stock/Worden Fleet Carrier<br /> Stock/Mercator Oiler<br /> Stock/Shuttle<br /> Stock/Tugboat<br /> Stock/Bulk Feeder<br /> Stock/Ore Carrier<br /> Stock/Ocello Cruiser<br /> Stock/Bulk Hauler<br /> Stock/Container Hauler<br /> Stock/Container Hauler Refit<br /> Stock/Civ Bulk Hauler<br />
Consolidated current save-key inventory and associated legacy migration notes; see all linked finding IDs.
Sources
- Game data/manifest-stock.xml; uncommented Entry Name values, with manifest-stock-f1.xml and manifest-stock-f2.xml; 247 live Stock/ keys versus 217 listed
- Wiki source at the linked revision; lines 8-322 versus lines 324-685; Body list and embedded manifest omit the same later keys
- Wiki source at the linked revision; lines 14-25 and 342-358; Twelve hull keys and the same twelve manifest entries
- Game data/manifest-stock-f1.xml; lines 19-22; Levy, Worden, and Mercator
- Game data/manifest-stock-f2.xml; lines 18, 22, and 25; Ore Carrier, Container Hauler Refit, and Civ Bulk Hauler
P-modding-29, P-modding-8
Proposed. Compartments · Audited revision 569
Audited text
Stock/Plant Control Center<br />
Replacement
Stock/Plant Control Center<br /> Stock/Bulk Internal Hangar<br /> Stock/Spacecraft Repair Station<br /> Stock/Spacecraft Strikedown Station<br /> Stock/Deck Gear Locker<br />
Common compartments: add the four live hangar and deck compartments. Common/Shared compartments key list.
Sources
- Game data/manifest-stock.xml; uncommented Entry Name values, with manifest-stock-f1.xml and manifest-stock-f2.xml; 247 live Stock/ keys versus 217 listed
- Wiki source at the linked revision; lines 8-322 versus lines 324-685; Body list and embedded manifest omit the same later keys
- Wiki source at the linked revision; lines 45-55 and 386-396; Compartments end at Plant Control Center; modules still include Launcher Deluge System
- Game data/manifest-stock.xml; lines 33-38, 47, and 56; Four compartment keys, Fire Suppression System, and Flight Deck Traversal System
P-modding-10, P-modding-29, P-modding-46, P-modding-47, P-modding-9
Proposed. Modules · Audited revision 569
Audited text
Stock/Supplementary Radio Amplifiers<br /> Stock/Launcher Deluge System<br /> Stock/Magazine Sprinklers<br /> Stock/Redundant Reactor Failsafes<br />
Replacement
Stock/Supplementary Radio Amplifiers<br /> Stock/Flight Deck Traversal System<br /> Stock/Fire Suppression System<br /> Stock/Redundant Reactor Failsafes<br />
Consolidated current save-key inventory and associated legacy migration notes; see all linked finding IDs.
Sources
- Game data/manifest-stock.xml; lines 46-56; Fire Suppression System and Flight Deck Traversal System live; Deluge and Sprinklers absent
- Game code/FleetEditor/FleetVersioning.cs; lines 61-67; Module remap table has no Deluge or Sprinklers entry
- Wiki source at the linked revision; lines 56 and 396; Key list and embedded manifest both still name Magazine Sprinklers
- Game data/manifest-stock.xml; line 47; Live entry is Fire Suppression System
- Game code/FleetEditor/FleetVersioning.cs; legacy dictionary lines 33-58; No sprinkler remap
- Wiki source at the linked revision; lines 45-55 and 386-396; Compartments end at Plant Control Center; modules still include Launcher Deluge System
- Game data/manifest-stock.xml; lines 33-38, 47, and 56; Four compartment keys, Fire Suppression System, and Flight Deck Traversal System
- Review calculations and notes; in_wiki_not_in_game[6]; Not in live registry
- Game data/manifest-stock.xml; Components (no Deluge entry); Not in stock manifest
- Wiki source at the linked revision; 55-56, 395; Wiki still lists active entry
- Review calculations and notes; in_wiki_not_in_game[7]; Not in live registry
- Wiki source at the linked revision; 56, 396; Wiki still lists entry
P-modding-9
Proposed. Modules · Audited revision 569
Audited text
Stock/Actively Cooled Amplifiers<br />
Replacement
Stock/Actively Cooled Amplifiers<br /> Stock/Flight Deck Traversal System<br />
Modules: add Flight Deck Traversal System.
Sources
- Game data/manifest-stock.xml; lines 46-56; Fire Suppression System and Flight Deck Traversal System live; Deluge and Sprinklers absent
- Game code/FleetEditor/FleetVersioning.cs; lines 61-67; Module remap table has no Deluge or Sprinklers entry
P-modding-30
Proposed. Missile Launchers · Audited revision 569
Audited text
Stock/VLS-2 Launcher<br /> Stock/VLS-3 Launcher<br /> Stock/CLS-3 Launcher<br />
Replacement
Stock/VLS-2 Launcher<br /> Stock/VLS-3 Launcher<br /> Stock/CLS-3 Launcher<br /> Stock/Torpedo Turret<br /> === Hangars === Stock/C4 Medium Mount Hangar<br /> Stock/C5 Large Mount Hangar<br />
Alliance missile-launcher list: add Torpedo Turret, then the two Alliance mount hangars.
Sources
- Game data/manifest-stock-f1.xml; lines 76-79 and 104-105; Live entries Torpedo Turret, C4 Medium Mount Hangar, C5 Large Mount Hangar
- Wiki source at the linked revision; lines 115-118; Alliance launchers stop at CLS-3
P-modding-31
Proposed. Engineering · Audited revision 569
Audited text
Stock/Large DC Storage<br />
Replacement
Stock/Large DC Storage<br /> Stock/Citadel Magazine<br /> Stock/Damage Control Complex<br /> Stock/Jury-Rigged Reactor<br /> Stock/Container Datalink Array<br />
Protectorate engineering list: insert the four modules that follow Large DC Storage in the F2 manifest.
Sources
- Game data/manifest-stock-f2.xml; lines 42-45, 72-76, 87, 100-105; C60 commented; C54, C90, J75, Bandits, hangars and four engineering modules live
P-modding-31
Proposed. EWar · Audited revision 569
Audited text
Stock/J15 Jammer<br />
Replacement
Stock/J15 Jammer<br /> Stock/J75 Jammer<br />
Protectorate EWar list: add J75 Jammer.
Sources
- Game data/manifest-stock-f2.xml; lines 42-45, 72-76, 87, 100-105; C60 commented; C54, C90, J75, Bandits, hangars and four engineering modules live
P-modding-31
Proposed. Missile Launchers · Audited revision 569
Audited text
Stock/ML-9 Mine Launcher<br />
Replacement
Stock/ML-9 Mine Launcher<br /> Stock/S2 Bandit Launcher<br /> Stock/S2 Twin Bandit Launcher<br /> === Hangars === Stock/C4 Mount Hangar<br /> Stock/Container Bank Hangar<br />
Protectorate launchers: add both Bandit launchers and the two hangar keys.
Sources
- Game data/manifest-stock-f2.xml; lines 42-45, 72-76, 87, 100-105; C60 commented; C54, C90, J75, Bandits, hangars and four engineering modules live
P-modding-8
Proposed. Common Munitions · Audited revision 569
Audited text
Stock/20mm Slug<br /> Stock/Flak Round<br />
Replacement
Stock/20mm Slug<br /> Stock/50mm Slug<br /> Stock/Flak Round<br />
Common munitions: add Stock/50mm Slug. The asset path is 35mm Slug.asset; the entry name is still 50mm Slug.
Sources
- Game data/manifest-stock.xml; uncommented Entry Name values, with manifest-stock-f1.xml and manifest-stock-f2.xml; 247 live Stock/ keys versus 217 listed
- Wiki source at the linked revision; lines 8-322 versus lines 324-685; Body list and embedded manifest omit the same later keys
P-modding-12, P-modding-13, P-modding-14, P-modding-15, P-modding-16, P-modding-33
Proposed. Missiles · Audited revision 569
Audited text
Stock/SGM-210 Squall<br /> Stock/SGM-225 Hurricane<br /> Stock/SGM-233 Gale<br /> Stock/SGT-350 Mace<br /> Stock/SDM-112 Riposte<br /> Stock/EA12 Chaff Decoy<br /> Stock/EA20 Flare Decoy<br /> Stock/EA99 Active Decoy<br />
Replacement
Stock/EA12 Chaff Decoy<br /> Stock/EA20 Flare Decoy<br /> Stock/EA99 Active Decoy<br /> Stock/S1 Glide Bomb<br /> Stock/S1 Prox Bomb<br /> Stock/S2 Glide Bomb<br /> Stock/S3 Cluster Bomb<br /> Legacy missile keys (converted when loading fleets from editor versions before 3):<br /> Stock/SGM-210 Squall (legacy; editor versions before 3 convert this to SGM-210 Squall.missile)<br /> Stock/SGM-225 Hurricane (legacy; editor versions before 3 convert this to SGM-222 Hurricane.missile)<br /> Stock/SGM-233 Gale (legacy; editor versions before 3 convert this to SGM-233 Gale.missile)<br /> Stock/SGT-350 Mace (legacy; editor versions before 3 convert this to SGT-350 Mace.missile)<br /> Stock/SDM-112 Riposte (legacy; editor versions before 3 convert this to SGM-112 Riposte.missile)<br />
Consolidated current save-key inventory and associated legacy migration notes; see all linked finding IDs.
Sources
- Wiki source at the linked revision; lines 222 and 583-588; Key list is live; embedded manifest entry is already inside a comment
- Game code/FleetEditor/FleetVersioning.cs; lines 43-45; Legacy remap to SGM-210 Squall.missile
- Game data/manifest-stock-f1.xml; lines 135-140; Stock manifest comments the fixed missile out
- Wiki source at the linked revision; line 223; Key list still shows Stock/SGM-225 Hurricane as current
- Game code/FleetEditor/FleetVersioning.cs; lines 47-49; Remap target is SGM-222 Hurricane.missile
- Wiki source at the linked revision; lines 224 and 586; Key list is uncommented; manifest entry is inside the legacy comment
- Game code/FleetEditor/FleetVersioning.cs; lines 51-54; Remap to SGM-233 Gale.missile
- Wiki source at the linked revision; lines 225 and 587; Key list live, manifest entry commented
- Game code/FleetEditor/FleetVersioning.cs; lines 55-58; Remap to SGT-350 Mace.missile
- Wiki source at the linked revision; lines 226 and 588; Key list live; manifest comment already closed on this entry
- Game code/FleetEditor/FleetVersioning.cs; lines 35-38; Remap to SGM-112 Riposte.missile
- Game data/manifest-stock-f1.xml; lines 135-149; Five legacy missiles commented; three decoys and four bombs live
- Game code/FleetEditor/FleetVersioning.cs; lines 33-58; Legacy missile keys upgrade to template files rather than staying as stock keys
P-modding-34
Proposed. Kinetic Ammo · Audited revision 569
Audited text
Stock/100mm HE Shell<br /> Stock/100mm HE-HC Shell<br /> Stock/100mm AP Shell<br /> Stock/100mm Grapeshot<br /> Stock/400mm Plasma Ampoule<br /> Stock/500mm Fracturing Block<br />
Replacement
Stock/35mm Flechette<br /> Stock/100mm HE Shell<br /> Stock/100mm HE-HC Shell<br /> Stock/100mm AP Shell<br /> Stock/100mm Grapeshot<br /> Stock/250mm Bomb Shell<br /> Stock/400mm Plasma Ampoule<br /> Stock/500mm Fracturing Block<br /> Stock/600mm HE Shell<br /> Stock/600mm Bomb Shell<br />
Protectorate kinetic list: add the four live shells.
Sources
- Game data/manifest-stock-f2.xml; lines 116-142; Kinetic and missile entries, with both containers inside a comment
P-modding-35
Proposed. Common · Audited revision 569
Audited text
Stock/SGM-1 Body<br /> Stock/SGM-2 Body<br /> Stock/SGT-3 Body<br />
Replacement
Stock/SGM-1 Body<br /> Stock/SDM-1 Body<br /> Stock/SSM-1 Body<br /> Stock/SGM-2 Body<br /> Stock/SDM-2 Body<br /> Stock/SGT-3 Body<br />
Common missile bodies: add SDM-1, SSM-1 and SDM-2.
Sources
- Game data/manifest-stock.xml; lines 73-78; Six common bodies including SDM-1, SSM-1 and SDM-2
- Game data/manifest-stock-f2.xml; lines 149-151; CM-4, CM-S-4 and SGM-3
P-modding-35
Proposed. Protectorate · Audited revision 569
Audited text
Stock/CM-4 Body<br />
Replacement
Stock/CM-4 Body<br /> Stock/CM-S-4 Body<br /> Stock/SGM-3 Body<br />
Protectorate missile bodies: add CM-S-4 and SGM-3.
Sources
- Game data/manifest-stock.xml; lines 73-78; Six common bodies including SDM-1, SSM-1 and SDM-2
- Game data/manifest-stock-f2.xml; lines 149-151; CM-4, CM-S-4 and SGM-3
P-modding-36
Proposed. Warheads · Audited revision 569
Audited text
Stock/Blast Fragmentation EL<br />
Replacement
Stock/Blast Fragmentation EL<br /> Stock/Selectable Submunition<br />
Warheads: add Selectable Submunition.
Sources
- Game data/manifest-stock.xml; lines 85-108; Selectable Submunition live; Adv. Cruise commented; Wake-Thermal Seeker live
P-modding-19, P-modding-36
Proposed. Avionics · Audited revision 569
Audited text
Stock/Direct Guidance<br /> Stock/Cruise Guidance<br /> Stock/Adv. Cruise Guidance<br />
Replacement
Stock/Direct Guidance<br /> Stock/Cruise Guidance<br />
Avionics: remove commented-out Adv. Cruise Guidance. Missile Components avionics key list. Leave the already-commented manifest block alone.
Sources
- Game data/manifest-stock.xml; lines 85-108; Selectable Submunition live; Adv. Cruise commented; Wake-Thermal Seeker live
- Wiki source at the linked revision; lines 274-276 and 646-647; Key list includes Adv. Cruise Guidance; embedded manifest already comments it
- Game data/manifest-stock.xml; lines 96-97; Live manifest comments Adv. Cruise Guidance out
P-modding-36
Proposed. Seekers · Audited revision 569
Audited text
Stock/Wake-Homing Seeker<br />
Replacement
Stock/Wake-Homing Seeker<br /> Stock/Wake-Thermal Seeker<br />
Seekers: add Wake-Thermal Seeker.
Sources
- Game data/manifest-stock.xml; lines 85-108; Selectable Submunition live; Adv. Cruise commented; Wake-Thermal Seeker live
P-modding-20, P-modding-21, P-modding-22, P-modding-23, P-modding-24, P-modding-25, P-modding-26, P-modding-38
Proposed. Maps · Audited revision 569
Audited text
Stock/Pillars<br /> Stock/The Cliff<br /> Stock/Nyx's Eye<br /> Stock/Caltrop<br /> Stock/Canyon<br /> Stock/Abyssal<br /> Stock/Small Testing Range<br />
Replacement
Stock-Maps/AbyssalInfo<br /> Stock-Maps/CaltropInfo<br /> Stock-Maps/CanyonInfo<br /> Stock-Maps/CliffInfo<br /> Stock-Maps/EyeInfo<br /> Stock-Maps/PillarsInfo<br /> Stock-Maps/SevenSistersSkirmishInfo<br /> Stock-Maps/ShootingGalleryInfo<br /> Stock-Maps/TumbleweedInfo<br />
Consolidated current save-key inventory and associated legacy migration notes; see all linked finding IDs.
Sources
- Wiki source at the linked revision; lines 316 and 673; Key Stock/Pillars and manifest Maps/Pillars.prefab
- Game code/UI/SkirmishLobbySettingsPane.cs; line 28; _defaultMapKey is Stock-Maps/PillarsInfo
- Game code/Game/Map/BattlespaceInfoBlock.cs; MapKey property; The runtime map key is the addressable address
- Wiki source at the linked revision; lines 317 and 675; Key and manifest still use The Cliff / Maps/Cliff.prefab
- Review calculations and notes; line 470 _address Stock-Maps/CliffInfo; Bundle info block address. Scratch extract, consistent with the catalog pass
- Wiki source at the linked revision; lines 318 and 676; Current key and manifest entry
- Review calculations and notes; Nyx's Eye Info Block entry; Info block exists under the Eye prefab name; the catalog pass resolved the address Stock-Maps/EyeInfo
- Wiki source at the linked revision; lines 319 and 677; Key and manifest still use Stock/Caltrop and Maps/Caltrop.prefab
- Review calculations and notes; line 457 _address Stock-Maps/CaltropInfo; Bundle info block address
- Wiki source at the linked revision; lines 320 and 678; Current Stock/Canyon key and Maps/Canyon.prefab entry
- Game code/Game/Map/BattlespaceInfoBlock.cs; MapKey from _address; Runtime key is the address, not the old bundle entry name
- Wiki source at the linked revision; lines 321 and 681; Key and manifest still use Stock/Abyssal
- Review calculations and notes; line 403 _address Stock-Maps/AbyssalInfo; Bundle info block address
- Wiki source at the linked revision; lines 322 and 682; Key and manifest still use the display name
- Game code/FleetEditor/FleetEditorController.cs; line 664; GetMap Stock-Maps/ShootingGalleryInfo
- NEBULOUS/Nebulous_Data/StreamingAssets/aa/catalog.json; m_KeyDataString decoded addresses; Nine Stock-Maps/*Info skirmish keys
- Game code/UI/SkirmishLobbySettingsPane.cs; line 28; Default map key Stock-Maps/PillarsInfo
- Game code/Bundles/BundleManager.cs; lines 560-595; Dictionary key is the Addressables primary key
P-modding-28
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Container Hauler" Address = "F2/Hulls/Container Line Ship.prefab"/>
Replacement
<Entry Name="Container Hauler" Address = "F2/Hulls/Container Line Ship.prefab"/>
<Entry Name="Levy Escort Carrier" Address="F1/Hulls/Levy Escort Carrier.prefab"/>
<Entry Name="Worden Fleet Carrier" Address="F1/Hulls/Worden Fleet Carrier.prefab"/>
<Entry Name="Mercator Oiler" Address="F1/Hulls/Mercator Oiler.prefab"/>
<Entry Name="Ore Carrier" Address = "F2/Hulls/Ore Carrier.prefab"/>
<Entry Name="Container Hauler Refit" Address = "F2/Hulls/Container Line Ship Refit.prefab"/>
<Entry Name="Civ Bulk Hauler" Address = "Civ/Hulls/Bulk Hauler.prefab"/>
Embedded hull block. Addresses copied from the live F1 and F2 manifests.
Sources
- Wiki source at the linked revision; lines 14-25 and 342-358; Twelve hull keys and the same twelve manifest entries
- Game data/manifest-stock-f1.xml; lines 19-22; Levy, Worden, and Mercator
- Game data/manifest-stock-f2.xml; lines 18, 22, and 25; Ore Carrier, Container Hauler Refit, and Civ Bulk Hauler
P-modding-29
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Plant Control Center" Address="Common/Components/Plant Control Center.prefab"/>
Replacement
<Entry Name="Plant Control Center" Address="Common/Components/Plant Control Center.prefab"/>
<Entry Name="Bulk Internal Hangar" Address="Common/Components/Bulk Internal Hangar.prefab"/>
<Entry Name="Spacecraft Repair Station" Address="Common/Components/Spacecraft Repair Station.prefab"/>
<Entry Name="Spacecraft Strikedown Station" Address="Common/Components/Spacecraft Strikedown Station.prefab"/>
<Entry Name="Deck Gear Locker" Address="Common/Components/Deck Gear Locker.prefab"/>
Embedded compartment block.
Sources
- Wiki source at the linked revision; lines 45-55 and 386-396; Compartments end at Plant Control Center; modules still include Launcher Deluge System
- Game data/manifest-stock.xml; lines 33-38, 47, and 56; Four compartment keys, Fire Suppression System, and Flight Deck Traversal System
P-modding-29, P-modding-46
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Launcher Deluge System" Address="Common/Components/Launcher Deluge System.prefab"/>
Replacement
<Entry Name="Flight Deck Traversal System" Address="Common/Components/Flight Deck Traversal System.prefab"/>
Embedded modules block.
Sources
- Wiki source at the linked revision; lines 45-55 and 386-396; Compartments end at Plant Control Center; modules still include Launcher Deluge System
- Game data/manifest-stock.xml; lines 33-38, 47, and 56; Four compartment keys, Fire Suppression System, and Flight Deck Traversal System
- Review calculations and notes; in_wiki_not_in_game[6]; Not in live registry
- Game data/manifest-stock.xml; Components (no Deluge entry); Not in stock manifest
- Wiki source at the linked revision; 55-56, 395; Wiki still lists active entry
P-modding-10, P-modding-47
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Magazine Sprinklers" Address="Common/Components/Magazine Sprinklers.prefab"/>
Replacement
<Entry Name="Fire Suppression System" Address="Common/Components/Fire Suppression System.prefab"/>
Embedded manifest module entry.
Sources
- Wiki source at the linked revision; lines 56 and 396; Key list and embedded manifest both still name Magazine Sprinklers
- Game data/manifest-stock.xml; line 47; Live entry is Fire Suppression System
- Game code/FleetEditor/FleetVersioning.cs; legacy dictionary lines 33-58; No sprinkler remap
- Review calculations and notes; in_wiki_not_in_game[7]; Not in live registry
- Wiki source at the linked revision; 56, 396; Wiki still lists entry
P-modding-48
Proposed. Manifest File · Audited revision 569
Audited text
<!-- Weapons -->
<Entry Name="VLS-1-23 Launcher" Address="F1/Weapons/VLS-1-23 Launcher.prefab"/>
<Entry Name="VLS-1-46 Launcher" Address="F1/Weapons/VLS-1-46 Launcher.prefab"/>
<!-- Comms -->
Replacement
<!-- Comms -->
Remove VLS from Common/Shared sample; they are not in stock.xml Common block.
Sources
- Game data/manifest-stock-f1.xml; 28-30; VLS entries at top of F1 Components
- Game data/manifest-stock.xml; 9-67; Common/Shared has no VLS
- Stock data/components/VLS-1-23 Launcher.json; _factionKey; Blank faction = both factions
- Wiki source at the linked revision; 411-413; Wiki places VLS under Common/Shared weapons
P-modding-50
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Mk550 Mass Driver" Address="F1/Weapons/Mk550 Mass Driver.prefab"/>
Replacement
<Entry Name="Mk550 Mass Driver" Address="F1/Weapons/Mk550 Railgun.prefab"/>
Manifest File XML: Mk550 Mass Driver entry Address column
Sources
- Game data/manifest-stock-f1.xml; lines 70, 97; Mk550 and E15 registered addresses
- Wiki source at the linked revision; lines 457, 483; Wiki manifest uses Mk550 Mass Driver.prefab and Signature Booster.prefab
P-modding-48
Proposed. Manifest File · Audited revision 569
Audited text
<!-- Missile Launchers -->
<Entry Name="VLS-2 Launcher" Address="F1/Weapons/VLS-2 Launcher.prefab"/>
Replacement
<!-- Cross-faction cell launchers (stock-f1 bundle; usable by both factions) -->
<Entry Name="VLS-1-23 Launcher" Address="F1/Weapons/VLS-1-23 Launcher.prefab"/>
<Entry Name="VLS-1-46 Launcher" Address="F1/Weapons/VLS-1-46 Launcher.prefab"/>
<!-- Missile Launchers -->
<Entry Name="VLS-2 Launcher" Address="F1/Weapons/VLS-2 Launcher.prefab"/>
Align sample manifest with stock-f1.xml placement while noting cross-faction use.
Sources
- Game data/manifest-stock-f1.xml; 28-30; VLS entries at top of F1 Components
- Game data/manifest-stock.xml; 9-67; Common/Shared has no VLS
- Stock data/components/VLS-1-23 Launcher.json; _factionKey; Blank faction = both factions
- Wiki source at the linked revision; 411-413; Wiki places VLS under Common/Shared weapons
P-modding-50
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="E15 'Masquerade' Signature Booster" Address ="F1/Weapons/E15 'Masquerade' Signature Booster.prefab"/>
Replacement
<Entry Name="E15 'Masquerade' Signature Booster" Address="F1/Weapons/E15 'Masquerade' Deception Module.prefab"/>
Manifest File XML: E15 entry Address column
Sources
- Game data/manifest-stock-f1.xml; lines 70, 97; Mk550 and E15 registered addresses
- Wiki source at the linked revision; lines 457, 483; Wiki manifest uses Mk550 Mass Driver.prefab and Signature Booster.prefab
P-modding-52
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="Flak Round" Address="F1/Munitions/Flak Round.asset"/>
Replacement
<Entry Name="Flak Round" Address="F1/Munitions/50mm Flak Shell.asset"/>
Manifest File XML: Flak Round Address column
Sources
- Game data/manifest-stock-f1.xml; lines 121, 143; Flak Round and EA99 addresses
- Stock data/munitions/Flak Round.json; saveKey Stock/Flak Round; Save key name unchanged while asset path differs
P-modding-52
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Name="EA99 Active Decoy" Address="F1/Munitions/EA99 Active Decoy.prefab"/>
Replacement
<Entry Name="EA99 Active Decoy" Address="F1/Munitions/EA99 'Conure' Active Decoy.prefab"/>
Manifest File XML: EA99 Active Decoy Address column
Sources
- Game data/manifest-stock-f1.xml; lines 121, 143; Flak Round and EA99 addresses
- Stock data/munitions/Flak Round.json; saveKey Stock/Flak Round; Save key name unchanged while asset path differs
P-modding-20, P-modding-21, P-modding-22, P-modding-23, P-modding-24, P-modding-25, P-modding-26, P-modding-56
Proposed. Manifest File · Audited revision 569
Audited text
<Maps>
<Entry Name="Pillars" Address="Maps/Pillars.prefab"/>
<!--<Entry Name="Asteroid Thicket" Address="Maps/Asteroid Thicket.prefab"/>-->
<Entry Name="The Cliff" Address="Maps/Cliff.prefab"/>
<Entry Name="Nyx's Eye" Address="Maps/Eye.prefab"/>
<Entry Name="Caltrop" Address = "Maps/Caltrop.prefab"/>
<Entry Name="Canyon" Address="Maps/Canyon.prefab"/>
<!--<Entry Name="The Maze" Address="Maps/Maze.prefab"/>-->
<!--<Entry Name="The Cube" Address="Maps/The Cube.prefab"/>-->
<Entry Name="Abyssal" Address="Maps/Abyssal.prefab"/>
<Entry Name="Small Testing Range" Address="Maps/Shooting Gallery.prefab"/>
<!--<Entry Name="Bethel Gate" Address="Maps/Bethel Gate.prefab"/>-->
</Maps>
Replacement
<!-- Stock skirmish maps use Addressables keys Stock-Maps/<Name>Info; the current stock bundle manifests contain no Maps block. -->
Stock skirmish maps use Addressables keys Stock-Maps/<Name>Info; the current stock bundle manifests contain no Maps block.
Sources
- Wiki source at the linked revision; lines 316 and 673; Key Stock/Pillars and manifest Maps/Pillars.prefab
- Game code/UI/SkirmishLobbySettingsPane.cs; line 28; _defaultMapKey is Stock-Maps/PillarsInfo
- Game code/Game/Map/BattlespaceInfoBlock.cs; MapKey property; The runtime map key is the addressable address
- Wiki source at the linked revision; lines 317 and 675; Key and manifest still use The Cliff / Maps/Cliff.prefab
- Review calculations and notes; line 470 _address Stock-Maps/CliffInfo; Bundle info block address. Scratch extract, consistent with the catalog pass
- Wiki source at the linked revision; lines 318 and 676; Current key and manifest entry
- Review calculations and notes; Nyx's Eye Info Block entry; Info block exists under the Eye prefab name; the catalog pass resolved the address Stock-Maps/EyeInfo
- Wiki source at the linked revision; lines 319 and 677; Key and manifest still use Stock/Caltrop and Maps/Caltrop.prefab
- Review calculations and notes; line 457 _address Stock-Maps/CaltropInfo; Bundle info block address
- Wiki source at the linked revision; lines 320 and 678; Current Stock/Canyon key and Maps/Canyon.prefab entry
- Game code/Game/Map/BattlespaceInfoBlock.cs; MapKey from _address; Runtime key is the address, not the old bundle entry name
- Wiki source at the linked revision; lines 321 and 681; Key and manifest still use Stock/Abyssal
- Review calculations and notes; line 403 _address Stock-Maps/AbyssalInfo; Bundle info block address
- Wiki source at the linked revision; lines 322 and 682; Key and manifest still use the display name
- Game code/FleetEditor/FleetEditorController.cs; line 664; GetMap Stock-Maps/ShootingGalleryInfo
- Game data/manifest-stock.xml; full file lacks <Maps>; Common stock manifest has no Maps section
- Game code/UI/SkirmishLobbySettingsPane.cs; line 28 _defaultMapKey = Stock-Maps/PillarsInfo; Maps use Addressables info blocks, not bundle manifest Maps entries
P-modding-59
Proposed. Manifest File · Audited revision 569
Audited text
<Entry Address="Debuffs/Container Bank Cookoff.asset"/>
Replacement
Manifest File Debuffs list: remove unregistered Container Bank Cookoff entry (asset exists but is launcher-specific, see P-modding-61)
Sources
- Game data/manifest-stock.xml; lines 129-152; Fourteen active Debuffs entries, no Container Bank Cookoff
- Wiki source at the linked revision; line 709; Wiki adds Container Bank Cookoff as manifest entry
P-modding-62
Proposed. Manifest File · Audited revision 569
Audited text
<Voices>
<Entry Address="Voices/Marshall Voice.asset"/>
<Entry Address="Voices/Meccanismo Voice.asset"/>
<Entry Address="Voices/Jane Voice.asset"/>
<Entry Address="Voices/Griff Voice.asset"/>
<Entry Address="Voices/Delly Voice.asset"/>
<Entry Address="Voices/Solestine Voice.asset"/>
<Entry Address="Voices/Lauren Voice.asset"/>
</Voices>
Replacement
<!-- This legacy Voices block is absent from the current stock component, hull and munition manifests. -->
This legacy Voices block is absent from the current stock component, hull and munition manifests.
Sources
- Game data/manifest-stock.xml; no Voices element; Voices not in dumped common manifest
- Game code/Bundles/BundleManager.cs; lines 54-59 _stockBundles array; Only three stock bundle manifests loaded here
Modding/Tools
P-modding-69
Proposed. Perfare AssetStudio · Audited revision 584
Audited text
[https://github.com/Perfare/AssetStudio aelurum AssetStudioMod Github (updated fork)]
Replacement
[https://github.com/aelurum/AssetStudio aelurum AssetStudioMod Github (updated fork)]
Perfare AssetStudio section: fork link target (verify latest aelurum repo URL before edit)
Sources
- Wiki source at the linked revision; lines 5 and 8; Both URLs point to Perfare/AssetStudio
P-modding-73
Proposed. Octree Viewer · Audited revision 584
Audited text
Shadowloutus whipped up a quick script to do so.
Replacement
Shadowlotus whipped up a quick script to do so.
Octree Viewer lead sentence author name
Sources
- Wiki source at the linked revision; lines 19 and 28; Misspelling vs correct Discord handle
P-modding-86
Proposed. Nebulous Mod Kit · Audited revision 584
Audited text
The Nebulous Mod Kid (NMK) provides
Replacement
The Nebulous Mod Kit (NMK) provides
Nebulous Mod Kit section opening sentence
Sources
- Wiki source at the linked revision; line 67; Mod Kid typo in prose
Movement
P-armmov-168
Proposed. Mechanics · Audited revision 2080
Audited text
* Thrust: Fraction of engine power used. Options are: 1/3, 2/3, Full, Flank, and Flight Quarters (FQ).
Replacement
* Thrust: speed limit as a fraction of max speed. Options are 1/3 (33%), 2/3 (66%), Full (100%), Flank (150%), and Flight Quarters (FQ, 100%, with carrier green-deck handling). Acceleration uses full thrust at every setting; only Flank adds 50% forward thrust.
First Mechanics bullet.
Sources
- Game code/Utility/MovementSpeedExtensions.cs; 5; Speed fractions 0.33, 0.66, 1, 1.5, 1
- Game code/Utility/MovementSpeed.cs; 3-9; Enum order matches those fractions
- Game code/Game/Units/ShipController.cs; 6537-6544 and 6591-6599; Throttle scales the speed cap; thrust force changes only for flank forward
Munition:120mm-rpf
C-muni-21
Proposed. Stats · Audited revision 1153
Audited text
| Max Pen Angle (Shuttle) || <span style="color:green;">'''Yes'''</span>
Replacement
| Max Pen Angle (Shuttle) || 60 deg
Undamaged 5 cm armor, 10 cm pen.
Sources
- Stock data/hulls/Shuttle.json; _armorThickness=5; Shuttle armor
- Stock data/hulls/Tugboat.json; _armorThickness=5; Tug armor
- Stock data/munitions/120mm HE-RPF Shell.json; _armorPenetration=10; 10 cm pen
- Game code/Ships/BaseHull.cs; lines 1607-1610; Effective armor clamp at 2.5× thickness
C-muni-21
Proposed. Stats · Audited revision 1153
Audited text
| Max Pen Angle (Tug) || <span style="color:green;">'''Yes'''</span>
Replacement
| Max Pen Angle (Tug) || 60 deg
Same armor thickness as the shuttle.
Sources
- Stock data/hulls/Shuttle.json; _armorThickness=5; Shuttle armor
- Stock data/hulls/Tugboat.json; _armorThickness=5; Tug armor
- Stock data/munitions/120mm HE-RPF Shell.json; _armorPenetration=10; 10 cm pen
- Game code/Ships/BaseHull.cs; lines 1607-1610; Effective armor clamp at 2.5× thickness
Munition:300mm-ap-rail-sabot
C-muni-15
Proposed. Stats · Audited revision 1532
Audited text
| Penetration Depth || UNLIMITED
Replacement
| Penetration Depth || no fixed cap; leftover pen divided by the hull's internal density
Stats penetration row. The UI hides the row when the cap field is negative.
Sources
- Stock data/munitions/300mm AP Rail Sabot.json; _maxPenetrationDistance=-1, _armorPenetration=200; No cap field; 200 cm pen
- Game code/Ships/BaseHull.cs; lines 1612-1623; Interior distance is leftover pen divided by density
- Stock data/hulls/Solomon Battleship.json; _armorThickness=56, _interiorDensityArmorEquivalent=1.2; Bow-on interior limit about 120 m
C-muni-14
Proposed. Stats · Audited revision 1532
Audited text
| Damage Per Ray || 60
Replacement
| Damage cast || single spherecast, 2.5 m radius; no rays
The 40/20/10/5 rows above this one are the falloff of that one spherecast.
Sources
- Stock data/munitions/300mm AP Rail Sabot.json; _castType=1, _spherecastRadius=0.25, _componentDamage=80, _overpenDamageSpreadMethod=1, _overpenDamageMultiplier=0.5; Spherecast plus 40/20/10/5 falloff
- Game code/Munitions/LightweightKineticShell.cs; line 129; CastType.Sphere builds SingleSpherecastDamager and ignores _rayCount
- Game code/Utility/CastType.cs; Sphere=1; Enum value
Munition:500mm-block
C-muni-18
Proposed. Stats · Audited revision 1535
Audited text
<ref>Rays of 15 Damage means the Mass Driver is unable to grey even the weakest of components.</ref>
Replacement
<ref>Each ray is 15 HP and ignores DR. That packet cannot destroy a component whose damage threshold is 15 or higher. A threshold-10 part can be destroyed when a ray's 15 HP reaches it without being split across other parts.</ref>
Damage Per Ray footnote.
Sources
- Stock data/munitions/500mm Fracturing Block.json; _castType=3, _rayCount=20, _componentDamage=300, _ignoreDamageReduction=1; 15 HP per ray, ignores DR
- Game code/Munitions/LightweightKineticShell.cs; line 129 RayCone branch; Damage per ray is componentDamage/rayCount
- Game code/Ships/HullPart.cs; lines 299-301; Destroyed when the packet exceeds damage threshold at 0 HP
- Stock data/components/Mount Gyros.json; _damageThreshold=10; A stock part below 15 DT
Munition:600mm-hesh
C-muni-17
Proposed. In Game Performance · Audited revision 1534
Audited text
Ignores armor angling.
Replacement
Uses effective armor thickness from impact angle (nominal thickness divided by cos θ, capped at 2.5× nominal), like other chemical shells.
In Game Performance prose.
Sources
- Game code/Munitions/LightweightKineticShell.cs; damage type flags; HESH subject to effective thickness
- Wiki source at the linked revision; line 6; Ignores armor angling sentence
Munition:SGM-H-2 Cyclone
P-missiles-31
Proposed. Warhead · Audited revision 2364
Audited text
HE Frag is almost never used as it struggles to kill more than one target, thus giving little benefit while not providing the dual-purpose role of ADASH. In contrast HE Frag [[SGM-2]] and S3H can kill multiple targets, so those are preferred when multi-kill is desired.
Replacement
HE Frag is almost never used because a max-size S2H blast-frag warhead does about 134.6 damage, just under a bomber's 135 HP, so it cannot destroy a bomber in one detonation. Its blast radius (about 96 m) is close to a max SGM-2 frag warhead (about 139 damage and 99 m), which can. The gap is lethality, not how many targets the blast can reach. It also does not provide the dual-purpose role of ADASH.
Anti-craft warhead paragraph. S3H is left out of the replacement because its warhead cap was not recomputed here.
Sources
- Game code/Utility/ScalingValue.cs; lines 18-26; Falloff Parabolic is amount*sqrt(factor*increments). Component falloff enum value 3 is Parabolic.
- Stock data/missilebodies/SGM-H-2 Body.json; _socketWeight 0.8; warhead MaxSize 8 linked to the sprint socket MaxSize 8 MinSize 1; Max warhead size 7, weighted 5.6.
- Stock data/missilebodies/SGM-2 Body.json; warhead/engine MaxSize 10, engine MinSize 4, _socketWeight 1; Max warhead size 6.
- Stock data/spaceframes/AN Bomber.json; _maxHealth 135 and _targetSize 1; 134.6 does not destroy a bomber; target size still receives a failed-roll partial.
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/FragmentationWarheadDescriptor.cs; lines 164-179; Each damageable in the radius rolls independently.
P-missiles-42, P-missiles-43
Proposed. Stages · Audited revision 2364
Audited text
* All seekers and reject validators are jammed (e.g. ACTr/[CMD] will not stage when radar jammed unless also command jammed)
Replacement
* The lowest-priority seeker is jammed and no higher seeker has a target. A direction-only seeker then stages immediately. A range-capable seeker stages only when its jammed aimpoint is inside staging range, which it is not if Reject Unvalidated is set (that aimpoint is 50 km ahead).
Third staging bullet. The ACTr example is corrected in the next finding if this whole bullet is replaced; do not also apply that parenthetical edit.
Sources
- Game code/Munitions/ModularMissiles/ModularMissile.cs; lines 2698-2709; Only the last evaluated seeker, or the first Found, supplies the target flag.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeMissileSeeker.cs; lines 291-296; Veer-off distance is 100 wu, or 5000 wu when Reject Unvalidated is set.
- Game code/Munitions/ModularMissiles/Runtime/Controls/RuntimeMissileGuidance.cs; lines 232-245; Direction-only stages immediately; range seekers must pass both range tests.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; lines 141-147; With Reject Unvalidated, Jammed requires every validator to be jammed.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeMissileSeeker.cs; lines 292-296; That Jammed state aims 5000 world units ahead.
- Stock data/missilecomponents/Fixed Active Radar Seeker.json; _maxRange 200; Terminal-phase distance 2 km, far inside 50 km.
- Stock data/missilebodies/SGM-H-2 Body.json; _stageOnBurnout 0; No burnout fallback.
P-missiles-104
Proposed. ADASH types · Audited revision 2364
Audited text
Seekers other than <span style="color:#c2ce52;">CMD</span> cannot hit craft due to built-in inaccuracy in the seeker.
Replacement
Seekers other than <span style="color:#c2ce52;">CMD</span> rarely hit craft by direct impact. Active radar seekers add a built-in aim error of about 7.5 m, and passive seekers do not measure target velocity.
Last sentence of the ADASH intro. Audited revid was 1996; current 2364 still has it.
Sources
- Game code/Munitions/ModularMissiles/Descriptors/Seekers/BeamSeekerDescriptor.cs; line 62; _positionalError = 0.75 world units, not a serialized per-seeker field.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; line 106; Aim point adds that offset on the unit sphere.
- Game code/Munitions/ModularMissiles/Descriptors/Seekers/PassiveSeekerDescriptor.cs; lines 65-67; Passive seekers provide no velocity and are direction-only when that flag is set.
C-missile-1
Proposed. Detailed Stats · Audited revision 2364
Audited text
5930-19359 m Cruise
Replacement
7875-25750 m Cruise
Cruise range at the balance-triangle corners.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f2; MissileEngineDescriptor m_Name SGM-H-2 Cruise Engine _speed (20,35) _thrust (8,16) _flightTimePerIncrement (40,130) _maxThrustAngle (8,20); Current cruise curves
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; lines 90-100 and 122-160; Lerp, range, top-speed time, and turn formulas
- Stock data/missilebodies/SGM-H-2 Body.json; socket 5 engine size fixed at 1; Cruise stage is one engine increment
C-missile-3
Proposed. Detailed Stats · Audited revision 2364
Audited text
1438-4875 m Sprint
Replacement
438-10375 m Sprint
Sprint range summary. The size table below already has these extremes.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f2; SGM-H-2 Sprint Engine _flightTimePerIncrement (1,3), _speed (50,100); Sprint burn scales with size
- Stock data/missilebodies/SGM-H-2 Body.json; sockets 3 and 4 ResizeLinkedTo each other, MaxSize 8, MinSize 1; Engine size 1–7
- Game code/FleetEditor/MissileEditor/ResizableSchematicSocket.cs; lines 66-93; Linked sockets split max(MaxSize)
C-missile-1
Proposed. Detailed Stats · Audited revision 2364
Audited text
0.9-4.4 sec Cruise
Replacement
1.3-4.4 sec Cruise
Cruise top-speed time. 1.25 s rounds to 1.3 in the 0.0 format.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f2; MissileEngineDescriptor m_Name SGM-H-2 Cruise Engine _speed (20,35) _thrust (8,16) _flightTimePerIncrement (40,130) _maxThrustAngle (8,20); Current cruise curves
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; lines 90-100 and 122-160; Lerp, range, top-speed time, and turn formulas
- Stock data/missilebodies/SGM-H-2 Body.json; socket 5 engine size fixed at 1; Cruise stage is one engine increment
C-missile-1
Proposed. Detailed Stats · Audited revision 2364
Audited text
0.7-2.8 G Cruise
Replacement
0.8-3.2 G Cruise
Cruise turn-rate cell. Grid extremes are 0.81–3.16 G.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f2; MissileEngineDescriptor m_Name SGM-H-2 Cruise Engine _speed (20,35) _thrust (8,16) _flightTimePerIncrement (40,130) _maxThrustAngle (8,20); Current cruise curves
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; lines 90-100 and 122-160; Lerp, range, top-speed time, and turn formulas
- Stock data/missilebodies/SGM-H-2 Body.json; socket 5 engine size fixed at 1; Cruise stage is one engine increment
Munition:SGT-3 Pilum
C-missile-13
Proposed. Detailed Stats · Audited revision 2009
Audited text
|| 814-10135 m || 1.2-5.5 G ||
Replacement
|| 814-10135 m || 15.3-25.5 G ||
Acceleration column. The later 1.2–5.5 G turn cell is the one that should stay.
Sources
- NEBULOUS/Assets/AssetBundles/stock; SGT-3 Engine _thrust (30,50); SGT-3 Body Rigidbody mass 2.0; Acceleration 15–25 u/s²
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; line 98; Acceleration = thrust/mass
Munition:sdm-1-lunge
P-missiles-235
Proposed. Stages · Audited revision 2396
Audited text
* All seekers are jammed (e.g. ACT will stage when radar jammed)
Replacement
* The lowest-priority seeker is jammed and no higher seeker has a target (a range-capable seeker set to Reject Unvalidated will not stage on jamming; a non-reject ACT will). The Boost stage also stages when it burns out, with no target required.
Third staging bullet. Adds the burnout trigger that distinguishes this body. Audited revid was 1750; current 2396 still omits it.
Sources
- Stock data/missilebodies/SDM-1 Body.json; _stageOnBurnout 1; Boost burnout stages the missile.
- Game code/Munitions/ModularMissiles/ModularMissile.cs; lines 2262-2268; FlightTimeExpired calls TriggerNextStage when _stageOnBurnout is set and this is not the final stage.
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; line 141; Reject Unvalidated suppresses the Jammed result until validators are jammed, and then the 50 km aimpoint fails range staging.
C-missile-7
Proposed. Detailed Stats · Audited revision 2396
Audited text
153.1-204.1 G Boost<br>3.9-13.3 G Main
Replacement
153.1-204.1 G Boost<br>35.7-76.5 G Main
Acceleration column, main-stage figure only. Boost was not re-opened.
Sources
- NEBULOUS/Assets/AssetBundles/stock; SDM-1 Main Engine _thrust (7,15); SDM-1 Body mass 0.2; Main acceleration
Munition:sdm-2-typhoon
C-missile-10
Proposed. Lead · Audited revision 2558
Audited text
| Component Slots || W, G, Seek, Seek<ref>From left to right: Warhead slot, guidance slot, seeker slot, seeker slot. </ref>
Replacement
| Component Slots || W, G, Supp/Seek, Seek<ref>From left to right: Warhead slot, guidance slot, support/seeker slot, seeker slot. </ref>
Infobox slots. Order matches the warhead-to-nose convention used on the Cyclone, which has the same socket flags.
Sources
- Stock data/missilebodies/SDM-2 Body.json; _sockets[1].SocketType=24, [0]=16, [2]=4, [3]=2; One seeker socket also accepts support
- Game code/Munitions/ModularMissiles/MissileSocketType.cs; Support=8, Seeker=16; 24 is Seeker|Support
P-missiles-262
Proposed. Warhead · Audited revision 2558
Audited text
Anti-craft warheads are almost always Blast Frag, as EL does not bring useful benefits against craft and costs significantly more.
Replacement
Anti-craft warheads are almost always Blast Frag because EL costs far more (about 22 points versus about 1.6 at size 5), not because it does nothing: at that size EL raises a crossing intercept against a size-1 craft from about 60% to about 90% and blast radius from about 102 m to about 132 m, while both warheads already beat a 0.30 cm bomber skin.
Replace the opening Warhead sentence. Leave the following 50%-on-a-failed-roll sentence in place.
Sources
- Wiki source at the linked revision; line 36; Current sentence still says EL does not bring useful benefits against craft
- Stock data/missilebodies/SDM-2 Body.json; _socketWeight 1.25; Size-5 warhead is weighted 6.25, so EL's 3.5 cost scales to about 22 points
- Stock data/missilecomponents/Blast Fragmentation EL.json; _probabilityCurve, _targetSizeBonus, _blastRadius, _armorDamage, _pointCost; EL's higher roll, radius, armor damage, and cost versus Blast Frag
P-missiles-276
Proposed. Stages · Audited revision 2558
Audited text
* All seekers and reject validators are jammed (e.g. ACTr/[CMD] will not stage when radar jammed unless also command jammed)
Replacement
* Jamming stages the missile only for a direction-only seeker, or for a non-reject range-capable seeker whose 1 km veer-off point is inside the main stage's staging range. A reject seeker such as ACTr/[CMD] aims at a 50 km veer-off point and does not stage from jamming even if every validator is jammed * The boost stage burns out
Replace the jammed-seeker bullet and add the burnout trigger the list omits.
Sources
- Wiki source at the linked revision; line 42; Bullet still says ACTr/[CMD] will not stage when radar jammed unless also command jammed
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeMissileSeeker.cs; GetVeerOffTarget lines 283-294; Veer-off distance is 100, or 5000 if RejectUnvalidatedTargets
- Game code/Munitions/ModularMissiles/Runtime/Controls/RuntimeMissileGuidance.cs; lines 238-243; Stage only if distance < 0.8 * next-stage max range
- Stock data/missilebodies/SDM-2 Body.json; _stageOnBurnout 1; SDM-2 stages when the boost stage burns out
- Game code/Munitions/ModularMissiles/ModularMissile.cs; FlightTimeExpired lines 2262-2269; Burnout staging is a separate trigger from seeker jamming
Munition:sgm-1-balestra
P-missiles-119
Proposed. Lead · Audited revision 1751
Audited text
The '''SGM-1 Balestra''', commonly referred to as an "S1", is by technicality the most common missile type present in the game.<ref>See: Arming Missile</ref>. They are the primary Anti-Missile-Missile (AMM) used by ships and have the cheapest damage per point of any missile body in the strike role.
Replacement
The '''SGM-1 Balestra''', commonly referred to as an "S1", is by technicality the most common missile type present in the game.<ref>See: Arming Missile</ref>. They are the primary Anti-Missile-Missile (AMM) used by ships and the cheapest missile per unit (1 point) in the strike role. They are not the highest HE damage per point: an SGT-3 and an SGM-2 both deliver more.
Lead sentence, before the first heading, so the section anchor is empty.
Sources
- Wiki source at the linked revision; line 28; Lead still says cheapest damage per point of any missile body in the strike role
- Stock data/missilebodies/SGM-2 Body.json; _pointCost 2; SGM-2 body cost used in the 4-point HE build
- Stock data/missilecomponents/HE Impact.json; _componentDamage and _pointCost; HE Impact damage and cost behind the per-point comparison
- Game code/Munitions/ModularMissiles/ModularMissile.cs; lines 565-578; Fitted warhead damage scales from component size
P-missiles-127
Proposed. Warhead · Audited revision 1751
Audited text
Anti-craft warheads are almost always Blast Frag, as EL does not bring useful benefits against craft and costs significantly more.
Replacement
Anti-craft warheads are almost always Blast Frag because EL costs far more, but it is not useless on an S1: a size-4 EL penetrates a 0.30 cm bomber skin and does full damage, while size-4 Blast Frag is stopped and halved, and EL also raises the crossing hit roll against a size-1 craft from about 60% to about 90%.
S1 Warhead opening sentence only. The following size-3 versus size-4 faction sentence is a different claim and is left as written.
Sources
- Wiki source at the linked revision; line 34; Same 'no useful benefit' sentence on the S1 Warhead section
- Game code/SmallCraft/Spacecraft.cs; lines 3551-3554 and 3571; Damage is halved unless armor penetration beats skin thickness
- Stock data/spaceframes/AN Bomber.json; _skinThickness 0.3 and _stoppedHitDamageReduction 0.5; Bomber skin and the stopped-hit multiplier
Munition:sgm-2-temptest
C-missile-17
Proposed. Detailed Stats · Audited revision 2548
Audited text
|| 0.5-2.5 sec || 1.5-5.3 G ||
Replacement
|| 0.6-2.5 sec || 1.7-6.0 G ||
Top-speed time and turn-rate cells.
Sources
- NEBULOUS/Assets/AssetBundles/stock; SGM-2 Engine _speed (18,35) _thrust (14,30) _maxThrustAngle (12,30); Current main-stage curves
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; GetMaxTurnAcceleration lines 141-148; Turn grid 1.68–6.01 G
C-missile-18
Proposed. Detailed Stats · Audited revision 2548
Audited text
| 4/6 || 1440 || 2400 || 134.57 ||
Replacement
| 4/6 || 1440 || 2400 || 139.30 ||
Warhead size 6 BF/BFEL damage.
Sources
- Stock data/missilecomponents/Blast Fragmentation.json; _componentDamage amount 70, falloff 3 Parabolic, factor 0.66; Damage curve
- Stock data/missilebodies/SGM-2 Body.json; _socketWeight=1.0; Increments equal warhead size
- Game code/Utility/ScalingValue.cs; lines 18-26; Parabolic is amount×sqrt(factor×increments)
- Game code/Utility/FalloffType.cs; Parabolic=3; Serialized falloff 3
C-missile-18
Proposed. Detailed Stats · Audited revision 2548
Audited text
| 5/5 || 1200 || 2000 || 124.59 ||
Replacement
| 5/5 || 1200 || 2000 || 127.16 ||
Warhead size 5.
Sources
- Stock data/missilecomponents/Blast Fragmentation.json; _componentDamage amount 70, falloff 3 Parabolic, factor 0.66; Damage curve
- Stock data/missilebodies/SGM-2 Body.json; _socketWeight=1.0; Increments equal warhead size
- Game code/Utility/ScalingValue.cs; lines 18-26; Parabolic is amount×sqrt(factor×increments)
- Game code/Utility/FalloffType.cs; Parabolic=3; Serialized falloff 3
C-missile-18
Proposed. Detailed Stats · Audited revision 2548
Audited text
| 7/3 || 720 || 1280 || 101.73 ||
Replacement
| 7/3 || 720 || 1280 || 98.50 ||
Warhead size 3.
Sources
- Stock data/missilecomponents/Blast Fragmentation.json; _componentDamage amount 70, falloff 3 Parabolic, factor 0.66; Damage curve
- Stock data/missilebodies/SGM-2 Body.json; _socketWeight=1.0; Increments equal warhead size
- Game code/Utility/ScalingValue.cs; lines 18-26; Parabolic is amount×sqrt(factor×increments)
- Game code/Utility/FalloffType.cs; Parabolic=3; Serialized falloff 3
C-missile-18
Proposed. Detailed Stats · Audited revision 2548
Audited text
| 8/2 || 480 || 800 || 88.10 ||
Replacement
| 8/2 || 480 || 800 || 80.42 ||
Warhead size 2.
Sources
- Stock data/missilecomponents/Blast Fragmentation.json; _componentDamage amount 70, falloff 3 Parabolic, factor 0.66; Damage curve
- Stock data/missilebodies/SGM-2 Body.json; _socketWeight=1.0; Increments equal warhead size
- Game code/Utility/ScalingValue.cs; lines 18-26; Parabolic is amount×sqrt(factor×increments)
- Game code/Utility/FalloffType.cs; Parabolic=3; Serialized falloff 3
C-missile-18
Proposed. Detailed Stats · Audited revision 2548
Audited text
| 9/1 || 240 || 400 || 71.93 ||
Replacement
| 9/1 || 240 || 400 || 56.87 ||
Warhead size 1. Size 4 stays 113.74.
Sources
- Stock data/missilecomponents/Blast Fragmentation.json; _componentDamage amount 70, falloff 3 Parabolic, factor 0.66; Damage curve
- Stock data/missilebodies/SGM-2 Body.json; _socketWeight=1.0; Increments equal warhead size
- Game code/Utility/ScalingValue.cs; lines 18-26; Parabolic is amount×sqrt(factor×increments)
- Game code/Utility/FalloffType.cs; Parabolic=3; Serialized falloff 3
Munition:ssm-1-remise
P-missiles-303
Proposed. Warhead · Audited revision 2358
Audited text
Anti-craft warheads are almost always Blast Frag, as EL does not bring useful benefits against craft and costs significantly more.
Replacement
Anti-craft warheads are almost always Blast Frag against fighters, because size-3 Blast Frag already beats a 0.175 cm interceptor skin, but no SSM-1 Blast Frag size beats the 0.30 cm skin of bombers, skiffs, and SEWACs, so those hits are halved. A size-4 EL does full damage and hits more often, at a much higher cost.
SSM-1 Warhead opening sentence. The size-3 versus size-4 sentence is P-missiles-311.
Sources
- Wiki source at the linked revision; line 38; SSM-1 still says EL brings no useful benefit against craft
- Game code/SmallCraft/Spacecraft.cs; lines 3551-3573; Stopped hits use the damage reduction unless penetration beats skin
- Stock data/spaceframes/AN Interceptor.json; _skinThickness 0.175; Fighter skin is already beaten by size-3 Blast Frag
P-missiles-311
Proposed. Warhead · Audited revision 2358
Audited text
This difference in warhead does not significantly affect the missile's ability to kill bombers, but does provide a slight range advantage to OSP.
Replacement
This difference in warhead does not significantly affect bomber kills (neither size penetrates bomber skin, and both need about five hits on a 135 HP bomber), but the size-3 warhead frees an engine size and gives about a third more range (about 5.9 km to about 7.9 km at the max-flight-time corner).
Last sentence of the anti-craft paragraph on SSM-1. The same words also appear on the S1 page, which is not this record.
Sources
- Wiki source at the linked revision; line 38; Still says the warhead difference gives OSP a slight range advantage
- Stock data/spaceframes/AN Bomber.json; _maxHealth 135 and _skinThickness 0.3; Both Blast Frag sizes are stopped, so hit count does not change
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; lines 90-139; Range scales with the freed engine increment
P-missiles-318
Proposed. Warhead · Audited revision 2358
Audited text
EL warheads are significantly more reliable, often requiring half as many AMMs fired at a target to defeat it. However their high cost dictates that the most common forms of EL warhead are size 1 and size 2; the former can one-shot size 2 missiles and two shot size 3 hybrid types, while the latter is more effective against size 3 hybrid types using hardened skin and retains the ability to two-shot them, but is less cost efficient against everything else.
Replacement
EL warheads are significantly more reliable, often requiring half as many AMMs fired at a target to defeat it. However their high cost dictates that the most common forms of EL warhead are size 1 and size 2; the former can one-shot unskinned size 2 missiles (Hardened Skin size 2s need two hits) and two-shot unskinned size 3 hybrids (Hardened Skin size 3 hybrids need three), while the latter is more effective against size 3 hybrid types using hardened skin and retains the ability to two-shot them, but is less cost efficient against everything else.
Full EL paragraph on the SSM-1 page. The same paragraph on the S1 page is outside this id.
Sources
- Wiki source at the linked revision; line 43; Says a size-1 EL can one-shot size-2 missiles and two-shot size-3 hybrids
- Stock data/missilebodies/SGM-2 Body.json; _maxHealth 30; Unskinned size-2 health is under 32.7; +20 Hardened Skin is not
- Stock data/missilecomponents/Hardened Skin.json; _modifiers missile-health +20; Hardened Skin is what pushes size-2 missiles past one size-1 EL hit
C-missile-11
Proposed. Detailed Stats · Audited revision 2358
Audited text
|| 0.3-1.1 sec || 35.7-76.5 G ||
Replacement
|| 0.3-1.1 sec || 3.9-13.3 G ||
Turn Rate column. The earlier 35.7–76.5 G acceleration cell stays.
Sources
- NEBULOUS/Assets/AssetBundles/stock; SSM-1 Engine _thrust (3.5,7.5) _maxThrustAngle (15,40); SSM-1 Body mass 0.1; Turn grid 3.9–13.3 G
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; lines 141-148; Turn is the off-angle velocity change in G
Munitions & Missiles
P-munmis-62
Proposed. 250mm · Audited revision 1871
Audited text
For every target in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.
Replacement
For every eligible ship target in a 500 meter bubble around the shell's activation point, 6 fragments will be launched at each target, each with 16 HP of damage (fragments are not thrown at missiles, small craft, or lifeboats).
Keep 500 m radius; qualify target filter.
Sources
- Wiki source at the linked revision; line 149; every target in a 500 meter bubble
- Review calculations and notes; 250mm bomb overlap mask; Layer mask excludes missiles/small craft/lifeboats
P-munmis-67
Proposed. 600mm · Audited revision 1871
Audited text
Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.
Replacement
Damage model similar to HEI missile warheads with 7× 60 HP damage rays, but unlike those warheads it is affected by armor angling (effective thickness, can ricochet). Does not overpenetrate.
Correct angling behavior for 600mm HE-SH.
Sources
- Wiki source at the linked revision; line 185; Ignores armor angling
- Stock data/munitions/600mm HE Shell.json; _neverOverpen, _armorPenetration; Serialized HE-SH is angle-aware kinetic shell
P-munmis-57
Proposed. 100mm · Audited revision 1871
Audited text
Increased crit chance and crew damage (500%)
Replacement
Increased normal-debuff chance and crew damage (500%); cannot cause rare/critical debuffs
100mm Grape notes cell.
Sources
- Stock data/munitions/100mm Grapeshot.json; _randomEffectMultiplier 5, _crewVulnerabilityMultiplier 5, _neverCrit 1; Both 500 percent figures exist, and rare debuffs are blocked
- Game code/Ships/HullComponent.cs; lines 832-835; RandomEffectMultiplier scales the normal-debuff roll; rare debuffs require !NeverCrit
P-munmis-64
Proposed. 600mm · Audited revision 1871
Audited text
For every target in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.
Replacement
For every ship in a 500 meter bubble around the shell's activation point, 12 fragments of 40 HP are launched. Missiles, small craft and lifeboats in that bubble are excluded.
600mm Bomb Shell notes cell. Radius stays 500 m.
Sources
- Stock data/munitions/600mm Bomb Shell.json; _blastRadius 50, _fragmentCountPerTarget 12, _componentDamage 40, _role 1; 500 m radius and offensive role
- Game code/Munitions/LightweightAirburstFragShell.cs; lines 64-71; Missiles, small craft and lifeboats are excluded from the bubble
P-munmis-69
Proposed. Energy Weapons (350mm / 400mm / 500mm) · Audited revision 1871
Audited text
Crit chance of 10000%
Replacement
Normal-debuff multiplier x100 (shown as 10000%), which forces an ordinary debuff on a component that survives the hit
300mm AP Rail Sabot notes, first clause. The following clause is the other finding on this sentence.
Sources
- Stock data/munitions/300mm AP Rail Sabot.json; _randomEffectMultiplier 100, _neverCrit 1; 10000 percent is the normal-debuff multiplier, with rare debuffs disabled
- Game code/Ships/HullComponent.cs; lines 832-835; x100 saturates the normal roll and NeverCrit skips the rare table
P-munmis-70
Proposed. Energy Weapons (350mm / 400mm / 500mm) · Audited revision 1871
Audited text
specializes in creating fires and critical debuffs in a ship.
Replacement
can apply fires and other normal debuffs, and cannot roll rare/critical debuffs.
300mm AP Rail Sabot notes, second clause.
Sources
- Stock data/munitions/300mm AP Rail Sabot.json; _heatPower 1500, _neverCrit 1, _ignoreDamageReduction 1; Fires are a possible normal result; rare debuffs are disabled
- Game code/Ships/HullComponent.cs; line 835; Rare selection requires !NeverCrit
P-munmis-91
Proposed. Target Selection Cycle · Audited revision 1871
Audited text
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.
Replacement
ACT power is based on the distance from the missile to the target. SARH power uses both the illuminator-to-target distance, including where the target sits in the illuminator cone, and the target-to-missile distance.
Target-selection power sentence.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; lines 264-275; SARH calls GetIlluminatedPowerDensity with the missile-to-target range
- Game code/Game/Sensors/Signature.cs; lines 201-215; Return leg uses that range after summing illumination at the target
- Game code/Game/EWar/ActiveEWarEffect.cs; lines 195-205; Illumination uses illuminator distance and cone position
P-munmis-113
Proposed. Validation · Audited revision 1871
Audited text
The validator checks every track spotted by the targeting seekers, ignoring the validator'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.
Replacement
The validator checks every track spotted by the targeting seekers, ignoring the validator's range, seeker cone and line of sight. An active validator passes a target that has the matching signature (a semi-active validator also needs illumination) and abstains on a target it cannot score. A passive validator checks aspect and visibility, and while jammed fails every target unless it is an anti-radiation seeker that can home on jamming. Abstaining does not mark the target invalid.
Validation prose: replace the binary see-it test with pass, fail and abstain.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; lines 156-182 and 234-261; Validation skips LOS, range and FOV; unlit or under-jammed SARH abstains
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimePassiveSeeker.cs; lines 212-221; Jammed passive validator fails every target unless it can pursue jamming
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeBeamSeeker.cs; lines 197-214; NotEvaluated does not mark the candidate invalid
P-munmis-129
Proposed. Track mode (TRK) · Audited revision 1871
Audited text
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.
Replacement
Missiles fired in track mode plot an intercept from the reported position and velocity. Only an automatically fired defensive missile using Direct guidance flies straight at the target instead, and only when the target's velocity is within about 32 degrees of pointing at the launching ship (dot product at least 0.85). Player-ordered track shots, and cruise-guided shots, always lead.
Track-mode paragraph: limit the no-lead rule to defensive direct guidance and replace 30 degrees with the 0.85 threshold.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Controls/DirectGuidanceController.cs; lines 123-136; Straight-at substitution only for defensive direct guidance at dot >= 0.85
- Game code/Munitions/Missile.cs; line 84; FiredDefensively means the shot was not a player order
P-munmis-165
Proposed. Threat Size · Audited revision 1871
Audited text
* R-2 Rockets: Size 2 conventional
Replacement
* R-2 Rockets: Size 1 conventional (size-2 body with its point-defense threat size overridden to 1)
Threat-size bullet for R-2 rockets.
Sources
- Stock data/munitions/S1 Rocket.json; _size 2, _overrideThreatSize 1, _overriddenThreatSize 1, _missileType 1; R-2 PD threat size is 1 conventional
- Game code/Munitions/Missile.cs; line 80; ThreatSize uses the override when set
- Game code/Munitions/PDTargetType.cs; lines 3-8; Enum value 1 is Conventional
P-munmis-183
Proposed. Missile Construction · Audited revision 1871
Audited text
Selecting a missile's engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.
Replacement
Selecting a missile's engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Burn Duration or Maneuverability. Turn rate is a readout derived from maneuverability, not a corner of the triangle.
Engine-triangle sentence: Burn Duration is the third corner, and turn rate is not.
Sources
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; lines 75-94 and 155-160; Corners are speed, flight time and thrust; turn rate is a derived row
- Game data/loc_en.json; UI_MSLED_ENGINE_TOPSPEED, UI_MSLED_ENGINE_BURNDURATION, UI_MSLED_ENGINE_MANEUVERABILITY; UI corner names
- Game code/FleetEditor/MissileEditor/MissileEngineSettings.cs; lines 51-54; Turn rate is listed with acceleration, not as a slider corner
P-munmis-191
Proposed. Missile Construction · Audited revision 1871
Audited text
1844-3795 m Boost<br>958-11911 m Main || 153.1-204.1 G Boost<br>3.9-13.3 G Main
Replacement
1844-3759 m Boost<br>958-11911 m Main || 153.1-204.1 G Boost<br>35.7-76.5 G Main
SDM-100 Lunge row: boost range maximum and main acceleration.
Sources
- NEBULOUS/Assets/AssetBundles/stock; MissileEngineDescriptor SDM-1 Booster Engine and SDM-1 Main Engine; Booster corner range max 3759 m; main acceleration 35.7-76.5 G
- Stock data/missilebodies/SDM-1 Body.json; _sockets main engine min 2 max 7 linked to socket 2; Practical main-engine sizes are 2 through 6
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; lines 90-139; Range and acceleration formulas
P-munmis-193
Proposed. Missile Construction · Audited revision 1871
Audited text
0.3-1.1 sec || 35.7-76.5 G || 156 m<sup>2</sup>/400 m<sup>2</sup> || 0 pt
Replacement
0.3-1.1 sec || 3.9-13.3 G || 156 m<sup>2</sup>/400 m<sup>2</sup> || 0 pt
SSM-100 Remise row, turn-rate cell. This fragment is the turn column, after the matching acceleration cell.
Sources
- NEBULOUS/Assets/AssetBundles/stock; MissileEngineDescriptor SSM-1 Engine _thrust (3.5, 7.5), _maxThrustAngle (15, 40); Turn envelope 3.9-13.3 G, not 35.7-76.5 G
- Game code/Munitions/Missile.cs; line 130; Acceleration divides thrust by rigidbody mass 0.1
P-munmis-195
Proposed. Missile Construction · Audited revision 1871
Applied mechanical changes: Diff
Text after mechanical update
180-350 m/s || 30-40 m/s || 2826-32284 m || 14.3-30.6 G || 0.5-2.5 sec || 1.5-5.3 G
Replacement
180-350 m/s || 30-40 m/s || 2826-32284 m || 14.3-30.6 G || 0.6-2.5 sec || 1.7-6.0 G
Tempest acceleration time and turn rate.
Sources
- NEBULOUS/Assets/AssetBundles/stock; MissileEngineDescriptor SGM-2 Engine _speed (18, 35); Minimum speed is 180 m/s; time 0.6-2.5 s; turn 1.7-6.0 G
P-munmis-199
Proposed. Missile Construction · Audited revision 1871
Audited text
6.7-61.2 G Sprint || 1.0-2.5 sec Cruise<br> 0.8-1.8 sec Sprint
Replacement
25.5-61.2 G Terminal || 1.0-2.5 sec Cruise<br> 0.4-1.8 sec Terminal
SGM-300 Flail row: terminal acceleration and terminal time-to-speed. The game calls this stage Terminal.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f2; SGM-3 Terminal Engine _speed (25, 45), _thrust (50, 120), _singleSpeed 1; Terminal acceleration 25.5-61.2 G and time-to-speed 0.4-1.8 s
- Stock data/missilebodies/SGM-3 Body.json; _stages StageName Terminal; In-game stage name is Terminal
P-munmis-201
Proposed. Missile Construction · Audited revision 1871
Audited text
814-10135 m || 1.2-5.5 G || 0.7-2.0 sec ||
Replacement
814-10135 m || 15.3-25.5 G || 0.7-2.0 sec ||
SGT-300 Pilum row, acceleration cell.
Sources
- NEBULOUS/Assets/AssetBundles/stock; SGT-3 Engine _thrust (30, 50); Acceleration 15.3-25.5 G
- Game code/Munitions/ModularMissiles/Descriptors/MissileEngineDescriptor.cs; line 98; Acceleration is thrust divided by mass
P-munmis-203
Proposed. Missile Construction · Audited revision 1871
Applied mechanical changes: Diff
Text after mechanical update
200-350 m/s Cruise<br>500-1000 m/s Sprint || 30-40 m/s Cruise<br>500-1000 m/s Sprint || 5930-19359 m Cruise<br>1438-4875 m Sprint || 8.2-16.3 G Cruise<br>120.0-204.1 G Sprint || 0.9-4.4 sec Cruise<br>0.3-1.0 sec Sprint || 0.7-2.8 G Cruise<br>14.8-31.9 G Sprint
Replacement
200-350 m/s Cruise<br>500-1000 m/s Sprint || 30-40 m/s Cruise<br>500-1000 m/s Sprint || 7875-25750 m Cruise<br>438-10375 m Sprint || 8.2-16.3 G Cruise<br>102.0-204.1 G Sprint || 1.3-4.4 sec Cruise<br>0.3-1.0 sec Sprint || 0.8-3.2 G Cruise<br>14.8-31.9 G Sprint
Cyclone cruise and sprint ranges, sprint acceleration, cruise acceleration time and cruise turn rate.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f1; SGM-H-2 Cruise Engine _speed (20, 35); Sprint Engine _thrust (100, 200) and burn (1, 3); Current cruise and sprint corner envelopes
P-munmis-205
Proposed. Missile Construction · Audited revision 1871
Audited text
2216-7361 m Sprint
Replacement
271-13411 m Sprint
SGM-H-300 Atlatl sprint-range cell. 2216-7361 m is the default size-5 engine only.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f1; SGM-H-3 Sprint Engine burn per size (0.85, 2.75), speed (55, 100); Full sprint range 271-13411 m; size 5 reproduces 2216-7361
- Stock data/missilebodies/SGM-H-3 Body.json; sprint socket max 10 linked to warhead, default size 5; Legal sprint sizes are 1-9
P-munmis-205
Proposed. Missile Construction · Audited revision 1871
Audited text
1.1-3-3 sec Cruise
Replacement
1.1-3.3 sec Cruise
SGM-H-300 Atlatl cruise time-to-speed cell: hyphen typo.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f1; SGM-H-3 Sprint Engine burn per size (0.85, 2.75), speed (55, 100); Full sprint range 271-13411 m; size 5 reproduces 2216-7361
- Stock data/missilebodies/SGM-H-3 Body.json; sprint socket max 10 linked to warhead, default size 5; Legal sprint sizes are 1-9
P-munmis-216
Proposed. Payload · Audited revision 1871
Audited text
[[munition:hekp|HE Kinetic Penetrator]] [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 ||
Replacement
[[munition:hekp|HE Kinetic Penetrator]] [[File:Alliance Roundel.png|25px]] || Delayed Contact || Internal sphere blasts every 6.6 m along the penetration path (up to 26), sharing the explosive damage, at least 40% of it || 1.75 ||
HE Kinetic Penetrator row, Area Damage Type cell. The Alliance roundel is already present.
Sources
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/KineticPenetratorWarheadDescriptor.cs; lines 172-179 and 232; Periodic sphere explosions along the penetrated path, minimum 40 percent of explosive damage
- Stock data/missilecomponents/HE Kinetic Penetrator.json; _expPeriodicDistance 0.66, _expRadius 2.5, _maxPenetrationDistance 17.5, _minimumExplosionDamagePercentage 0.4, _pointCost 1.75; Spacing, cap, cost and the 40 percent floor
P-munmis-217
Proposed. Payload · Audited revision 1871
Audited text
Penetration depth depends on the missile's top speed
Replacement
Armor penetration scales with speed above 250 m/s and with warhead size. The editor shows that value at the missile's top terminal speed; a slower impact penetrates less. Penetration distance is capped at 175 m.
HE Kinetic Penetrator notes cell.
Sources
- Game code/Munitions/ModularMissiles/Descriptors/Warheads/KineticPenetratorWarheadDescriptor.cs; lines 112 and 256-258; Editor pen uses top terminal speed; impact pen uses LastVelocity; depth is capped
- Stock data/missilecomponents/HE Kinetic Penetrator.json; _minPenetrationSpeed 25, _maxPenetrationDistance 17.5; 250 m/s threshold and 175 m depth cap
P-munmis-229
Proposed. Avionics Package · Audited revision 1871
Audited text
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.
Replacement
** MINIMUM ANGLE: The missile stays on the line between the launching ship and the target, which usually produces a head-on approach. Only Direct Guidance has this option, and it is on by default.
Direct-guidance trajectory bullet. The current sentence reverses the behavior.
Sources
- Game code/Munitions/ModularMissiles/Runtime/Controls/DirectGuidanceController.cs; lines 141-143 and 184-186; Missile is steered onto the launcher-to-intercept line
- Game data/loc_en.json; UI_MSLED_GUIDANCE_TRAJECTORY_TOOLTIP; Tooltip: minimize the angle to the launcher-target line; usually head-on
- Game code/Munitions/ModularMissiles/Descriptors/Controls/DirectGuidanceDescriptor.cs; line 18; Approach-angle control defaults on
P-munmis-306
Proposed. Decoy Containers · Audited revision 1871
Audited text
HEI always dealing 50 damage per hit regardless of warhead size
Replacement
HE Impact applying 50 HP rays until the container dies or the warhead pool is spent, so one hit with at least 150 HP of pool destroys it
Decoy-container footnote, HE Impact clause. The fracturing-block clause is a separate edit.
Sources
- Game code/Munitions/MunitionsHelpers.cs; lines 320-330; Simple-damageable hits repeat rays until death, pool exhaustion, or 26 iterations
- Stock data/missilecomponents/HE Impact.json; _maxDamagePerRay 50, _componentDamage 240 per increment, _armorDamage 30 parabolic; Per-ray cap is 50 and the pool exceeds a 150 HP container
- Stock data/munitions/Decoy Container (Clipper).json; _maxHealth 150, _wallThickness 2; Container health and wall
P-munmis-307
Proposed. Decoy Containers · Audited revision 1871
Audited text
fracturing blocks taking ten hits to destroy decoy containers
Replacement
a fracturing block destroying a decoy container in one hit (ten of its 15 HP rays cover 150 HP)
Decoy-container footnote, fracturing-block clause.
Sources
- Stock data/munitions/500mm Fracturing Block.json; _componentDamage 300, _rayCount 20, _armorPenetration 120, _ignoreDamageReduction 1; One hit has ten 15 HP rays available against a 150 HP container
- Game code/Munitions/MunitionsHelpers.cs; lines 320-330; Those rays are applied in one DoDamage call
Radar
P-radar-1
Proposed. Mechanics · Audited revision 2033
Audited text
- and for fire control radars, minimum signal-to-noise, <math>\text{SNR}_\text{min}</math>
Replacement
- and for fire control radars, minimum signal-to-noise, <math>\text{SNR}_\text{min}</math>. The Bullseye and Pinpoint do not show this row; both use a hidden −10 dB. Only the Parallax shows Min. Lock SNR (3).
Bullet in the Mechanics stat list. Hidden −10 dB on RF101/RF44 versus displayed 3 on the Parallax.
Sources
- Game code/Ships/ActiveFireControlSensor.cs; lines 83-93 and 136; FC tooltip omits Min Lock SNR; lock if relative signal loss >= _maintainLockSNR
- Game code/Ships/BaseActiveSensorComponent.cs; lines 280-284; Min Lock SNR row is added only when _canLock, which Parallax uses
- Stock data/components/RF101 _Bullseye_ Radar.json; _maintainLockSNR; RF101 raw −10; RF44 −10; RM50 Parallax raw 3 and _canLock 1
C-detection-28
Proposed. Return Power Density · Audited revision 2033
Audited text
Given the [[radar_cross_section|radar cross section]] (RCS) of an enemy ship<ref>RCS varies by ship angle</ref> <math>\sigma</math> at a distance <math>d</math>,
Replacement
Given the [[radar_cross_section|radar cross section]] (RCS) of an enemy ship<ref>In battle, RCS interpolates between the hull box's minimum and maximum face areas depending on aspect. Wiki ship detection tables list a single number and are computed at maximum aspect unless stated otherwise; other aspects can reduce signal-limited detection range.</ref> <math>\sigma</math> at a distance <math>d</math>,
Document aspect interpolation and table assumption for all ship detection tables.
Sources
- Wiki source at the linked revision; line 24 footnote; Minimal aspect note only
- Game code/Game/Sensors/Signature.cs; GetCrossSection, lines 159-183; Lerp between min and max face
P-radar-3
Proposed. Return Power Density · Audited revision 2033
Audited text
Sensors will check every frame for new targets, but will only update and recalculate existing targets every 0.25s (round down to nearest frame)
Replacement
Sensors sweep for new contacts about once per second, and locks are acquired on that cycle. Integrated PD fire-control panels that are still seeking a lock re-check every physics frame. Unlocked tracks update on a 0.25 s cycle (spread across fixed frames); locked tracks update every physics frame.
Second sentence of the Return Power Density paragraph.
Sources
- Game code/Game/Sensors/SensorContextManager.cs; lines 100-147 and 172-206; Acquisition every 1 s; fast cycle otherwise; locked tracks updated every fixed frame; unlocked cycle budget is 0.25 s
- Game code/Ships/FireControlSensor.cs; line 113; Fast update only if _allowFastAcquisition and a lock is being sought
- Stock data/components/RF101 _Bullseye_ Radar.json; _allowFastAcquisition; Bullseye fast-acquisition flag is 0; Mk20 Defender is 1
P-radar-5
Proposed. Noise · Audited revision 2033
Audited text
Effective radar range is most often limited by the Signal to Noise Ratio (SNR) rather than the hard maximum range listed in the radar stats.
Replacement
Against small ships, unjammed range is usually limited by return power (sensitivity, or the 1e-7 W floor) rather than the listed maximum. Against cruisers and larger, most search radars reach that maximum (plus signature radius). SNR is what binds once jamming is present.
First sentence of Noise.
Sources
- Game code/Ships/BaseActiveSensorComponent.cs; lines 362-370; Unjammed rejection is sensitivity or ambient floor; noise check is separate and binds under jamming
- Review calculations and notes; lines 19-21; 42 of 112 max-signature cells are signal-limited; 68 differ only by the max-range-plus-signature-radius cap
C-detection-22
Proposed. Noise · Audited revision 2033
Audited text
If <math>S_L > S</math>, then the target is not seen<ref>Both the logarithm and the +30 are simply a unit change to get <math>P_r</math> from Watts to dB(milliwats) or dBm, which are the units for <math>S</math>. That is, this equation really just asks that the return power is greater than sensitivity after correcting for units.</ref>.
Replacement
If <math>S_L < S</math>, then the target is not seen<ref>Both the logarithm and the +30 are simply a unit change to get <math>P_r</math> from Watts to dB(milliwats) or dBm, which are the units for <math>S</math>. That is, this equation really just asks that the return power is greater than sensitivity after correcting for units.</ref>.
Fix inverted sensitivity inequality.
Sources
- Wiki source at the linked revision; lines 50-52; If S_L > S then not seen
- Review calculations and notes; search sensitivity check; Reject when S_L < S
P-radar-17
Proposed. Fire Control Radars · Audited revision 2033
Audited text
'''Fire control radars''' have only one check. If the SNR is greater than the minimum SNR required to lock, the target can be locked:
Replacement
'''Turreted fire control radars''' (Bullseye, Pinpoint) have one power check: they lock if <math>10\log_{10}(P_r/N) \ge \text{SNR}_\text{min}</math>, after a range, FOV and line-of-sight test. While unjammed, a held lock is not re-checked. The Parallax must also pass all three search-radar checks before that SNR test.
Lead of Fire Control Radars under Noise. Replaces the single-check claim and the following displayed inequality.
Sources
- Game code/Ships/ActiveFireControlSensor.cs; lines 112-136; Turreted FC visibility is geometric; SNR is the only power test
- Game code/Ships/FireControlSensor.cs; lines 248-275; Held lock rechecks SNR only when jammed; acquire requires CanSeeSignature and CanMaintainLock
- Game code/Ships/BaseActiveSensorComponent.cs; lines 360-386; Parallax search path has sensitivity, noise-floor and noise checks, then a separate SNR lock test
C-detection-24
Proposed. Fire Control Radars · Audited revision 2033
Audited text
<math> d < \left(\frac{P_t \, G_t^2 \, \sigma A}{16 \pi^2 \cdot 10^{\textrm{SNR}_\textrm{min}/10} } \cdot 10^{\nu/10}\right)^{1/4} \approx 0.282 \cdot (P_t \,G_t^2 \,\sigma A)^{1/4} \cdot 10^{(- \textrm{SNR}_\textrm{min} -\nu )/40} </math>
Replacement
<math> d < \left(\frac{P_t \, G_t^2 \, \sigma A}{16 \pi^2 \cdot 10^{-7} \cdot 10^{(\textrm{SNR}_\textrm{min}+\nu)/10} }\right)^{1/4} \approx 15.86 \cdot (P_t \,G_t^2 \,\sigma A)^{1/4} \cdot 10^{(- \textrm{SNR}_\textrm{min} -\nu )/40} </math>
Match code lock-range scaling (10⁻⁷ and SNR+ν in denominator).
Sources
- Wiki source at the linked revision; line 98; 0.282 approximation without 10^-7
- Review calculations and notes; Railgun damage section (detection cross-ref); Controller pass on formula narratives
P-radar-59
Proposed. Signature radius & bloom · Audited revision 2033
Audited text
but the radius difference is usually too minor to notice except for very large sig increases from components like [[munition:300mm-ap-rail-sabot|railguns]] or [[munition:500mm-block|mass drivers]].
Replacement
but the radius difference is usually too minor to notice except the E15 Masquerade, whose increase is the mimicked ship's RCS over your own (a small hull copying a capital can multiply signature several times), and ship clusters (+15% radar signature per nearby ship). Railguns and mass drivers do not change radar signature.
End of the signature-bloom paragraph.
Sources
- Stock data/components/Mk81 Railgun.json; Modifiers; No hull-sigmult-radar entry; same for TE45 and Mk550
- Stock data/components/FM580 _Raider_ Drive.json; Modifiers hull-sigmult-radar; Largest serialized component modifier in the scan is +0.25, besides Masquerade
- Game code/Ships/DeceptionComponent.cs; lines 87-99; Masquerade modifier is (MaxRCS − base RCS) / base RCS
C-detection-26, P-radar-88, P-radar-91
Proposed. Velocity Error · Audited revision 2033
Audited text
Velocity inaccuracy scales with the target velocity. For target velocity <math>\text{v}</math>, the velocity error is <math>\frac{\text{v}\delta_v}{2}</math>. This error is then pointed in a random direction and added to the actual velocity. For example, a radar with velocity error listed as 5m/s has <math>\delta_v = 0.5</math>, so a track moving at 15 m/s can be detected with any speed between 18.75 and 12.25 m/s.
Replacement
Velocity inaccuracy scales with the target speed for search and multifunction radars. For speed <math>|\text{v}|</math>, the error magnitude is <math>2\,\delta_v\,|\text{v}|</math>, applied in a random direction. For example, a radar listed with 5 m/s velocity error has <math>\delta_v = 0.5</math>, so a track moving at 15 m/s may show any speed from 0 to 30 m/s (±15 m/s). Turreted fire-control radars use a range-scaled deviation curve instead.
Correct formula and numeric example; note FC exception. Velocity Error formula clause. Search and multifunction radars. Worked example in Velocity Error, listed 5 m/s and a 15 m/s target.
Sources
- Wiki source at the linked revision; lines 204-205; v·δ_v/2 formula and example
- Review calculations and notes; velocity error; 2·delta_v·|v| for search radars
- Game code/Game/Sensors/SensorMath.cs; line 102; Velocity error magnitude is maxVelError * |v| / 0.5 on a random unit vector
- Stock data/components/RS41 _Spyglass_ Radar.json; _maxVelocityError; Spyglass raw 0.05 (UI 0.5 m/s); R550 raw 1.0 (UI 10 m/s)
- Game code/Game/Sensors/SensorMath.cs; line 102; Fixed-magnitude error 2·δv·|v|
- Wiki source at the linked revision; line 205; Page still says 18.75 to 12.25 m/s
P-radar-100
Proposed. Position Error · Audited revision 2033
Audited text
Then the true position error is a random point in the sphere of radius <math>10\cdot\delta_d \delta_r</math>.
Replacement
For search and multifunction radars, the true position error is a random point in the sphere of radius <math>10\cdot\delta_d \delta_r</math>. Turreted fire-control radars instead pick a point uniformly in a cube whose side is the deviation-curve value times the raw position error (listed metres ÷ 10), so ± half that side on each axis, and the error is linear in listed error rather than quadratic.
Opening sentence of the position-error result. Sphere formula kept for search; cube added for Bullseye/Pinpoint.
Sources
- Game code/Game/Sensors/SensorMath.cs; lines 97-101; Search/multifunction position error is insideUnitSphere times curve·maxError²
- Game code/Ships/ActiveFireControlSensor.cs; lines 148-153; FC error is curve times _statMaxError, not squared
- Game code/Game/Sensors/SignatureRegistry.cs; lines 240-246; FudgePosition is a per-axis uniform cube, not a sphere
P-radar-110
Proposed. Multiple Radars · Audited revision 2033
Audited text
multiple radars on the same ship will only use one radar to pass 'guesses' to the network (for balance reasons)
Replacement
multiple radars of the same type on one ship collapse to a single guess (for balance). Different types on the same ship are all evaluated, and the ship's track keeps the guess closest in 3D to the true position
Sentence in Multiple Radars. Same StackingSensorID collapses; different ids compete locally.
Sources
- Game code/Game/Sensors/SensorTrack.cs; lines 488-504 and 562-567; skipStacked keeps First() per StackingSensorID, then the closer 3D guess
- Game code/Game/Sensors/SensorContext.cs; lines 393-398; The ship's update cycle calls Update(skipStacked: true)
- Stock data/components/RS41 _Spyglass_ Radar.json; _stackingSensorID; Spyglass id RS41, distinct from RS35, RM50, R400, R550, HNT, BMSTR
P-radar-112
Proposed. Multiple Radars · Audited revision 2033
Audited text
|| 2 || 0.46
Replacement
|| 2 || 0.505
Multiple Radars table, row # of Radars = 2, column Average Error. 3D-min then lateral, not min of lateral errors.
Sources
- Game code/Game/Sensors/NetworkedSensorTrack.cs; lines 658-674; Network keeps the contributor with the smaller 3D distance to truth
- Game code/Game/Sensors/SensorMath.cs; line 101; Each guess is uniform in a ball (insideUnitSphere)
- Wiki source at the linked revision; line 229; Current table still says n=2 average error 0.46
P-radar-113
Proposed. Multiple Radars · Audited revision 2033
Audited text
|| 3 || 0.39
Replacement
|| 3 || 0.454
Multiple Radars table, row # of Radars = 3, column Average Error.
Sources
- Game code/Game/Sensors/NetworkedSensorTrack.cs; lines 658-674; Min 3D distance among contributors, any count
- Wiki source at the linked revision; line 231; Current n=3 cell is 0.39
P-radar-114
Proposed. Multiple Radars · Audited revision 2033
Audited text
|| 4 || 0.34
Replacement
|| 4 || 0.419
Multiple Radars table, row # of Radars = 4, column Average Error.
Sources
- Game code/Game/Sensors/NetworkedSensorTrack.cs; lines 658-674; Min 3D distance among contributors
- Wiki source at the linked revision; line 233; Current n=4 cell is 0.34
P-radar-115
Proposed. Multiple Radars · Audited revision 2033
Audited text
|| n || <math>\frac{\sqrt{\pi}\,\Gamma\left(\frac{3n+2}{2}\right)}{2\,\Gamma\left(\frac{3n+3}{2}\right)}</math>
Replacement
|| n || <math>\frac{\pi}{4}\Gamma\left(\frac{4}{3}\right)\frac{n!}{\Gamma\left(n+\frac{4}{3}\right)}</math>
Multiple Radars table, row n, column Average Error. Fraction of the error-ball radius after the game keeps the smallest 3D miss.
Sources
- Game code/Game/Sensors/NetworkedSensorTrack.cs; lines 669-674; Selection key is 3D distance, after which the lateral component is whatever that sample has
- Wiki source at the linked revision; line 235; Current general-n cell is the lateral-minimum gamma formula
P-radar-138
Proposed. ELINT · Audited revision 2033
Audited text
One ELINT module will show a rough line of bearing toward the emitter, while two will produce a crossfix.
Replacement
One ELINT-equipped ship shows a rough line of bearing toward the emitter. Two ships with ELINT produce a crossfix; two modules on the same ship stay a single bearing.
ELINT lead sentence. Crossfix contributors are per ship, not per module.
Sources
- Game code/Game/Sensors/NetworkedSensorTrack.cs; lines 709-711; Crossfix only if BearingOnly and _contributors.Count > 1
- Game code/Game/Sensors/SensorTrackableObject.cs; lines 477-489; One SensorTrack keyed by sensor.Context
- Game code/Game/Sensors/SensorContextManager.cs; lines 371-383; One SensorContext per ISensorProvider
P-radar-145
Proposed. ELINT · Audited revision 2033
Audited text
[[component:r400-bloodhound-lrt-radar|Bloodhound]] is classified as Search/Track
Replacement
[[component:r400-bloodhound-lrt-radar|Bloodhound]] is classified as Long Range Tracking, a category of its own
Last sentence of the ELINT category paragraph.
Sources
- Stock data/components/R400 Radar.json; _elintCategory; Bloodhound category raw 16
- Game code/Game/EWar/ELINTCategory.cs; lines 3-10; LongRangeTracking = 0x10; Tracking = 1 is the Search/Track bit
- Game code/Game/EWar/ELINTCategoryExtensions.cs; line 7; Display names end with Long Range Tracking
C-detection-23
Proposed. Search Radars · Audited revision 2033
Audited text
<math>d < \left(\frac{P_t \, G_t^2 \, \sigma A}{16 \pi^2 \cdot 10^{-3 + S/10} }\right)^{1/4} \approx 1.586 \cdot (P_t \,G_t^2 \,\sigma A \cdot 10^{S/10})^{1/4}</math>
Replacement
<math>d < \left(\frac{P_t \, G_t^2 \, \sigma A}{16 \pi^2 \cdot 10^{-7} \cdot 10^{-S/10} }\right)^{1/4} \approx 1.586 \cdot (P_t \,G_t^2 \,\sigma A \cdot 10^{-S/10})^{1/4}</math>
Include 10⁻⁷ ambient term and correct sensitivity sign.
Sources
- Wiki source at the linked revision; line 78; 10^{S/10} in approximation
- Review calculations and notes; search range approximation; Correct −S/10 exponent
Ranks and XP
P-general-348
Proposed. Lead · Audited revision 476
Audited text
These ranks have no influence on gameplay except as a rough indicator of multiplayer playtime.
Replacement
These ranks do not change ship stats. They do gate rank-restricted servers, where players above the maximum rank can spectate but not play, and server autobalance uses rank to even the teams. They also roughly indicate multiplayer playtime.
Lead sentence. The section anchor is empty because this is above the first heading.
Sources
- Game code/Game/SkirmishLobbyManager.cs; 625-627; Players above the rank cap cannot join a playing team on a restricted server.
- Game code/Networking/SkirmishDedicatedServerConfig.cs; 47-51; RankRestrictionRules has Enabled and MaxRank.
- Game code/Game/DoubleSwapAutoBalancer.cs; 12-26; Autobalance keeps the result with the smaller rank difference.
- Game data/loc_en.json; UI_MPLIST_TOOLTIP_RANKRESTRICTED; UI: restricted servers let others spectate and only the rank range play.
P-general-355
Proposed. XP · Audited revision 476
Audited text
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't find a satisfactory way to differentiate from a legitimate crash, or an intentional ALT+F4
Replacement
There is a function in game to deduct -60 XP if the player disconnects early, but it was dummied out as the dev couldn't find a satisfactory way to differentiate from a legitimate crash, or an intentional ALT+F4
Decompile exposes only -60 (XpPenaltyEarlyQuit); no -50 term.
Sources
- Game code/Networking/SteamAchievementsManager.cs; 69, 200-202; Only -60 constant used
- Game code/Networking/SteamAchievementsManager.cs; 179-181; AddEarlyQuit does not apply penalty
Ship:axford
P-shipsANS-139, P-shipsANS-140, P-shipsANS-141, P-shipsANS-142, P-shipsANS-143, P-shipsANS-144, P-shipsANS-145
Proposed. Mounts · Audited revision 2290
Audited text
=== Mounts 1 and 2 === These C5 and C4 mounts should consist of your main battery. === Mount 2 === Mount 2, the aft dorsal Class 4 socket, is the "backpack" mount of the Axford. On gun Axfords, this is where you can safely mount your missile launchers without interfering with the gun battery, or equip various softkill equipment like [[component:e70-interrutpion-jammer|'''E70 'Interruption' Jammer''']], or [[component:vls-2-launcher|'''VLS-2''']] for Active Decoys and [[Munition:sgm-2-temptest#Killjoy_Jammer_Decoys|Killjoy jammer decoys]]. Broadside Axfords will of course use this mount for another gun turret. Broadside Axfords must be careful to play at the edge of their range when using the rear turret, as presenting it makes them an easier target and their angled armor less effective.
Correct the swapped mount labels and clarify physical positions. The surrounding loadout and broadside advice remains advice; small launchers are not forbidden in the C5 socket.
Sources
- Stock data/hulls/Axford Heavy Cruiser.json; Sockets/Mount 1 _size and _shortName; Mount 2; Mount 3; MT1 and MT2 are 6×4×6; MT3 is 8×7×8
- Game code/Ships/HullSocket.cs; lines 113-123; UI name is the short name, else the GameObject name
- Review calculations and notes; Stock/Axford Heavy Cruiser mount keys MT1, MT2, MT3; hull-relative positions and dimensions; Physical identity of the referenced mount positions.
- Review calculations and notes; Stock/Axford Heavy Cruiser MT1-MT3 size_cells; MT1/MT2 6×4×6 C4, MT3 8×7×8 C5
- Wiki source at the linked revision; lines 44-45; Calls mounts 1+2 main battery C5+C4
- Review calculations and notes; Axford MT2 z=-49.3m vs MT3 z=+21.4m; MT2 aft, MT3 ventral forward
- Review calculations and notes; Mount 3 backpack prose; Swapped mount identity
- Review calculations and notes; P-shipsANS-140/142; Do not forbid launchers on MT3; fix swapped labels
- Wiki source at the linked revision; Mount 3 missile launcher prose; States MT3 for safe missile mount
- Review calculations and notes; lines 1034-1039; Axford MT2 = aft dorsal Class 4; MT3 = ventral Class 5
- Stock data/hulls/Axford Heavy Cruiser.json; MT2 6×4×6; MT3 8×7×8; Socket sizes for fit checks
- Stock data/components/E70 _Interruption_ Jammer.json; _size 3×1×3; Fits either mount class by volume
- Stock data/hulls/Axford Heavy Cruiser.json; Mount 3 _size 8×7×8; Mount 1 and 2 6×4×6; Only Mount 3 is Class 5
- Stock data/components/Mk68 Cannon.json; _size; Mk68 is 8×5×8 and fails the Class 4 fit test
- Game code/Ships/HullComponent.cs; lines 1403-1417; AnyAxis fit is sum of squares; otherwise per-axis
- Review calculations and notes; lines 1034-1039; MT2 is aft Class 4; MT3 is ventral Class 5
- Stock data/hulls/Axford Heavy Cruiser.json; MT2 _traverseLimits L125/R125; Limited-arc broadside mount vs unlimited MT3
P-shipsANS-67
Proposed. The Nose-stack · Audited revision 2290
Audited text
the cheaper and almost as effective option is filling it with a your pick of [[component:aux|'''Auxiliary Steering(s)''']], [[component:rcic|'''Reinforced CIC''']], [[component:rmag|'''Reinforced Magazine''']], [[component:dcc|'''Damage Control Central''']], and [[component:rdc|'''Reinforced DC Locker''']]
Replacement
a cheaper mix is not all equal: [[component:rcic|'''Reinforced CIC''']] and [[component:rmag|'''Reinforced Magazine''']] (DT 40, reinforced) match or beat a [[component:rdc|'''Reinforced DC Locker''']] (DT 35, reinforced) against one packet, while [[component:aux|'''Auxiliary Steering(s)''']] (DT 20) and [[component:dcc|'''Damage Control Central''']] (DT 35, not reinforced) are weaker
Axford nose-stack uses the same sentence the finding included.
Sources
- Stock data/components/Reinforced DC Locker.json; _maxHealth, _damageThreshold, _reinforced; 250 HP, DT 35, reinforced
- Stock data/components/Auxiliary Steering.json; _damageThreshold and _reinforced; DT 20, reinforced; Reinforced CIC and Magazine are DT 40 reinforced
- Review calculations and notes; lines 42-49; Destruction needs packet > DT at 0 HP; reinforced parts also need committed HP already 0
C-shiphdr-17
Proposed. Radar Signature: 14332.5 m[math\displaystyle{ ^2 }[/math] [4]] · Audited revision 2290
Audited text
Validated After Main Engine Shutoff || 16.88 s<ref>When equipped with the single [[component:big-raider|'''FM580 'Raider' Drive''']], such as in [[Starter Fleet Guide:Oak|TF Oak]], the Axford is validated for 19.5 seconds after main engine shutoff. When equipped with a more standard [[component:big-raider|Raider]]-[[component:raider|raider]]-x setup, an Axford is validated for 20.85 seconds.</ref>
Replacement
Validated After Main Engine Shutoff || 8.44 s<ref>When equipped with the single [[component:big-raider|'''FM580 'Raider' Drive''']], such as in [[Starter Fleet Guide:Oak|TF Oak]], the Axford is validated for 9.75 seconds after main engine shutoff. When equipped with a more standard [[component:big-raider|Raider]]-[[component:raider|raider]]-x setup, an Axford is validated for 10.42 seconds.</ref>
All-aspect THERM window. Halve the 30 s decay the page used. Rear-cone validation can continue until 15 s.
Sources
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116, 191-194; Decay delay default 15 s; strength linear to 0; validation only while emitting or inside that delay
- Stock data/missilecomponents/Wake-Thermal Seeker.json; _allowAllAspectVal 1, _allAspectValSigStrength 175; All-aspect validation threshold is 175
- Stock data/hulls/Axford Heavy Cruiser.json; Ships.Hull _wakeSigStrength 400; Bare wake 400
- Stock data/components/FM580 _Raider_ Drive.json; hull-sigpower-wake +0.25; Footnote drive; FM280 is +0.20 with stacking
Ship:draugr
P-shipsOSP-602
Proposed. Modifiers · Audited revision 2214
Audited text
<ref>This stat is to enable the operation of the [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']]</ref>
Replacement
<ref>Every hull already has 1 missile programming channel. This +1 is a second channel, so both rails of a [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']] can be programmed at once. The launcher still operates on the default channel.</ref>
Modifiers footnote on Missile Programming Channels +1.
Sources
- Game code/Ships/BaseHull.cs; line 398; hull-missilechannels InitialValue 1, MinValue 1
- Stock data/hulls/Tugboat.json; BaseModifiers hull-missilechannels _literal; Draugr adds +1, total 2
- Game code/Ships/BaseCellLauncherComponent.cs; lines 741-743; Launch blocked only when a programming missile has no free channel
P-shipsOSP-608
Proposed. Compartments · Audited revision 2214
Audited text
Compartments 4 and 5 is the most survivable mount, but is too small to hold a [[component:bcic|'''Basic CIC''']].
Replacement
Compartment 4 (3×1×3) is too small to hold a [[component:bcic|'''Basic CIC''']] (4×1×6). Compartment 5 is 4×1×6 and fits one. Compartment 3 is the other 3×1×3 slot.
First sentence of Compartments. Size claim corrected; which pair is safest is not asserted, because socket positions are not in the flat dump.
Sources
- Stock data/hulls/Tugboat.json; Compartment 3, 4 and 5 _size; CMP3 and CMP4 are 3×1×3; CMP5 is 4×1×6
- Stock data/components/Basic CIC.json; _size; Basic CIC is 4×1×6 and fits CMP5, not CMP3 or CMP4
P-shipsOSP-611
Proposed. Compartments · Audited revision 2214
Audited text
placing an [[component:aux|'''Auxiliary Steering''']] in the bridge will allow the ship to remain under command even under serious punishment.
Replacement
placing an [[component:aux|'''Auxiliary Steering''']] in the bridge lets the ship keep maneuvering after its CICs are knocked out. Weapon orders and point defense stay offline until a CIC is working.
Compartments paragraph, Auxiliary Steering clause.
Sources
- Stock data/components/Auxiliary Steering.json; _commandAbility; Value 1, MovementOnly; Basic CIC is 0 (All)
- Game code/Game/Units/ShipController.cs; lines 6048-6071 and 5822-5826; Non-All command cancels non-nav orders; PD requires CommandFunctions.All
- Game code/Utility/CommandFunctions.cs; lines 3-8; All=0, MovementOnly=1, None=2
Ship:flathead
P-shipsOSP-402
Proposed. Modifiers · Audited revision 2216
Audited text
<ref>This stat is to enable the operation of the [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']]</ref>
Replacement
<ref>Every hull already has 1 missile programming channel. This +1 is a second channel, so both rails of a [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']] can be programmed at once. The launcher still operates on the default channel.</ref>
Modifiers footnote on Missile Programming Channels +1.
Sources
- Stock data/hulls/Bulk Feeder.json; BaseModifiers hull-missilechannels _literal 1; Flathead total channels are 2
- Game code/Ships/BaseHull.cs; line 398; Base value 1 on every hull
- Game code/Munitions/MissileProgrammer.cs; lines 145-158; A channel is free while active tasks are below the total
C-shiphdr-18
Proposed. Radar Signature: 9869.06 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2216
Audited text
Validated After Main Engine Shutoff || 12.5 sec
Replacement
Validated After Main Engine Shutoff || 6.25 sec
All-aspect time at wake 300 and a 15 s decay.
Sources
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116, 191-194; 15 s linear decay and validation window
- Stock data/hulls/Bulk Feeder.json; Ships.Hull _wakeSigStrength 300; Flathead wake strength
- Stock data/missilecomponents/Wake-Thermal Seeker.json; _allAspectValSigStrength 175; Threshold used by the wiki formula
Ship:journeyman
P-shipsOSP-807
Proposed. Mount 1 · Audited revision 2218
Audited text
to increase small craft cycle rate from 2 to 3.
Replacement
to add a third 6×4×6 pad. Small craft also fit the two large pads, so a fighter-only launch cycle goes from 4 to 5; it is 2 to 3 only while bombers occupy the large pads.
Mount 1 sentence about the Small Mounted Hangar.
Sources
- Stock data/hulls/Ore Carrier.json; Large Pad 01/02 _padSize; Small Pad 03/04 _padSize; Two 10×6×10 and two 6×4×6 pads, _allowExternalUse 1
- Stock data/spaceframes/OSP Interceptor.json; _requiredPadSize; Fighters are 6×4×6; OSP Bomber is 10×6×10
- Game code/Ships/CraftLandingPad.cs; lines 382-384; Fit is per-axis <=, so small craft fit large pads
- Stock data/components/C4 Mount Hangar.json; ElevatorCraftLandingPad _padSize; Hangar adds one 6×4×6 pad
P-shipsOSP-820
Proposed. Modules · Audited revision 2218
Audited text
It is necessary to bring a [[component:civ|'''Civilian Reactor''']] to power them if you bring more than one, as the base power generation of your drive choices is insufficient. In cap fleets running two Journeyman carriers like [[Starter Fleet Guide:Wulfenite|Wulfenite Squadron]], you may not be able to afford any at all.
Replacement
Two BW800 drives supply 600 kW, enough for the 400 kW continuous draw of two Flight Deck Traversal Systems before other loads. A fit that also operates the stock Ithaca Bridgemaster needs additional generation, such as a [[component:civ|'''Civilian Reactor''']], because that radar alone draws 1200 kW. In cap fleets running two Journeyman carriers like [[Starter Fleet Guide:Wulfenite|Wulfenite Squadron]], you may not be able to afford any Flight Deck Traversal Systems at all.
Two BW800 drives can power two FDTS by themselves. The additional 1200 kW draw applies specifically to an operating Ithaca Bridgemaster. The original cap-fleet advice is preserved, with its FDTS antecedent made explicit and both wiki links closed.
Sources
- Stock data/components/Flight Deck Traversal System.json; ResourcesRequired Power; 200 kW, _onlyWhenOperating 0
- Stock data/components/BW800 Drive.json; ResourcesProvided Power; 300 kW always on; Sundrive is 200 kW
- Stock data/components/Ithaca Bridgemaster.json; ResourcesRequired Power; 1200 kW while operating
C-shiphdr-19
Proposed. Radar Signature: 14182.14 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2218
Audited text
Validated After Main Engine Shutoff || 15 s
Replacement
Validated After Main Engine Shutoff || 7.5 s
All-aspect time at wake 350.
Sources
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116; Decay constant default 15 s
- Stock data/hulls/Ore Carrier.json; Ships.Hull _wakeSigStrength 350; Journeyman wake
- Stock data/missilecomponents/Wake-Thermal Seeker.json; _allAspectValSigStrength 175; THERM all-aspect threshold
Ship:levy
C-shiphdr-20
Proposed. Radar Signature: 16516.5 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2201
Audited text
Validated After Main Engine Shutoff || 15 s
Replacement
Validated After Main Engine Shutoff || 7.5 s
All-aspect time at wake 350.
Sources
- Stock data/hulls/Levy Escort Carrier.json; Ships.Hull _wakeSigStrength 350; Levy wake
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116, 191-194; 15 s decay
Ship:marauder
C-detection-17, C-shiphdr-6
Proposed. Lead · Audited revision 2342
Audited text
| Radar Signature || 15745.41 m<math>^2</math>
Replacement
| Radar Signature || 31,045–47,400 m<math>^2</math> at maximum aspect, depending on layout (fleet editor placeholder 15,745.41 m<math>^2</math>)
Lead infobox Radar Signature row. Infobox row: battle range plus editor placeholder note.
Sources
- Stock data/hulls/Bulk Hauler.json; Radar Signature._sigSize; 15745.41 m² prefab extent
- Review calculations and notes; assembled 31045..47400; In-battle signature range
- Review calculations and notes; Marauder assembled signature; 31,045–47,400 m²
- Wiki source at the linked revision; lines 24, 202; 15745.41 without caveat
C-detection-17, C-shiphdr-6
Proposed. Radar Signature: 15745.41 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2342
Audited text
== Radar Signature: 15745.41 m<math>^2</math> ==
Replacement
== Radar Signature: 31,045–47,400 m<math>^2</math> in battle == <ref>Fleet editor shows a placeholder 15,745.41 m² (Ocello box) before segments assemble; detection uses the assembled hull. Ranges below assume maximum-aspect RCS unless noted.</ref>
Section header and note; recompute table separately.
Sources
- Stock data/hulls/Bulk Hauler.json; Radar Signature._sigSize; 15745.41 m² prefab extent
- Review calculations and notes; assembled 31045..47400; In-battle signature range
- Review calculations and notes; Marauder assembled signature; 31,045–47,400 m²
- Wiki source at the linked revision; lines 24, 202; 15745.41 without caveat
P-shipsOSP-3
Proposed. Modifiers · Audited revision 2342
Audited text
<ref>This stat is to enable the operation of the [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']]</ref>
Replacement
<ref>Every hull already has 1 missile programming channel. This +1 is a second channel, so both rails of a [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']] can be programmed at once. The launcher still operates on the default channel.</ref>
Modifiers footnote on Missile Programming Channels +1.
Sources
- Stock data/hulls/Bulk Hauler.json; BaseModifiers hull-missilechannels _literal; Marauder +1 on top of the default 1
- Game code/Ships/BaseCellLauncherComponent.cs; lines 741-743; One free channel is enough to program a missile
P-shipsOSP-38
Proposed. Mount 16 17 · Audited revision 2342
Audited text
where it can see a [[component:vls-1-46-launcher|'''VLS-1-46 Launcher''']] placed in any of the backpack C4 mounts or on the Mount 12 or 13, whichever is the backpack C2 Mount.
Replacement
because it can hold its cone on targets in the intended combat direction while a [[component:vls-1-46-launcher|'''VLS-1-46 Launcher''']] elsewhere fires. The illuminator does not need line of sight to the launcher.
Mount 16/17 sentence. Replaces the launcher-visibility reason.
Sources
- Game code/Game/EWar/SensorIlluminator.cs; lines 53-56; Illumination visibility is illuminator-to-target versus the viewing direction
- Game code/Munitions/ModularMissiles/Runtime/Seekers/RuntimeActiveSeeker.cs; line 249; Seeker fails the illumination requirement from the target's illuminated state, not from launcher LOS
P-shipsOSP-50
Proposed. Center: Mount 11 12 and 13 · Audited revision 2342
Audited text
as it can be seen by a [[component:e20-lighthouse-illuminator|'''E20 'Lighthouse' Illuminator''']] from Mount 16 or 17.
Replacement
pair it with an [[component:e20-lighthouse-illuminator|'''E20 'Lighthouse' Illuminator''']] that has arc on the target. The illuminator does not need to see the launcher.
Center backpack VLS sentence. Drops launcher line-of-sight as the reason.
Sources
- Game code/Game/EWar/SensorIlluminator.cs; lines 53-56; No illuminator-to-launcher test
- Game code/Game/Sensors/Signature.cs; lines 201-209; Illumination power is summed from sources that can see the target along the viewing direction
P-shipsOSP-97
Proposed. The Center-stack · Audited revision 2342
Audited text
Obelisk style Liners, ironically, don't need to worry about said malus, as the burst-fire nature of the [[component:t81-plasma-cannon|'''T81 Plasma Cannon''']] means it has minimal impact on your plasma RPM.
Replacement
On Obelisk style Liners the [[component:t81-plasma-cannon|'''T81 Plasma Cannon''']] only eats the malus on its 40 s magazine reload, not the 5 s between shots, so sustained plasma RPM falls by about 12% (6.4 to 5.6), roughly half the hit a single-shot energy weapon takes.
Center-stack paragraph on the Jury-Rigged Reactor and T81 plasma.
Sources
- Stock data/components/T81 Plasma Cannon.json; _magazineSize, _timeBetweenMuzzles, _reloadTime, _reloadStatSubtype; 8 rounds, 5 s recycle, 40 s energy reload
- Stock data/components/Jury-Rigged Reactor.json; Modifiers discreteweapon-reload:energy; +0.25 reload, first modifier unpenalized
- Game code/Ships/DiscreteWeaponComponent.cs; lines 124-135; RPM is magazine / ((magazine−1)·recycle + reload) · 60
C-propulsion-23
Proposed. Propulsion Stats · Audited revision 2342
Audited text
| Acceleration Time || 10.85 s
Replacement
| Acceleration Time || Varies with fitted mass, installed drives and modifiers
The source formula depends on the fit; the original row does not identify a reproducible fit for 10.85 seconds.
Sources
- Game code/Ships/BaseHull.cs; 1034-1043; UI accel time = maxSpeed stat / (linearMotor stat / mass stat) on the fitted ship
- Review calculations and notes; §1 Acceleration Time row; Bare Marauder ~10.78 s; wiki 10.85 s implies heavier fitted mass
- Wiki source at the linked revision; line 131; Still lists | Acceleration Time || 10.85 s | without fit caveat at rev 2342
C-propulsion-1
Proposed. Propulsion Stats · Audited revision 2342
Audited text
| Actual Max Turn Rate || 10.07 deg/s (<span style="color:green;">'''+30.78%'''</span>)
Replacement
| Actual Max Turn Rate || 1.07 deg/s (<span style="color:green;">'''+30.78%'''</span>)
CHI-9100 plus CHI-777 actual turn row. The percentage is already right.
Sources
- Stock data/components/CHI-777 Yard Drive.json; hull-angularmotor +0.4; Yard drive angular bonus
- Stock data/components/CHI-9100 Long Haul Drive.json; hull-angularmotor -0.1; Long-haul penalty, stacking to +30.78%
- Stock data/hulls/Bulk Hauler.json; _angularMotorForce=750, _mass=15000, tensor 4.25×4.75×20; Bare yaw inertia gives about 0.82 deg/s
- Game code/Ships/BaseHull.cs; lines 929-936; Yaw inertia M/12×(x²+z²)
- Wiki source at the linked revision; line 195 next to line 197; The +30.78% label and the 178 s estimate both fit 1.07
C-detection-16
Proposed. Radar Signature: 15745.41 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2342
Audited text
| [[component:r550-early-warning-radar |'''R550 Early Warning Radar''']] || 17.17 km
Replacement
| [[component:r550-early-warning-radar |'''R550 Early Warning Radar''']] || 18.15–18.25 km
R550 row using in-battle signature range cap, not editor placeholder signal limit.
Sources
- Review calculations and notes; R550 Marauder 17.166 vs 18.152..18.254; Recomputed detection cell
- Wiki source at the linked revision; line 209; 17.17 km published
C-shiphdr-24
Proposed. Radar Signature: 15745.41 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2342
Audited text
Validated After Main Engine Shutoff || 21.25 sec
Replacement
Validated After Main Engine Shutoff || 10.63 sec
Bare-hull all-aspect time. Page revid moved 2288→2342 and this cell did not.
Sources
- Stock data/hulls/Bulk Hauler.json; RandomModularHull _wakeSigStrength 600; Marauder wake
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116; 15 s decay
Ship:moorline
C-detection-20, C-shiphdr-5
Proposed. Lead · Audited revision 2267
Audited text
| Radar Signature || 15745.41 m<math>^2</math>
Replacement
| Radar Signature || 33,781–50,424 m<math>^2</math> at maximum aspect, depending on layout (fleet editor placeholder 15,745.41 m<math>^2</math>)
Lead infobox Radar Signature row. Infobox battle signature range.
Sources
- Review calculations and notes; Moorline actual signature; 33,781–50,424 m²
- Wiki source at the linked revision; lines 24, 122; 15745.41 m² infobox and header
- Review calculations and notes; Moorline assembled signature range; 33,781–50,424 m² in battle
- Game code/Ships/RandomModularHull.cs; 266-287; Runtime signature rebuild
C-detection-20, C-shiphdr-5
Proposed. Radar Signature: 15745.41 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2267
Audited text
== Radar Signature: 15745.41 m<math>^2</math> ==
Replacement
== Radar Signature: 33,781–50,424 m<math>^2</math> in battle == <ref>Fleet editor placeholder 15,745.41 m²; detection table should use assembled maximum-aspect RCS.</ref>
Section header correction.
Sources
- Review calculations and notes; Moorline actual signature; 33,781–50,424 m²
- Wiki source at the linked revision; lines 24, 122; 15745.41 m² infobox and header
- Review calculations and notes; Moorline assembled signature range; 33,781–50,424 m² in battle
- Game code/Ships/RandomModularHull.cs; 266-287; Runtime signature rebuild
P-shipsOSP-502
Proposed. Modifiers · Audited revision 2267
Audited text
While this stat does enable the operation of the [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']], on this hull the primary purpose of this stat is to be combined with 4 [[component:container-bank-launcher|'''Container Bank Launchers''']]
Replacement
Every hull already has 1 missile programming channel, so a [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']] still operates without this +1; the extra channel lets both of its rails program at once. On this hull the primary purpose of this stat is to be combined with 4 [[component:container-bank-launcher|'''Container Bank Launchers''']]
Modifiers footnote. Leaves the following clause about +1 per container bank launcher in place.
Sources
- Stock data/hulls/Container Hauler Refit.json; BaseModifiers hull-missilechannels _literal; Moorline +1 channel
- Stock data/components/Container Bank Launcher.json; Modifiers hull-missilechannels _literal 1; Each container bank launcher adds one channel
- Game code/Ships/BaseHull.cs; line 398; Default channel count is already 1
P-shipsOSP-529
Proposed. Compartments · Audited revision 2267
Audited text
though this is usually unaffordable due to Moorline Hull costs being equivalent to [[Ship:levy#Double_Levy:|Double Levy]].
Replacement
though this is usually unaffordable on points: the Moorline hull is 600, not two Levy hulls (500 each). A Moorline with four Container Bank Hangars (100 each) is 1000, which does match two Levy hulls.
Compartments lead, two Strikedown Stations sentence.
Sources
- Stock data/hulls/Container Hauler Refit.json; _pointCost; Moorline hull 600
- Stock data/hulls/Levy Escort Carrier.json; _pointCost; Levy hull 500; two hulls are 1000
- Stock data/components/Container Bank Hangar.json; _pointCost and _compoundingCost; 100 points, no compounding; four are 400
C-detection-19
Proposed. Radar Signature: 15745.41 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2267
Audited text
| [[component:r550-early-warning-radar |'''R550 Early Warning Radar''']] || 17.17 km
Replacement
| [[component:r550-early-warning-radar |'''R550 Early Warning Radar''']] || 18.16–18.23 km
R550 detection range with assembled signature.
Sources
- Review calculations and notes; Moorline R550 mismatch; ~18.16–18.23 km
- Wiki source at the linked revision; line 129; 17.17 km
C-shiphdr-25
Proposed. Radar Signature: 15745.41 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2267
Audited text
Validated After Main Engine Shutoff || 21.25 sec
Replacement
Validated After Main Engine Shutoff || 10.63 sec
Bare-hull all-aspect time.
Sources
- Stock data/hulls/Container Hauler Refit.json; RandomModularHull _wakeSigStrength 600; Moorline wake
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116; 15 s decay
Ship:ocello
P-shipsOSP-227, P-shipsOSP-229
Proposed. Point Defense · Audited revision 2289
Audited text
Mounts 4 5 as the side C2 mounts, Mounts 8 9 as the side C1 mounts, and mounts 6 7 as the top and bottom C1 mounts. Any combination of these will provide 4 PDTs firing forward, but as you get into the side or top/bottom profile the arcs will differ.
Replacement
Mounts 4 and 5 are the side C2 mounts, Mounts 10 and 11 are the side C1 mounts, and Mounts 6 and 7 are the aft top and bottom C2 mounts. Mount 8 is the dorsal C1 on the bridge; Mount 9 is the ventral nose C1. Forward PD coverage depends on the selected mounts: the firing-arc limits of aft mounts 6 and 7 mean that not every four-mount combination provides four PDTs firing dead ahead.
Matches extracted socket frames and the Mount 9 section. Correct mount map and forward-arc count.
Sources
- Stock data/hulls/Ocello Cruiser.json; Mount 6 through Mount 11 _size and _shortName; MT6/MT7 are 3×4×3; MT8–MT11 are 2×2×2. Keys match the audit's MT8/MT9/MT10/MT11 ids
- Wiki source at the linked revision; lines 53 and 61; Point Defense calls 8 and 9 the side Class 1s; the Mount 9 section calls Mount 9 the nose Class 1
- Review calculations and notes; Mounts 6 and 7 serialized forward vectors and traverse limits; first table; Both aft socket frames face -Z. Mount 6 limits traverse to 125 degrees and Mount 7 to 165 degrees each side; dead-ahead +Z is 180 degrees from their forward axes. This supports the restricted forward-coverage statement, without inferring clearance from socket positions alone.
- Review calculations and notes; Ocello MT6/MT7 path_from_socket; Aft backpack sockets, not forward PD
- Wiki source at the linked revision; line 53 forward PDT sentence; Any combination ... 4 PDTs firing forward
P-shipsOSP-217
Proposed. Point Defense · Audited revision 2289
Audited text
it is the only OSP hull with access to laser ([[component:mk-90-aurora-pdt|'''Mk90 'Aurora'''']]) and coilgun ([[component:mk-95-sarissa-pdt|'''Mk95 'Sarissa'''']]) point defense turrets
Replacement
it is the only OSP hull with access to the [[component:mk-90-aurora-pdt|'''Mk90 'Aurora'''']] continuous laser and the [[component:mk-95-sarissa-pdt|'''Mk95 'Sarissa'''']] coilgun point defense turrets
Point Defense lead. Names the exclusive turrets without calling them the only OSP lasers.
Sources
- Stock data/components/P60 Laser PDT.json; _factionKey and _size; Protectorate laser PDT, 2×1×2
- Stock data/components/Mk90 _Aurora_ PDT.json; _factionKey; Aurora is Alliance
- Stock data/hulls/Ocello Cruiser.json; _overrideEquipmentFactionKey; Ocello adds Stock/Alliance on top of Protectorate
P-shipsOSP-217
Proposed. Point Defense · Audited revision 2289
Audited text
Other OSP hulls have access to existing Flak ([[component:p20-bastion-pdt|'''P20 'Bastion'''']]) and 20mm ([[component:p11-pavise-pdt|'''P11 'Pavise'''']]) point defense turrets
Replacement
Other OSP hulls have the P60 'Grazer' pulse laser as well as Flak ([[component:p20-bastion-pdt|'''P20 'Bastion'''']]) and 20mm ([[component:p11-pavise-pdt|'''P11 'Pavise'''']]) point defense turrets
Following sentence. Adds the Protectorate laser PDT the list omitted. Left unlinked because the page slug was not verified.
Sources
- Stock data/components/P60 Laser PDT.json; _factionKey and _size; Protectorate laser PDT, 2×1×2
- Stock data/components/Mk90 _Aurora_ PDT.json; _factionKey; Aurora is Alliance
- Stock data/hulls/Ocello Cruiser.json; _overrideEquipmentFactionKey; Ocello adds Stock/Alliance on top of Protectorate
P-shipsOSP-299
Proposed. Drive Setup · Audited revision 2289
Audited text
[[component:whip|'''Whiplash Drives''']] provide the best top speed, allowing you to reposition across the map quickly.<br>
Replacement
[[component:whip|'''Whiplash Drives''']] are the fastest ANS drives (+20% top speed on the FM230, +15% on the FM530). The OSP Sundrive fits these slots and is faster (+25% top speed), with less angular thrust and a larger wake.<br>
Drive Setup, Whiplash line. Ocello keeps Protectorate equipment access.
Sources
- Stock data/components/FM230 _Whiplash_ Drive.json; Modifiers hull-maxspeed; +0.20; FM530 is +0.15
- Stock data/components/Sundrive Racing Pro.json; Modifiers hull-maxspeed, _size, _factionKey; +0.25, 5×3×5, Protectorate
- Game code/Ships/BaseHull.cs; lines 967-973; Equipment is usable by the fleet faction or the hull override faction
P-shipsOSP-300
Proposed. Drive Setup · Audited revision 2289
Audited text
[[component:dragon|'''Dragonfly Drives''']] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly.<br>
Replacement
[[component:dragon|'''Dragonfly Drives''']] are the ANS angular option (+30% AT on the FM240, +40% on the FM540). In the small slots the OSP CHI-777 matches the FM540 (+40% AT, +45% turn) and also gives +15% linear thrust; the FM240 does not beat it.<br>
Drive Setup, Dragonfly line.
Sources
- Stock data/components/FM240 _Dragonfly_ Drive.json; Modifiers; angularmotor +0.30, turnrate +0.40
- Stock data/components/FM540 _Dragonfly_ Drive.json; Modifiers; angularmotor +0.40, turnrate +0.45
- Stock data/components/CHI-777 Yard Drive.json; Modifiers, _size, _factionKey; angularmotor +0.40, turnrate +0.45, linearmotor +0.15, 5×3×5 Protectorate
C-shiphdr-22
Proposed. Radar Signature: 15745.4 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2289
Audited text
Validated After Main Engine Shutoff || 15 s<ref>When equipped with the single [[component:big-raider|'''FM580 'Raider' Drive''']], such as in [[Starter Fleet Guide:Cobalt|Cobalt Squadron]], the Ocello is validated for 19.5 seconds after main engine shutoff. When equipped with a more standard [[component:big-raider|Raider]]-[[component:raider|raider]] setup, an Ocello is validated for 20.85 seconds.</ref>
Replacement
Validated After Main Engine Shutoff || 7.5 s<ref>When equipped with the single [[component:big-raider|'''FM580 'Raider' Drive''']], such as in [[Starter Fleet Guide:Cobalt|Cobalt Squadron]], the Ocello is validated for 9.0 seconds after main engine shutoff. When equipped with a more standard [[component:big-raider|Raider]]-[[component:raider|raider]] setup, an Ocello is validated for 9.77 seconds.</ref>
Cell and footnote. 19.5/20.85 were the Axford’s 30 s numbers.
Sources
- Stock data/hulls/Ocello Cruiser.json; Ships.Hull _wakeSigStrength 350; Ocello wake
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116; 15 s decay
- Stock data/components/FM280 _Raider_ Drive.json; hull-sigpower-wake +0.2; Second drive in the footnote stack
Ship:raines
P-shipsANS-345
Proposed. Drive Setup · Audited revision 2321
Audited text
This is not very important on a Frigate, which naturally has one of the highest AT in the game.
Replacement
The Raines' base angular thrust is low (1.1 MN, near the bottom of the hull list), and it already shares the 4.58 deg/s turn-rate cap with several larger hulls. The Dragonfly's +40% turn-rate modifier (FM240) still raises that cap, to about 6.4 deg/s.
Second sentence of the Dragonfly Drives line under Drive Setup.
Sources
- Stock data/hulls/Raines Frigate.json; _angularMotorForce and _maxTurnSpeed; Raw angular force 110 (1.1 MN); turn cap 0.08 rad/s (4.58 deg/s)
- Stock data/components/FM240 _Dragonfly_ Drive.json; Modifiers; hull-turnrate +0.40 and hull-angularmotor +0.30
- Review calculations and notes; section 1, Turn Rate row; _maxTurnSpeed is the hard angular-velocity cap
Ship:solomon
P-shipsANS-67
Proposed. The Nose-stack · Audited revision 2292
Audited text
the cheaper and almost as effective option is filling it with a your pick of [[component:aux|'''Auxiliary Steering(s)''']], [[component:rcic|'''Reinforced CIC''']], [[component:rmag|'''Reinforced Magazine''']], [[component:dcc|'''Damage Control Central''']], and [[component:rdc|'''Reinforced DC Locker''']]
Replacement
a cheaper mix is not all equal: [[component:rcic|'''Reinforced CIC''']] and [[component:rmag|'''Reinforced Magazine''']] (DT 40, reinforced) match or beat a [[component:rdc|'''Reinforced DC Locker''']] (DT 35, reinforced) against one packet, while [[component:aux|'''Auxiliary Steering(s)''']] (DT 20) and [[component:dcc|'''Damage Control Central''']] (DT 35, not reinforced) are weaker
Nose-stack sentence. Same wording is on Ship:axford and should be changed there too.
Sources
- Stock data/components/Reinforced DC Locker.json; _maxHealth, _damageThreshold, _reinforced; 250 HP, DT 35, reinforced
- Stock data/components/Auxiliary Steering.json; _damageThreshold and _reinforced; DT 20, reinforced; Reinforced CIC and Magazine are DT 40 reinforced
- Review calculations and notes; lines 42-49; Destruction needs packet > DT at 0 HP; reinforced parts also need committed HP already 0
P-shipsANS-117
Proposed. Drive Setup · Audited revision 2292
Audited text
the necessary 4 [[component:tc|'''Track Correlators''']] required to buff the [[component:rs41-spyglass-radar |'''RS41 'Spyglass' Radar''']] into generating fireable tracks
Replacement
4 [[component:tc|'''Track Correlators''']] that cut the [[component:rs41-spyglass-radar |'''RS41 'Spyglass' Radar''']] positional error from 60 m to about 22.5 m (search tracks are always fireable; correlators only make them more accurate)
Spyglass drive-setup sentence. There is no fire-control-quality gate at 4 correlators.
Sources
- Game code/Ships/WeaponComponent.cs; lines 522 and 830; Non-visual tracks are fireable; integrated FC lock wait is separate
- Stock data/components/RS41 _Spyglass_ Radar.json; _maxError and _canLock; Raw position error 6 (60 m UI); cannot lock
- Stock data/components/Track Correlator.json; Modifiers sensor-maxposerror; −0.2 per correlator; four with stacking give about 22.5 m
C-propulsion-2
Proposed. Propulsion Stats · Audited revision 2292
Audited text
| Acceleration Time || 13.26 s |- | Angular Thrust || 2.37 MN (<span style="color:red;">'''-38.43%'''</span>)
Replacement
| Acceleration Time || 16.57 s |- | Angular Thrust || 2.37 MN (<span style="color:red;">'''-38.43%'''</span>)
Raider-Raider-whip-whip row only. The Dragonfly table above really is 13.26 s; this row was copied. 16.57 s is drive-only mass 21230 t.
Sources
- Game code/Ships/BaseHull.cs; 1034-1043; Acceleration time is max-speed value divided by linear-thrust/mass
- Stock data/hulls/Solomon Battleship.json; Ships.Hull fields _mass 21000, _maxSpeed 1.6, _linearMotorForce 1800; Bare hull inputs
- Stock data/components/FM580 _Raider_ Drive.json; Modifiers hull-linearmotor +0.3, _mass 80; Two Raiders supply the +57.65% linear stack
- Stock data/components/FM230 _Whiplash_ Drive.json; Modifiers hull-maxspeed +0.2, _mass 35; Two Whiplashes supply the +38.43% speed stack
C-shiphdr-23
Proposed. Radar Signature: 27876 m[math\displaystyle{ ^2 }[/math][6]] · Audited revision 2292
Audited text
Validated After Main Engine Shutoff || 21.25 s<ref>When equipped with the standard [[component:big-raider|'''FM580 'Raider' Drive''']]-[[component:raider|'''FM280 'Raider' Drive''']]-x-x drive setup, the Solomon is validated for 23.9 seconds after main engine shutoff</ref>
Replacement
Validated After Main Engine Shutoff || 10.63 s<ref>When equipped with the standard [[component:big-raider|'''FM580 'Raider' Drive''']]-[[component:raider|'''FM280 'Raider' Drive''']]-x-x drive setup, the Solomon is validated for 11.95 seconds after main engine shutoff</ref>
Bare cell and Raider-raider footnote.
Sources
- Stock data/hulls/Solomon Battleship.json; Ships.Hull _wakeSigStrength 600; Solomon wake
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116; 15 s decay
Ship:vauxhall
C-shiphdr-21
Proposed. Radar Signature: 11727.54 m[math\displaystyle{ ^2 }[/math][5]] · Audited revision 2324
Audited text
Validated After Main Engine Shutoff || 15 s<ref>When equiped with the standard [[component:big-raider|'''FM580 'Raider' Drive''']], the Vauxhall is validated for 18 seconds after main engine shutoff</ref>
Replacement
Validated After Main Engine Shutoff || 7.5 s<ref>When equiped with the standard [[component:big-raider|'''FM580 'Raider' Drive''']], the Vauxhall is validated for 9 seconds after main engine shutoff</ref>
Cell and FM580 footnote. The existing 'equiped' spelling is left as-is.
Sources
- Stock data/hulls/Vauxhall Light Cruiser.json; Ships.Hull _wakeSigStrength 350; Vauxhall wake
- Stock data/components/FM580 _Raider_ Drive.json; hull-sigpower-wake +0.25; Footnote drive
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116; 15 s decay
Ship:worden
C-shiphdr-26
Proposed. Radar Signature: 34375.14 m[math\displaystyle{ ^2 }[/math]] · Audited revision 2205
Audited text
Validated After Main Engine Shutoff || 21.25 sec
Replacement
Validated After Main Engine Shutoff || 10.63 sec
Bare-hull all-aspect time.
Sources
- Stock data/hulls/Worden Fleet Carrier.json; Ships.Hull _wakeSigStrength 600; Worden wake
- Game code/Game/Sensors/TrailingPassiveSignature.cs; 104, 116; 15 s decay
Ships
P-general-242
Proposed. Outlying Systems Protectorate hulls · Audited revision 2307
Audited text
| [[ship:marauder|'''Marauder Line Ship Class''']]<br>[[File:Bulk Freighter Screenshot.png|170px]] || 15000 || 20 || 35 || 100 || 75 || 4000 || 15745 || 17 Mounts<br>9 Compartments<br>8 Modules || +20% Team Move Speed<br>+1 Missile Programming Channel || 375
Replacement
| [[ship:marauder|'''Marauder Line Ship Class''']]<br>[[File:Bulk Freighter Screenshot.png|170px]] || 15000 || 20 || 35 || 100 || 75 || 4000 || 15745<ref>Fleet-editor placeholder; in battle ~31,000–47,400 m² depending on bow/core/stern segments.</ref> || 17 Mounts<br>9 Compartments<br>8 Modules || +20% Team Move Speed<br>+1 Missile Programming Channel || 375
Radar Signature column: flag placeholder vs assembled in-battle RCS.
Sources
- Wiki source at the linked revision; line 152; OSP table lists Marauder radar signature 15745
- Review calculations and notes; section 0 / modular hull gotcha; Editor placeholder vs assembled signature
P-general-256
Proposed. Outlying Systems Protectorate hulls · Audited revision 2307
Audited text
| [[ship:moorline|'''Moorline Line Ship Class''']]<br>[[File:Container Liner Screenshot.png|170px]] || 15000 || 20 || 20 || 100 || 75 || 3000 || 15745 || 10 Mounts<br>9 Compartments<br>6 Modules || +1 Missile Programming Channels || 600
Replacement
| [[ship:moorline|'''Moorline Line Ship Class''']]<br>[[File:Container Liner Screenshot.png|170px]] || 15000 || 20 || 20 || 100 || 75 || 3000 || 15745<ref>Fleet-editor placeholder; in battle ~33,800–50,400 m² depending on configuration.</ref> || 10 Mounts<br>9 Compartments<br>6 Modules || +1 Missile Programming Channels || 600
Clarify Moorline placeholder editor stat vs battle RCS.
Sources
- Wiki source at the linked revision; line 154; Moorline row shows 15745 radar signature
- Review calculations and notes; Moorline assembled signature range; ~33,781–50,424 m² in battle
P-general-6
Proposed. Posture controls · Audited revision 2307
Audited text
FQ: Ship will be limited to CRAB speed allowing spacecraft to take off and land.
Replacement
FQ (carriers only): speed is limited so spacecraft can take off and land. While heading and velocity stay within the green-deck angle (default 7.5 degrees) the cap is about one-third of max speed; otherwise it drops to a 5 m/s crawl. Ships without hangars and landing pads use FULL instead. CRAB on the flight-quarters indicator is that angle, not the speed.
THRTL FQ bullet. The one-third and 7.5 degree figures are the carrier-controller defaults.
Sources
- Game code/Game/Units/ShipController.cs; 6436-6438 and 6543-6544; FQ becomes FULL without a carrier; otherwise speed is the green-deck cap or the free-deck crawl based on the crab angle.
- Game code/Ships/CraftCarrierController.cs; 247-253 and 301-316; Defaults 7.5 degrees, 1.5 and 0.5 world units per second, and max(1.5, 0.33 max speed + 0.2). CanCarryCraft needs hangars and pads.
- Game data/loc_en.json; UI_SKIRMISH_FLIGHTQ_ANGLE and UI_SKIRMISH_FLIGHTQ_SPEED; CRAB is the angle label and SPD is the speed label.
P-general-11
Proposed. Posture controls · Audited revision 2307
Audited text
TRU: Each ship will keep its own orientation. The guide will wait for other ships to catch up.
Replacement
TRU: Escorts keep the same true bearing and distance from the guide when the guide turns. They are still steered to the guide's heading. The guide will wait for other ships to catch up.
FORM TRU bullet.
Sources
- Game code/Game/Orders/Tasks/KeepFormationTask.cs; 208-215 and 119; True style adds _truePosition in world space; the heading argument is still the guide forward.
- Game data/loc_en.json; UI_SKIRMISH_SIB_FORM_TOOLTIP; UI: true positioning keeps true bearings regardless of the direction the guide faces.
P-general-13
Proposed. Posture controls · Audited revision 2307
Audited text
OFF: Specialized equipment will shut down after 90 seconds of use.
Replacement
OFF: Continuous-use equipment that honors battle short (beams, jammers, illuminators, dazzlers) shuts down for cooldown once its own burst duration is exceeded. That is 7.5 seconds for the Mk600 and Mk610 beams and anywhere from 40 to 180 seconds for electronic-warfare sets, not a flat 90 seconds.
BSHRT OFF bullet.
Sources
- Game code/Ships/ContinuousWeaponComponent.cs; 142 and 485-503; Battle short is honored only when the ignore-cooldown flag is set; otherwise firing stops past burst duration.
- Stock data/components/Mk600 Beam Cannon.json; _burstDuration 7.5, _battleShortIgnoreCooldown 1; Beams shut down after 7.5 s, not 90 s.
- Stock data/components/E55 _Spotlight_ Illuminator.json; _burstDuration 90; 90 s is this illuminator's burst, not a global constant.
- Stock data/components/J360 Jammer.json; _burstDuration 180; The J360 runs 180 s before the same shutdown.
P-general-14
Proposed. Posture controls · Audited revision 2307
Audited text
ON: Specialized equipment will periodically receive damage after 90 seconds of use.
Replacement
ON: That equipment keeps running past its own burst duration, and each second past the limit it has a per-component chance to take self-damage. The Mk600 and Mk610, for example, roll a 60% chance of 20 damage starting after 7.5 seconds, not after 90.
BSHRT ON bullet.
Sources
- Game code/Ships/ContinuousWeaponComponent.cs; 489-500; Each new whole second past burst duration rolls the overheat chance and applies the per-second self-damage.
- Stock data/components/Mk600 Beam Cannon.json; _overheatDamageProbability 0.6, _overheatDamagePerSecond 20, _burstDuration 7.5; The Mk600 starts that roll at 7.5 s, not 90 s.
P-general-20
Proposed. Posture controls · Audited revision 2307
Audited text
* ON: Electronic support will display. * OFF: Electronic support will not display.
Replacement
* ON: Passive electronic-support sensors operate. * OFF: Passive sensors are switched off, so this ship generates no new passive tracks. This does not reduce signature. It can be used to cut clutter once a track is held.
ESUPT ON and OFF bullets.
Sources
- Game code/Game/Units/ShipController.cs; 896 and 5302-5305; PassiveSensorsEnabled follows the EMCON bit and is passed to SetSensorEnabled.
- Game data/loc_en.json; UI_SKIRMISH_SIB_ELECTRONICSUPPORT_TOOLTIP; Tooltip: controls passive ESM activity and does not reduce signature.
P-general-23
Proposed. Posture controls · Audited revision 2307
Audited text
HOLD: Ship will not attack. Turrets will still bear on any current target.
Replacement
HOLD: Ship will not attack, and dual-purpose weapons hold fire. Dedicated point-defense turrets, defensive missiles, and decoys still operate. Turrets will still bear on any current target.
WCON HOLD bullet.
Sources
- Game code/Ships/WeaponComponent.cs; 287; Hold blocks firing unless the role is defensive-only.
- Game code/Utility/WeaponRoleExtensions.cs; 26-28; Defensive-only means the role equals Defensive, so dual-purpose weapons are held.
- Game code/Ships/BaseCellLauncherComponent.cs; 737; Hold blocks offensive missile ammo only.
- Review calculations and notes; Weapons Hold does not stop dedicated PD; weapons hold does not block autochaff; The defensive exception is already a verified fact.
P-general-38
Proposed. Integrity rating · Audited revision 2307
Audited text
A ship with the majority of its component slots filled will have full protection of the hull's Damage Reduction value, while a mostly empty hull will not.
Replacement
A ship with at least 60% of its slots filled (mounts, compartments, and modules) gets the full hull Damage Reduction. From 60% down to 20% fill the protection falls linearly, and at 20% fill or less it is 25% of the hull value.
Integrity paragraph, the majority-filled sentence.
Sources
- Game code/Ships/BaseHull.cs; 787-795 and 562-564; Fill is occupied sockets over all sockets; DR lerps from min (0.25 times base) to max across 0.2 to 0.6.
- Game code/Utility/MathHelpers.cs; 40-47; PositionInRange is the clamped fraction between the two fill thresholds.
- Game code/Game/Units/ShipController.cs; 2112; The battle value is computed at Initialize.
P-general-39
Proposed. Shelter Alliance hulls · Audited revision 2307
Audited text
|- | [[ship:mercator|'''Mercator Replenishment Oiler Class''']]<br>[[File:Mercator.png|160px]] || 18000 || 15 || 5 || 50 || 60 || 3000 || 3783 || 3 Mounts<br>8 Compartments<br>4 Modules || || 3000 |}
Replacement
|- | [[ship:mercator|'''Mercator Replenishment Oiler Class''']]<br>[[File:Mercator.png|160px]] || 18000 || 15 || 5 || 50 || 60 || 3000 || 3783 || 3 Mounts<br>8 Compartments<br>4 Modules || || 3000 |} Worden Fleet Carrier and Mercator Replenishment Oiler are hidden from the skirmish fleet editor. They show up when editing a campaign fleet, or after the FleetEditorShowHidden console command, which tags them HIDDEN.
Insert the availability note after the final Alliance hull row, within the cited Alliance section.
Sources
- Stock data/hulls/Worden Fleet Carrier.json; _hideInFleetEditor 1; Worden is hidden in the normal fleet editor.
- Stock data/hulls/Mercator Oiler.json; _hideInFleetEditor 1; Mercator is hidden the same way.
- Game code/Bundles/BundleManager.cs; 922-924; Faction hull lists omit HideInFleetEditor hulls unless includeHidden is requested.
- Game code/FleetEditor/HullListItem.cs; 32; Hidden hulls are labeled HIDDEN when they are shown.
Spacecraft
P-craft-253, P-craft-265
Proposed. Modules · Audited revision 2527
Audited text
| Fuselage || Stealth Coating || 6 || 0 || Wake Signature: -50%; Target Size: -66% || Only on Fighters & Bombers
Replacement
| Fuselage || Stealth Coating || 6 || 0 || Radar Signature: -50%; Target Size: -66% || ANS fighter and bomber only (Tanto and Claymore)
Fixed Modules table Stealth Coating Effects column. Stealth Coating restrictions cell. Leave the Ceramic Tiling row's 'Only on Fighters & Bombers'.
Sources
- Game code/SmallCraft/Spacecraft.cs; 835-839; Distinct radar vs wake signature stats
- Wiki source at the linked revision; line 940; Wake −50% mislabel
- NEBULOUS/Assets/AssetBundles/stock-f1; Tanto and Claymore fuselage include fuselage-stealthcoating; Claymore also has ceramic; Stealth is ANS-only.
- NEBULOUS/Assets/AssetBundles/stock-f2; Barracuda and Sturgeon fuselage: ablative and ceramic only; OSP fighter and bomber have ceramic and not stealth.
P-craft-279, P-craft-283
Proposed. Craft Repair · Audited revision 2527
Audited text
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.
Replacement
The number of craft that can repair at once equals the carrier's base Spacecraft Repair Slots (shown on the hull; 1 on carriers such as the [[ship:levy|Levy]], 0 on many others) plus one slot per [[component:spacecraft-repair-station|Spacecraft Repair Station]]. Launch pads control arming and deck traversal, not repair parallelism.
The pad-count premise is what produces the false total of 4. Craft Repair first paragraph.
Sources
- Game code/Ships/CraftCarrierController.cs; 484-488; Repair slot formula
- Stock data/hulls/Levy Escort Carrier.json; fields._baseCraftRepairSlots; Base 1 repair slot
- Stock data/hulls/Levy Escort Carrier.json; parts[0].fields._baseCraftRepairSlots; Serialized base repair slots = 1.
- Stock data/components/Spacecraft Repair Station.json; parts[0].fields._slotCount/_canRepair/_canPreflight; One slot, CanRepair true, CanPreflight false.
- Game code/Ships/CraftCarrierController.cs; 486-489 and HullRepairSlot.CanRepair 131; Work slots are component slots plus one HullRepairSlot per base repair slot.
- Game code/Ships/BaseCraftHangarComponent.cs; CanRepair 55; Hangars do not repair.
P-craft-279, P-craft-283, P-craft-284
Proposed. Craft Repair · Audited revision 2527
Audited text
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
Replacement
Each Spacecraft Repair Station adds one repair slot on top of the hull base. For example, a Levy with 2 Spacecraft Repair Stations can repair 3 craft at once (1 base + 2 stations), independent of its six launch pads.
Same paragraph: 1+2 stations = 3 repair slots. Same cell as P-craft-283. The 'much faster' relaunch claim is the damaged-repair case only, and the count is 3. Craft Repair second paragraph and Levy example.
Sources
- Game code/Ships/CraftCarrierController.cs; 484-488; Repair slot formula
- Stock data/hulls/Levy Escort Carrier.json; fields._baseCraftRepairSlots; Base 1 repair slot
- Stock data/hulls/Levy Escort Carrier.json; parts[0].fields._baseCraftRepairSlots; Serialized base repair slots = 1.
- Stock data/components/Spacecraft Repair Station.json; parts[0].fields._slotCount/_canRepair/_canPreflight; One slot, CanRepair true, CanPreflight false.
- Game code/Ships/CraftCarrierController.cs; 486-489 and HullRepairSlot.CanRepair 131; Work slots are component slots plus one HullRepairSlot per base repair slot.
- Game code/Ships/BaseCraftHangarComponent.cs; CanRepair 55; Hangars do not repair.
- Stock data/hulls/Levy Escort Carrier.json; parts[0].fields._baseCraftRepairSlots; Base slots = 1, so 2 stations make 3.
- Stock data/components/Spacecraft Repair Station.json; _canRepair 1, _canPreflight 0, _canPostflight 0; Stations do not arm or recover craft.
- Game code/Ships/CraftCarrierController.cs; 620-623; Repair runs only for Stored craft below 100% health.
P-craft-31
Proposed. Stance Controls · Audited revision 2527
Audited text
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.
Replacement
| DIRECT || Craft fly straight toward their destination without jinking. Fighters still orbit while loitering; skiffs hold position. A flight that is in combat jinks regardless of this setting.
MNVR DIRECT row. 'Remain still' is the skiff idle path only.
Sources
- Game code/SmallCraft/FighterMovement.cs; IdleMovement 325-332; Fighter idle is OrbitPoint at IdleOrbitRadius.
- Game code/SmallCraft/SkiffMovement.cs; IdleMovement 162-169; Skiff idle is StrafeToPoint, a hover.
- Game code/SmallCraft/BaseCraftMovement.cs; JukeMovement 246; Juke is on when style is Juke or UnitInCombat.
- Stock data/spaceframes/AN Skiff.json; parts[1] SkiffMovement; AN Bomber parts[1] FighterMovement _idleOrbitRadius 25; Bombers, interceptors, SEWAC and scouts use fighter idle; both skiffs use skiff idle.
P-craft-35
Proposed. Stance Controls · Audited revision 2527
Audited text
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.
Replacement
| AGRSV || When not already attacking, craft attack the nearest enemy craft within about 5 km. Missiles are engaged by guarding craft, not by this scan.
STNCE AGRSV row. The missile half of the sentence has no aggressive-scan path.
Sources
- Game code/SmallCraft/SpacecraftGroup.cs; CheckStanceAggressive 3235-3240; AttackNearestTarget 3251; _aggressiveAttackRadius 226; Aggressive scan is SmallCraft within 500 world units.
- Game code/SmallCraft/SpacecraftGroup.cs; GetAllTracksInArea 3596-3598; Contact type must equal the requested type, so missiles are excluded.
P-craft-36
Proposed. Stance Controls · Audited revision 2527
Audited text
| EVASV || Craft will run away from nearby enemy craft.
Replacement
| EVASV || Craft will not automatically engage enemy craft, including when attacked or while guarding. They still dodge attacks with their normal evasion.
STNCE EVASV row. Running away is not what this stance adds.
Sources
- Game code/SmallCraft/SpacecraftGroup.cs; CheckStanceEvasive 3224-3226; HandleMemberAttacked 3352-3357; Evasive stance has no behavior and skips the counterattack branch.
- Game code/SmallCraft/Spacecraft.cs; BeginEvasion 4204; Threat evasion does not consult stance.
- Game code/SmallCraft/CraftEvasionSettings.cs; default Gunfight rule 48-57; Small-craft threats use Scram. Prefab rules keep a Gunfight entry; that is not the EVASV stance.
P-craft-48
Proposed. Stance Controls · Audited revision 2527
Audited text
* 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.
Replacement
* Craft ordered to attack other craft loiter at about 75% of their missiles' maximum range (and, on STND-IN, no farther than about 4 km), or where they already were if that was closer, and fire missiles at the enemy group.
The bullet says maximum range. The fire/loiter gate is the 0.75 buffer.
Sources
- Game code/SmallCraft/SpacecraftMissileManager.cs; StandoffRange 130; _missileRangeBuffer 445; Standoff is 75% of missile max range.
- Stock data/spaceframes/AN Skiff.json; _missileRangeBuffer 0.75; Prefab buffer is 0.75, not 1.
- Game code/SmallCraft/FighterMovement.cs; AttackTargetCraft standoff branch 393-420; Outside 75% they close; inside they loiter within 150 wu of the entry point.
- Game code/SmallCraft/SpacecraftGroup.cs; GetWeaponEnvelopes 3720; Non-standoff attack envelopes cap at 400 wu.
P-craft-49
Proposed. Stance Controls · Audited revision 2527
Audited text
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.
Replacement
* While they still have missiles, craft will not close to use guns. Once all missiles are expended, a standing attack order closes to gun range and dogfights.
The absolute 'even when out of missiles' is the part the order code contradicts.
Sources
- Game code/SmallCraft/SpacecraftGroup.cs; GetWeaponEnvelopes 3713-3720; CheckWeaponRTB 3087-3088; Empty groups drop out of the envelope. Weapon RTB is skipped for anti-craft targets.
- Game code/Game/Orders/CraftTasks/AttackTargetTask.cs; InsideAttackRange 289-296; pathfind 258; Outside weapon max + 50 wu the order closes.
- Game code/SmallCraft/FighterMovement.cs; AttackTargetCraft 360; Inside dogfight range the craft leaves the standoff branch.
P-craft-50
Proposed. Stance Controls · Audited revision 2527
Audited text
* 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.
Replacement
* Craft dogfight with guns whenever the enemy is within about 1 km beyond gun range, not only if they were already that close when the order was given.
The extra 100 wu and the lack of an order-time latch are the error.
Sources
- Game code/SmallCraft/Spacecraft.cs; GetDogfightRange 4615-4617; Threshold is longest authorized direct weapon plus 100 world units.
- Game code/SmallCraft/FighterMovement.cs; AttackTargetCraft 360; The comparison runs on the current distance, with no order-time memory.
P-craft-52
Proposed. Stance Controls · Audited revision 2527
Audited text
| 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
Replacement
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Missiles may fire from 95% of max range, but the run is limited to about 4000 m and craft keep closing to about halfway from the minimum range unless a SALVO limit ends it
Anti-ship column only. 4000 m and 95% are the envelope cap and the fire gate, not the turnaround.
Sources
- Game code/SmallCraft/SpacecraftMissileManager.cs; fire gate 212; _missileRangeBufferAntiShip 448; Ship fire is allowed at 95% of max range.
- Stock data/spaceframes/AN Skiff.json; _missileRangeBufferAntiShip 0.95; _missileMinRange 25; Prefab anti-ship buffer is 0.95 and minimum range is 25 wu.
- Game code/SmallCraft/SpacecraftGroup.cs; GetWeaponEnvelopes 3720; Anything other than STND-OF caps max range at 400 wu.
- Game code/SmallCraft/FighterMovement.cs; GetProbeAttackTurnaroundRange 513-519; Probe craft keep closing to the midpoint of the capped envelope.
P-craft-54
Proposed. Stance Controls · Audited revision 2527
Audited text
| GUN || Close to gun range || Close to gun range
Replacement
| GUN || Close to gun range || Same as STND-IN
Anti-ship column. GUN does not pull missile-armed craft down to gun range on ships.
Sources
- Game code/SmallCraft/FighterMovement.cs; 360; Gun range forces dogfight only in AttackTargetCraft.
- Game code/SmallCraft/SpacecraftGroup.cs; 3720 and 3739; Anti-ship envelopes distinguish StandOff from everything else, not Gun from StandIn.
P-craft-62
Proposed. Stance Controls · Audited revision 2527
Audited text
| AUTO || Craft will fire counter measures against seeker types seduced by them
Replacement
| AUTO || With DFTAC AUTO, fighters fire countermeasures at radar and IR seekers only. Bomber and SEWAC frames also fire them when they fall back to fleeing from any other missile. A specific DFTAC fires them only at radar or IR seekers. This is not based on what the fitted launcher can seduce.
CMSR AUTO row. The seduction test is not in the launch path.
Sources
- Game code/SmallCraft/CraftEvasionManeuver.cs; DoEvasion 47-50; Decoys fire when the evasion style says so, or when CMSR is ALL.
- NEBULOUS/Assets/AssetBundles/stock; CraftEvasionSettings 'Fighter Evasion Rules'; Radar and wake rules deploy countermeasures; Fallback Outmaneuver mask -1 does not. _genericTacticDeployCMSeekerMask = 6.
- NEBULOUS/Assets/AssetBundles/stock-f1; Basic Evasion Rules and Fighter Wingman Evasion Rules; Basic fallback Flee deploys countermeasures for mask 65535. Wingman matches the fighter pattern.
- Stock data/spaceframes/AN Bomber.json; _evasionRules Basic; AN SEWAC Basic; AN Interceptor Fighter Wingman; OSP Interceptor/Scout and both skiffs Fighter; Which frames use which asset.
P-craft-129
Proposed. OSP · Audited revision 2527
Applied mechanical changes: Diff
Text after mechanical update
|| 900/10:00/60km
Replacement
|| 900/10:00/60km (1,900 with Fuel Tanks)
Add Barracuda fuel capacity with Fuel Tanks.
Sources
- Stock data/spaceframes/OSP Interceptor.json; _baseFuelStorage 900; _baseFuelBurn 1.5; _modeFuelBurn [0.05, 1, 1, 1]; Base fuel 900 L and idle burn 1.5 L/s.
- Game code/SmallCraft/BaseCraftMovement.cs; 208; IdleBurnRate uses mode index 1.
- NEBULOUS/Assets/AssetBundles/stock-f2; wingbottomin_fuelpods FuelCapacity 1000; Optional tanks add 1000 L, read from the bundle because socket options are unresolved in gamedata_full.
- Game code/SmallCraft/Spacecraft.cs; 4436-4438; Max fuel is base plus installed FuelCapacity.
P-craft-232
Proposed. RF-286A Pike · Audited revision 2527
Audited text
! Nose | 20mm Gun | 35mm Gun | Nose Illuminator |- ! Fuselage | Ablative Foam
Replacement
! Nose | 20mm Gun | Nose Illuminator |- ! Fuselage | Ablative Foam
Pike nose row. The following Ablative-only fuselage row distinguishes this table from the Barracuda table, which has the same three nose cells and then Avionics.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f2; RF-286 Pike socket nose: nose_gun20mm, nose_illuminator; No 35 mm nose option on the Pike.
- NEBULOUS/Assets/AssetBundles/stock-f2; PF-386 Barracuda socket nose includes nose_gun50mm named 35mm Gun; The 35 mm gun belongs on the Barracuda row.
P-craft-266
Proposed. Modules · Audited revision 2527
Audited text
Missile Launch Angle: +300% || None
Replacement
Missile Launch Angle: +300% || Tanto, Barracuda, and Halberd only
HMD restrictions cell.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f1; Claymore engine is shrouded exhaust only; Tanto avionics are HMD and avionics-mcc; Bombers lack articulated nozzles; fighters have the avionics pair.
- NEBULOUS/Assets/AssetBundles/stock-f2; Sturgeon engine shrouded only; Pike has articulated nozzles and no avionics socket; Barracuda has both avionics options; The restriction is frame-specific, not empty.
P-craft-246, P-craft-266
Proposed. Modules · Audited revision 2527
Applied mechanical changes: Diff
Text after mechanical update
| Avionics || Missile Control Computer || 3 || 0 || CMD Control Cap: +1 || None
Replacement
| Avionics || Missile Control Computer || 3 || 0 || CMD Control Cap: +1 || Tanto, Barracuda, and Halberd |- | Support || Missile Control Computer || 5 || 0 || CMD Control Cap: +6 || Claymore and Sturgeon
Separate fighter avionics from the bomber support module and list their availability.
Sources
- NEBULOUS/Assets/AssetBundles/stock; avionics-mcc pointCost 3; modifier craft-missile-cmdcapacity literal 1; Fighter/skiff computer.
- NEBULOUS/Assets/AssetBundles/stock-f2; support-mcc-bomber pointCost 5; literal 6; Sturgeon support socket; Bomber computer. stock-f1 Claymore matches.
- NEBULOUS/Assets/AssetBundles/stock-f1; Claymore engine is shrouded exhaust only; Tanto avionics are HMD and avionics-mcc; Bombers lack articulated nozzles; fighters have the avionics pair.
- NEBULOUS/Assets/AssetBundles/stock-f2; Sturgeon engine shrouded only; Pike has articulated nozzles and no avionics socket; Barracuda has both avionics options; The restriction is frame-specific, not empty.
P-craft-266
Proposed. Modules · Audited revision 2527
Audited text
Turn Rate: +33% || None
Replacement
Turn Rate: +33% || Not on bombers (Claymore and Sturgeon have shrouded exhaust only)
Articulated Nozzles restrictions cell.
Sources
- NEBULOUS/Assets/AssetBundles/stock-f1; Claymore engine is shrouded exhaust only; Tanto avionics are HMD and avionics-mcc; Bombers lack articulated nozzles; fighters have the avionics pair.
- NEBULOUS/Assets/AssetBundles/stock-f2; Sturgeon engine shrouded only; Pike has articulated nozzles and no avionics socket; Barracuda has both avionics options; The restriction is frame-specific, not empty.
P-craft-267
Proposed. Launch and Recovery Sequence · Audited revision 2527
Audited text
Select Armaments -> Give Flight Sortie Command -> Arm -> Traverse -> Launch -> Return to Base -> Traverse -> Disarm -> Repair -> Store
Replacement
Select Armaments -> Give Flight Sortie Command -> Arm on a pad or strikedown slot -> Launch -> pad stays busy for Deck Traversal Time -> Return -> Land -> Disarm while that pad spends its traversal time -> Stored -> Repair if a repair slot is free
Cycle line. Disarm still precedes repair.
Sources
- Game code/Ships/CraftLandingPad.cs; 103-147 and 207-228; Traversal is after takeoff or after the craft is stored, not before launch or before disarm.
- Game code/Ships/CraftCarrierController.cs; 587-605 and 620-628; Storage starts post-flight disarm; repair runs only after status is Stored.
P-craft-274
Proposed. Deck Traversal Time · Audited revision 2527
Audited text
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.
Replacement
Deck Traversal Time is a pad turnaround. After a craft launches, or after it is recovered and stored, that pad cannot take another craft until the traversal time has elapsed. It does not delay the craft that is launching.
First paragraph.
Sources
- Game code/Ships/CraftLandingPad.cs; 103-147 and 392-395; Traversal runs after launch; the pad cannot be reserved again while it runs.
- Game code/Ships/BaseHull.cs; 407; Deck traversal stat initial value is 40 seconds.
P-craft-274, P-craft-275
Proposed. Deck Traversal Time · Audited revision 2527
Audited text
A similar amount of time occurs when a craft is recovered before it is sent to be Disarmed.
Replacement
Recovering a craft also ties up the pad for the deck traversal time (after a short close delay). The craft is stored and starts disarming while that pad wait is still running.
Disarm is queued at storage, not after the recovery traversal wait.
Sources
- Game code/Ships/CraftLandingPad.cs; 103-147 and 392-395; Traversal runs after launch; the pad cannot be reserved again while it runs.
- Game code/Ships/BaseHull.cs; 407; Deck traversal stat initial value is 40 seconds.
- Game code/Ships/CraftLandingPad.cs; RecoverFromPad.InternalCoroutine 209-229; _launchLandingDelay default 266; After close, SetInStorage and PadRecoveryCompleted run, then Wait 2s plus DeckTraversalTime before the pad reservation clears.
- Game code/Ships/CraftCarrierController.cs; HandleHangarStorageChanged 587-604; Adding the craft to storage immediately queues a Postflight traffic order.
P-craft-278
Proposed. Craft Repair · Audited revision 2527
Audited text
Any damaged Craft are repaired after their armaments have been removed but before they are available to be selected to launch from the Hangar.
Replacement
Damaged craft are repaired after disarming, one per free repair slot. A craft that is repairing, or still waiting for a slot, can still be launched, and it sorties with whatever damage it still has.
Disarm-then-repair order is right; repair does not lock the craft out of a player launch.
Sources
- Game code/Ships/CraftCarrierController.cs; Tick 620-641; LaunchCraftFlight 1078-1085; Repair selects Stored craft under 100% health; launch does not check HangarWorkStatus beyond being stored and not already queued, then forces PreFlight.
- Game code/Game/UI/ShipFlightControlMenu.cs; SelectionChanged 493; Launch is disabled only for PostFlight and PreFlight, not Repair.
P-craft-287
Proposed. Preflight Slots · Audited revision 2527
Audited text
This will allow craft to instantely traverse to the launch pad after the previous flight has been returned or sortied.
Replacement
Craft armed there move onto a launch pad as soon as one is free, which is after the previous launch or recovery finishes its deck-traversal wait, and they keep the arming progress already made.
The move itself adds no extra arming, but the previous pad cycle still includes deck traversal.
Sources
- Game code/Ships/CraftCarrierController.cs; 656-667 and 684-690; A launch order without a pad takes a preflight slot; when a pad is reserved the slot is cleared and the same loadout process continues.
- Game code/Ships/CraftLandingPad.cs; LaunchFromPad 140-147; RecoverFromPad 223-229; AvailableForImmediateUse 392-395; Reservation clears only after DeckTraversalTime, and the pad is unavailable while an operation is in progress.
Open questions and withdrawn findings
C-detection-25: Radar
Withdrawn. Audited page
Previously refuted by all three lenses; original error allegation withdrawn.
C-detection-27: Radar
Withdrawn. Audited page
Previously refuted by all three lenses; original error allegation withdrawn.
P-cd-195: Component Damage
Unresolved. Audited page
The nominal 0.2 s period and one-fifth of displayed DPS per hit are source-correct. Constant float32 0.02 s accumulation predicts an 11-tick cadence, but has not been measured here. The proposed one-fourth-and-a-half of listed DPS per hit is wrong: ContinuousRaycastMuzzle lines 21-23 compute listed DPS from the nominal period. Preserve the nominal description and withhold a runtime correction pending stronger validation.
- Stock data/components/Mk600 Beam Cannon.json; parts ContinuousRaycastMuzzle._damagePeriod = 0.2; Nominal 0.2 s damage period on stock beam.
- Game code/Ships/ContinuousRaycastMuzzle.cs; lines 44-52 FixedUpdate _fireAccum += Time.fixedDeltaTime; reset on hit; Damage gated on accumulated fixed timestep, remainder discarded.
- Review calculations and notes; time_manager[0].Fixed Timestep; float32_beam_example.ticks=11; Installed fixed timestep and float32 sum proving 11-tick cadence (source calc, not live combat).
- Stock data/components/Mk600 Beam Cannon.json; parts ContinuousRaycastMuzzle._damagePeriod=0.2; Nominal 5 damage ticks per second field
- Review calculations and notes; time_manager Fixed Timestep 0.019999999552965164; Physics step matches 0.02f accumulation analysis
- Game code/Ships/ContinuousRaycastMuzzle.cs; FixedUpdate 48-52 _fireAccum += Time.fixedDeltaTime; reset on hit; Actual hit cadence follows float accumulation, not ideal 0.2 s
- Stock data/components/Mk600 Beam Cannon.json; Muzzle fields._damagePeriod=0.2; Nominal 5 Hz damage period in data
- Review calculations and notes; TimeManager Fixed Timestep=0.019999999552965164; 0.02 s physics step underpins tick-quantization analysis
- Game code/Ships/ContinuousRaycastMuzzle.cs; FixedUpdate _fireAccum += Time.fixedDeltaTime; reset when >= _damagePeriod; Actual cadence can be slightly below 5/s; not claimed by wiki
- Wiki source at the linked revision; Beam section; Current wording unchanged
- Stock data/components/Mk600 Beam Cannon.json; ContinuousRaycastMuzzle _damagePeriod 0.2; Serialized period is five per second
- Game code/Ships/ContinuousRaycastMuzzle.cs; 48-52; Accumulator resets to 0 instead of keeping the remainder
P-comp-64: Components
Withdrawn. Audited page
Prior audit used incomplete flat dump; gamedata_full Mk81 _temporaryFiringEffects applies hull-sigmult-radar +10.0 for 18 s on fire (DiscreteWeaponComponent). Wiki +1000%/18 s is correct—withdraw correction.
- Game data/gamedata_full.json; entries.Components['Stock/Mk81 Railgun'].monobehaviours[0].fields._temporaryFiringEffects[0]; +10 modifier, 18 s duration
- Game code/Ships/DiscreteWeaponComponent.cs; 441-464; Temporary modifiers applied on muzzle fire
- Review calculations and notes; section 4 gotcha 1; Flat dumps omit _temporaryFiringEffects
P-ew-222: Electronic Warfare
Withdrawn. Audited page
The sentence describes the absence of a hull-shadow gap between sets, explicitly because coverage originates at the ship centre. It does not claim that any pair supplies spherical coverage. The source confirms the common origin and no hull masking; opposite-face advice is a useful addition, not a demonstrated factual correction.
- Stock data/components/ES22 _Pinard_ Electronic Support Module.json; fields._coverage = 51; Hemisphere coverage enum on stock Pinard.
- Game code/Ships/PassiveSensorComponent.cs; lines 170-176 component-frame sector test from provider position; ELINT sectors are mount-oriented hemispheres from ship centre.
- Game code/Game/Sensors/SensorHost.cs; line 39 ProviderPosition = ship transform.position; Origin at ship centre, not antenna mesh.
- Stock data/components/ES22 _Pinard_ Electronic Support Module.json; _coverage raw=51; Four positive-Y hemisphere sectors
- Game code/Ships/PassiveSensorComponent.cs; CanSeeSignature 168-184; Centre-origin direction, component-frame sectors, map-only occlusion
- Wiki source at the linked revision; ELINT section blindspot sentence; Unqualified two-detector claim still present
- Stock data/components/ES22 _Pinard_ Electronic Support Module.json; _longDescription.en opposite sides; fields._coverage=51; Full coverage needs opposite-facing mounts
- Game code/Ships/PassiveSensorComponent.cs; CanSeeSignature _coverage & ClassifySector(); Each detector only sees its covered sectors from ship center
- Wiki source at the linked revision; ELINT section; Unqualified two-detector blind-spot claim still present
- Game code/Ships/PassiveSensorComponent.cs; 170-176; Direction is from the ship provider position and classified in component local space.
- Game code/Utility/SectorExtensions.cs; 9-13; Sector tests use >= 0, so the shared plane is included.
- Stock data/components/ES22 _Pinard_ Electronic Support Module.json; _coverage 51; Each Pinard is one local +Y hemisphere, so opposite faces meet at that plane.
P-general-371: List of Maps
Unresolved. Audited page
The table is explicitly the Eri Server Map List. Local stock/workshop metadata does not establish that server's enabled maps, map version or slot policy. Preserve the observed default-cap discrepancy for owner verification; do not replace a server-specific value from stock fields alone.
- Review calculations and notes; Seven Sisters Info Block _address Stock-Maps/SevenSistersSkirmishInfo; Stock skirmish map Seven Sisters is registered alongside the other vanilla maps
- Game code/Game/Map/BattlespaceInfoBlock.cs; lines 178-185 GetTeamSpawnCount; Lobby team caps come from map info blocks, not the Eri server table alone
P-general-378: List of Maps
Unresolved. Audited page
The table is explicitly the Eri Server Map List. Local stock/workshop metadata does not establish that server's enabled maps, map version or slot policy. Preserve the observed default-cap discrepancy for owner verification; do not replace a server-specific value from stock fields alone.
- NEBULOUS/Nebulous_Data/StreamingAssets/aa/StandaloneWindows64/stockmaps_assets_all_725eb3cbcf19da8f37109c3aeb1a1f2d.bundle; BattlespaceInfoBlock Abyssal Info Block, ints after the Abyssal map-name string; Parsed object bytes: max players 4, team A 2, team B 2.
- Game code/Game/Map/BattlespaceInfoBlock.cs; 178-186; Team size is _teamASpawnCount or _teamBSpawnCount.
- Game code/Game/SkirmishLobbyManager.cs; 625-631; CanPlayerJoinTeam returns false once the team count reaches that cap.
P-general-379: List of Maps
Unresolved. Audited page
The table is explicitly the Eri Server Map List. Local stock/workshop metadata does not establish that server's enabled maps, map version or slot policy. Preserve the observed default-cap discrepancy for owner verification; do not replace a server-specific value from stock fields alone.
- Review calculations and notes; Abyssal Info Block _maxPlayers=4 _teamASpawnCount=2 _teamBSpawnCount=2; Lobby maximum is 2v2 (4 total)
- Game code/Game/SkirmishGameSettings.cs; lines 230-240; Team size limit reads map GetTeamSpawnCount, not prefab spawn-group count alone
P-general-380: List of Maps
Unresolved. Audited page
The table is explicitly the Eri Server Map List. Local stock/workshop metadata does not establish that server's enabled maps, map version or slot policy. Preserve the observed default-cap discrepancy for owner verification; do not replace a server-specific value from stock fields alone.
- NEBULOUS/Nebulous_Data/StreamingAssets/aa/StandaloneWindows64/stockmaps_assets_all_725eb3cbcf19da8f37109c3aeb1a1f2d.bundle; BattlespaceInfoBlock Shooting Gallery Info Block, map name Small Testing Range; Parsed object bytes: max players 4, team A 2, team B 2.
- Game code/Game/SkirmishGameSettings.cs; 230-238; GetMaxPlayersForTeam returns the selected map's team spawn count.
P-general-381: List of Maps
Unresolved. Audited page
The table is explicitly the Eri Server Map List. Local stock/workshop metadata does not establish that server's enabled maps, map version or slot policy. Preserve the observed default-cap discrepancy for owner verification; do not replace a server-specific value from stock fields alone.
- Review calculations and notes; Shooting Gallery Info Block _mapName Small Testing Range _maxPlayers=4 A/B spawn 2; 2v2 cap in current public build
P-general-382: List of Maps
Unresolved. Audited page
No map info block or skirmish/fleet-editor code disables InitialFormations specifically for Stock-Maps/ShootingGalleryInfo; only campaign-fleet editor globally disables formation submode. Footnote may be Eri-server house rule.
- Review calculations and notes; Shooting Gallery Info Block _scenarioSettings []; No serialized formation-disable flag on the stock map info block
- Game code/FleetEditor/FleetEditorController.cs; line 213; Formation submode disabled for campaign fleet edit, not tied to Shooting Gallery map
P-general-383: List of Maps
Unresolved. Audited page
Artefact is a Workshop map; author and player count are not in local game dumps (only the Eri server table asserts them).
- Wiki source at the linked revision; line 13 Artefact | 10 | SubtleHubris; Wiki assertion only
P-general-384: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [10]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3692596103 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [10, 10]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-384; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-386: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [10]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3261294063 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [10]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-386; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-387: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [10]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 2837657528 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [10]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-387; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-388: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 2925472192 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-388; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-389: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 2875764771 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-389; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-390: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3171410777 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-390; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-391: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3648142917 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-391; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-393: List of Maps
Unresolved. Audited page
The table is explicitly the Eri Server Map List. Local stock/workshop metadata does not establish that server's enabled maps, map version or slot policy. Preserve the observed default-cap discrepancy for owner verification; do not replace a server-specific value from stock fields alone.
- Review calculations and notes; Canyon Info Block _maxPlayers/_teamASpawnCount/_teamBSpawnCount; Engine cap 10
P-general-394: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3215852397 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-394; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-395: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [10]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3658152267 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [10, 10]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-395; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-396: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 2865123929 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-396; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-397: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3648140072 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-397; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-399: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3292576588 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-399; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-400: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3748574777 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-400; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-401: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3370070931 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-401; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-402: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 2867569799 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-402; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-403: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3648153905 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-403; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-404: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3370307031 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-404; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-405: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3029890820 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-405; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-407: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3648140580 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-407; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-408: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8, 10]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3796191784 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8, 10]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-408; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-409: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [8]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 2925150813 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [8]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-409; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-410: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [6]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3648389477 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [6, 6]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-410; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-411: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [6]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3692595738 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [6, 6]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-411; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-412: List of Maps
Unresolved. Audited page
Local map capacity fields were independently re-extracted: [6]. The combined claim also includes an author credit and an Eri-server limit; neither is established by those fields. No direct table edit is approved from this partial verification.
- Review calculations and notes; Workshop item 3648148298 / maps[].fields._maxPlayers, class, CAB and path_id; Fresh class-identified serialized capacity values: [6, 6]. The bundle path and SHA-256 are retained in this record.
- Wiki source at the linked revision; section List of maps; assigned claim P-general-412; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-general-452: Campaign Guide
Unresolved. Audited page
Campaign ships track ConsumedFuel against hull FuelUnitCapacity; stations expose ShipFuelStorage refuel service—running dry blocks sustained map operations (exact ‘left behind’ UI not fully traced here).
- Game code/Campaign/Entities/ShipEntity.cs; _consumedFuel FuelUnitCapacity; Fuel consumption model exists
- Game code/Campaign/Stations/StationDockingPoint.cs; FuelServiceAvailable; Stations can refuel docked ships
P-general-459: Campaign Guide
Unresolved. Audited page
Campaign boarding uses StationBoardingPoint/ship boarding to transfer stores from wrecks and stations; skiffs are small craft suited to scout—high-level description matches systems present.
- Game code/Campaign/Stations/StationBoardingPoint.cs; IsBoardingPoint true; Boarding mechanic in campaign
- Stock data/spaceframes/AN Skiff.json; _frameClass Skiff; Skiff frame exists for scouting roles
P-general-460: Campaign Guide
Unresolved. Audited page
Reactor overload/critical failure is documented in tutorials; HUD exposes DANGER markers—prudent to undock from unstable wrecks.
- Game data/loc_en.json; TUTORIAL_1_3_SUBTITLE_36–38 reactor bloom; Game warns about wreck reactor hazards
- Game data/loc_en.json; UI_HUD_DANGER; Danger UI string used in HUD
P-general-498: Campaign Guide
Unresolved. Audited page
Craft rearm from ship magazines/VLS is standard (Riposte is ship-launched defensive missile); moving Ripostes to bulk magazine enables fighter loadouts—consistent with craft arming from ship stores.
- Game code/Ships/BaseCraftHangarComponent.cs; craft arming from platform storage; Fighters draw munitions from mothership storage systems
P-general-505: Campaign Guide
Unresolved. Audited page
Campaign loot/salvage tables for SGM-122 Bolt from enemy ships are not fully enumerated in local dumps; claim is logistical flavor.
- Wiki source at the linked revision; wikitext line 65; Current wording and attribution; this establishes text/advice presence, not independent proof of a game mechanic.
P-intel-7: Intelligence
Unresolved. Audited page
The independent lenses disagree: units: PLAUSIBLE — Per-target DoWork keeps the largest contribution within one Update frame (IntelligenceTargetObject.cs:519-524), matching “highest component” on one ship. Each ship applies intel on its own 0.25 s coroutine (ShipController.cs:3214-3234), so two teammates can both apply work in different frames unless ticks align—wiki’s Solomon example asserts exclusive team-wide 19.5 pt/s, which code does not guarantee. Refutation: if all ships share tick phase, same-frame max could approximate team max; spawn alignment unproven without live observation.; code: CONFIRMED — Intel work lands on the target’s IntelligenceTargetObject.DoWork, which keeps the maximum work for the current frame then Update consumes and clears it. Each ship’s 0.25 s CoroutineInternalTick calls DoIdentificationWorkOnTracks; remote IC can work _remoteTracks. Same-frame contributions max; offset ship ticks can apply work in separate frames. Wiki’s team-wide ‘only best Solomon’ oversimplifies. Refutation: all ships spawn aligned — phase alignment not proven without live test, but per-frame max + independent coroutines still makes exclusive team max not guaranteed.; reading: PLAUSIBLE — On one target, IntelligenceTargetObject.DoWork keeps the maximum work submitted in a single server frame; multiple intel components on the same ship in one 0.25 s tick therefore do not stack. Each ship runs its own 0.25 s intel coroutine, so two teammates can both apply work on remote-capable centers if their ticks land in different frames—whether the Solomon example strictly uses only 19.5 pt/s team-wide is not settled from static code alone.
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 460-485 per-frame apply; 519-524 max _workThisFrame; Within-frame max, not sum, for concurrent DoWork calls.
- Game code/Game/Units/ShipController.cs; lines 3214-3234 CoroutineInternalTick 0.25f; DoIdentificationWorkOnTracks(intel.IntelEffort * 0.25f); Independent per-ship intel ticks.
- Wiki source at the linked revision; Intel Effort example Solomon 19.5pt/s; Current wiki still states exclusive team max in example.
- Game code/Game/Intel/IntelligenceTargetObject.cs; DoWork 519-525; Update 460-485; Per-frame max then reset
- Game code/Game/Units/ShipController.cs; CoroutineInternalTick 3214-3236; Independent 0.25 s intel ticks per ship
- Game code/Game/Sensors/SensorContext.cs; DoIdentificationWorkOnTracks 422-439; Remote-capable intel works networked tracks
- Game code/Game/Intel/IntelligenceTargetObject.cs; DoWork: if (work > _workThisFrame) _workThisFrame = work; Per-target max per frame, not sum
- Game code/Game/Units/ShipController.cs; CoroutineInternalTick 0.25f; DoIdentificationWorkOnTracks(intel.IntelEffort * 0.25f); Independent per-ship tick phase
- Wiki source at the linked revision; Intel_Effort lead + Solomon example; States global max effort; cross-ship exclusivity not proven
- Game code/Game/Intel/IntelligenceTargetObject.cs; lines 460-485 and 519-524; Max work is per frame, then the frame accumulator is cleared.
- Game code/Game/Units/ShipController.cs; lines 2363 and 3214-3234; Each ship starts its own 0.25 s tick at initialization.
- Game code/Game/Sensors/SensorContext.cs; lines 422-439; A remote-capable component works the network track list, which still calls the same per-target DoWork.
- Stock data/components/Analysis Annex.json; Modifiers intel-effort +0.3; The 15*1.3 = 19.5 arithmetic in the example matches the annex modifier.
P-md-65: Missile Defense
Unresolved. Audited page
Weighted-random target selection establishes probabilistic behavior, but does not disprove near-100% effectiveness for an unspecified optimized setup. The claim needs a concrete loadout and measured outcomes before a numeric effectiveness correction is justified.
- Game code/Munitions/ActiveSeeker.cs; 452-460; Random.Range weighted lottery among candidate signatures
- Wiki source at the linked revision; line 46; Still claims near 100% effectiveness
- Wiki source at the linked revision; line 49; Concedes RNG element for missiles
P-md-119: Missile Defense
Withdrawn. Audited page
The wiki gives a sufficient example, not a minimum requirement. The FM280 Raider fits a Keystone and reaches about 227 wake at flank, above 175. Other fits crossing the threshold do not invalidate that example.
- Stock data/hulls/Keystone Destroyer.json; fields._wakeSigStrength = 150.0; Stock Keystone base wake signature.
- Stock data/components/FM280 _Raider_ Drive.json; Modifiers hull-sigpower-wake _modifier = 0.2; Raider wake bonus fits Keystone.
- Game code/Game/Units/ShipController.cs; line 554 flank hull-sigpower-wake +0.33; UpdateFlankWakeModifier 5361-5370; Flank wake multiplier applied while throttle == Flank.
- Stock data/hulls/Keystone Destroyer.json; _wakeSigStrength 150.0; Base wake stat
- Stock data/components/FM280 _Raider_ Drive.json; Modifiers hull-sigpower-wake _modifier 0.2; Raider raises wake at all speeds while burning
- Game code/Game/Units/ShipController.cs; _flankWakeModifier 554; UpdateFlankWakeModifier 5361-5369; +33% wake modifier while throttle is Flank
- Stock data/missilecomponents/Wake-Thermal Seeker.json; _allAspectValSigStrength=175.0; THERM all-aspect validation threshold
- Stock data/hulls/Keystone Destroyer.json; _wakeSigStrength=150.0; Base wake signature strength
- Stock data/components/FM280 _Raider_ Drive.json; Modifiers hull-sigpower-wake _modifier=0.2; 180 effective while burning at normal speed
- Game code/Game/Units/ShipController.cs; _flankWakeModifier hull-sigpower-wake +0.33; Flank raises wake further
- Stock data/hulls/Keystone Destroyer.json; _wakeSigStrength 150; largest module socket 8x8x6; Base wake and the socket FM580 cannot occupy.
- Stock data/components/FM280 _Raider_ Drive.json; size 5x3x5; hull-sigpower-wake +0.2; Fits, and cruise wake is 150*1.2 = 180.
- Game code/Game/Units/ShipController.cs; line 554; Flank adds hull-sigpower-wake +0.33.
- Stock data/missilecomponents/Wake-Thermal Seeker.json; _allAspectValSigStrength 175; 175 is the all-aspect threshold the sentence is talking about.
P-missiles-358: Munition:sgm-2-temptest
Already fixed. Audited page
The audited sentence said Killjoys seduce HOJ, ARAD, and pARAD. Pulsed ARAD is SensorsOnly, CanPursueJamming is false, and a Killjoy has no passive-radar signature, so it cannot seduce that seeker. HOJ and all-signal ARAD can pursue the jammer's platform. Revision 2548 removed that sentence. The current Killjoy paragraph names Home On Jam and Fixed Anti-Radiation seekers, and says active and semi-active seekers are blinded. It does not name pARAD.
- Review calculations and notes; line 52; Audited text: seduce HOJ/ARAD/pARAD
- Wiki source at the linked revision; lines 56-59; Current text no longer names pARAD
- Game code/Munitions/ModularMissiles/Descriptors/Seekers/PassiveARHSeekerDescriptor.cs; lines 13-16 and 63; SensorsOnly pulsed ARAD has CanPursueJamming false
P-modding-67: Modding/Tools
Unresolved. Audited page
Limitation of external AssetStudio on particles and radar signatures is tool documentation, not game data.
- Wiki source at the linked revision; line 4; Wiki states extraction limits
P-modding-70: Modding/Tools
Unresolved. Audited page
Relative maintenance and extraction breadth of AssetRipper vs AssetStudio is external-tool opinion, not game-verifiable.
- Wiki source at the linked revision; line 12; Wiki comparative claim
- Review calculations and notes; supported Unity versions; upstream index commit dates; Current AssetRipper development and broader Unity-version support are documented; relative export breadth remains unspecified. Source
P-modding-71: Modding/Tools
Unresolved. Audited page
AssetRipper shader/VFX graph limitation is third-party tool behavior, not in nebdc sources.
- Wiki source at the linked revision; line 12; Wiki limitation statement
- Review calculations and notes; Shader Decompilation; Shader decompilation is documented, which is distinct from reconstructing authoring graphs. The blanket graph claim remains unverified. Source
P-modding-75: Modding/Tools
Unresolved. Audited page
Octree Viewer install steps are community script instructions; auto-creating Battlespace and warnings are plausible but not in game decompile.
- Wiki source at the linked revision; lines 21-27; Usage bullet list
- Game code/Game/Map/Battlespace.cs; PathfindingOctree property; Battlespace hosts octree data
P-modding-76: Modding/Tools
Unresolved. Audited page
Removing editor-only scripts before export is standard Unity modding practice; not encoded in game binaries here.
- Wiki source at the linked revision; line 26; Wiki warns about missing-script errors
P-modding-77: Modding/Tools
Unresolved. Audited page
The download uses an expiring Discord CDN URL. A durable source link or a verified replacement script is not available in this review; owners should supply a current download rather than an invented URL.
- Wiki source at the linked revision; line 29; Attachment URL with ex= token
P-modding-78: Modding/Tools
Unresolved. Audited page
AGM's Toolkit is external Unity editor tooling; purpose statement not in nebdc sources.
- Wiki source at the linked revision; lines 31-33; Toolkit description
P-modding-79: Modding/Tools
Unresolved. Audited page
Install steps for AGM's Toolkit are community documentation; not verified against toolkit source in this workspace.
- Wiki source at the linked revision; lines 35-46; Install instructions text
P-modding-81: Modding/Tools
Unresolved. Audited page
Menu option names and behaviors are AGM's Toolkit UI documentation, not game code.
- Wiki source at the linked revision; lines 53-62; Usage menu description
P-modding-83: Modding/Tools
Unresolved. Audited page
Toolkit render-pipeline error on Unity load is external script behavior; NEBULOUS uses HDRP but toolkit source not present to confirm.
- Wiki source at the linked revision; line 60; Wiki pipeline warning
P-modding-87: Modding/Tools
Unresolved. Audited page
Cole's Template contents are described on the wiki; Google Drive template not inspected in read-only pass.
- Wiki source at the linked revision; lines 70-72; Template content description
P-modding-221: Modding/ModdingUpdates
Unresolved. Audited page
Performance and texture-memory claims are dev assertions; no benchmark evidence in decompile dumps.
- Wiki source at the linked revision; 15; Quote reproduced
P-modding-222: Modding/ModdingUpdates
Unresolved. Audited page
Loading-time improvement not measurable from static sources.
- Wiki source at the linked revision; 15; Quote reproduced
P-modding-253: Modding/Tips
Unresolved. Audited page
Paint tints are shader parameters _BasePaintTint/_StripePaintTint on hull materials (HullSegmentBasic.cs); no serialized ffc3c3c3 value appears in decompile or gamedata dumps. Value is a modding texture-authoring convention on the wiki.
- Game code/Ships/HullSegmentBasic.cs; lines 15-17, 126-127; Paint applied via tint colors, not fixed hex in code
- Wiki source at the linked revision; line 3; Wiki documents ffc3c3c3
P-modding-254: Modding/Tips
Unresolved. Audited page
Same as primary paint: stripe tint is _StripePaintTint with no ffe6e6e6 in game data dumps; wiki art guideline only.
- Game code/Ships/HullSegmentBasic.cs; line 17 _stripeTintParam; Stripe color is runtime tint, not stored hex
- Wiki source at the linked revision; line 4; Wiki documents ffe6e6e6
P-munmis-265: Munitions & Missiles
Unresolved. Audited page
The 200 m displayed pushoff stat describes thrust time times speed, not total travel. Fresh Rigidbody extraction confirms mine drag 0.05, and LoiteringMissile leaves velocity during pre-arm coast. A long burn plus coast can approach 480 m; the stated roughly 500 m ceiling is not disproved by the UI field. Exact maximum travel is unresolved without a complete motion derivation or measurement.
- Stock data/munitions/S3 Mine.json; _pushoffFlightTime=20, _pushoffTimeDeviation=8, _thrusterMaxSpeed=1.0, _flyoutHalfAngle=40; Stock mine pushoff timing and speed raw fields.
- Game code/Munitions/LoiteringMissile.cs; line 274 Pushoff Distance format uses _pushoffFlightTime * _thrusterMaxSpeed * 10f; In-game stat formula → 200 m for S3.
- Wiki source at the linked revision; Mines section: mines will move up to 500m away; Wiki still states 500 m.
- Stock data/munitions/S3 Mine.json; _pushoffFlightTime 20, _pushoffTimeDeviation 8, _thrusterMaxSpeed 1.0; Pushoff parameters for stat line
- Game code/Munitions/LoiteringMissile.cs; GetDetailTextInternal 274 Pushoff Distance formula; UI/stat consumer of pushoff distance
- Wiki source at the linked revision; Mines section 500m sentence; Wiki still claims 500 m
- Stock data/munitions/S3 Mine.json; _pushoffFlightTime=20.0, _pushoffTimeDeviation=8.0, _thrusterMaxSpeed=1.0, _flyoutHalfAngle=40.0; Serialized pushoff timing and speed
- Game code/Munitions/LoiteringMissile.cs; GetDetailText Pushoff Distance: _pushoffFlightTime * _thrusterMaxSpeed * 10f; In-game stat is 200 m for stock S3 mine
- Wiki source at the linked revision; Mines section opening sentence; Still claims 500 m
- Game code/Munitions/LoiteringMissile.cs; lines 274, 437-452 and 582-589; UI pushoff distance is 200 m; thrust stops at pre-arm while drag is unchanged
- NEBULOUS/Assets/AssetBundles/stock-f2; Rigidbody on M-30, M-30-N and M-50, drag 0.05, mass 1; Post-burn coast is on the order of 200 m
- Game data/gamedata_full.json; Munitions Stock/S3 Mine _pushoffFlightTime 20, _pushoffTimeDeviation 8, _thrusterMaxSpeed 1, _armingDelay 90; Burn window and arming time used in the coast estimate
- Review calculations and notes; M-30, M-30-N and M-50 Rigidbody entries: drag 0.05000000074505806; Post-thrust coast cannot be excluded by reading the pushoff stat alone.
P-shipsANS-216: Ship:vauxhall
Already fixed. Audited page
The audited Vauxhall sentence said several E71 'Blanket' Jammers and linked e71-blanket-jammer. E71 is Hangup; Blanket is E90. Current revid 2324 says E90 'Blanket' Jammers and links e90-blanket-jammer. Original error confirmed; current text fixed.
- Review calculations and notes; line 49; Audited text said E71 'Blanket' Jammers
- Wiki source at the linked revision; line 49; Current text says E90 'Blanket' Jammers
- Stock data/components/E71 _Hangup_ Jammer.json; component identity; E71 prefab is Hangup, not Blanket
P-shipsANS-355: Ship:raines
Already fixed. Audited page
The audited Raines text linked Blanket Jammer to e71-blanket-jammer. E71 is the Hangup comms jammer; Blanket is the E90 radar jammer. The current page (revid 2321) links component:e90-blanket-jammer in both Air Defense and MMF builds. The original error was real and the current sentences are fixed.
- Review calculations and notes; lines 225 and 228; Audited source linked Blanket Jammer to e71-blanket-jammer
- Wiki source at the linked revision; lines 225 and 228; Current source links e90-blanket-jammer
- Stock data/components/E90 _Blanket_ Jammer.json; save key / class; Blanket is the E90; E71 Hangup is a different prefab
P-shipsOSP-8: Ship:marauder
Already fixed. Audited page
The audited sentence said Marauders are the only randomly generated hull. Bulk Hauler and Container Hauler Refit are both RandomModularHull and both visible in the fleet editor. Civ Bulk Hauler and the unrefit Container Hauler are the same class but hidden. Current revid 2342 says "one of only two" and names the Moorline. Original error confirmed; current wording matches the two buildable hulls.
- Review calculations and notes; line 36; Audited text said the only randomly generated hull
- Wiki source at the linked revision; line 36; Current text says one of only two, the other being the Moorline
- Stock data/hulls/Container Hauler Refit.json; parts[0].class and _hideInFleetEditor; Moorline is RandomModularHull and not hidden
P-shipsOSP-231: Ship:ocello
Unresolved. Audited page
The S1 pass established that Ocello mounts 8 and 9 are not the side C1 pair. However, the final editorial evidence did not establish the current named Cobalt fleet fit. Socket geometry alone cannot identify fitted equipment. The historical fleet-file citations are preserved in the audit trail, but this loadout-specific replacement is withheld pending a scoped fleet-file verification; Starter Fleet Guide verification remains deferred.
- Wiki source at the linked revision; Cobalt mounts 4 5 8 9; Incorrect Cobalt mount list
- Review calculations and notes; Ocello MT10/MT11 side positions; Side C1 pair is 10/11 not 8/9
P-shipsOSP-828: Ship:journeyman
Withdrawn. Audited page
This exact claim says reactors fit and allow radars plus multiple FDTS, which the source supports. The separate false claim that two FDTS alone require a reactor is already corrected by P-shipsOSP-820. Do not count a valid combined-load example as another error.
- Stock data/components/Civilian Reactor.json; ResourcesProvided Power 3650; _size 5×5×5; Reactor size and output.
- Stock data/components/BW800 Drive.json; ResourcesProvided Power _amount 300; Each small drive 300 kW.
- Stock data/components/Flight Deck Traversal System.json; ResourcesRequired Power 200; _onlyWhenOperating 0; 200 kW per FDTS baseline draw.
- Game code/Ships/ResourcePool.cs; lines 119-127 Consume when AmountRemaining >= amount; Equal supply/demand succeeds.
- Stock data/components/BW800 Drive.json; ResourcesProvided Power _amount 300; Two drives → 600 kW
- Stock data/components/Flight Deck Traversal System.json; ResourcesRequired Power _amount 200, _onlyWhenOperating 0; Two FDTS → 400 kW baseline
- Game code/Ships/ResourcePool.cs; Consume 119-127 AmountRemaining >= amount; Equal supply meets demand
- Wiki source at the linked revision; Modules and Drive Setup reactor/FDTS sentences; Overbroad reactor requirement still stated
- Stock data/components/Flight Deck Traversal System.json; ResourcesRequired Power _amount=200; 400 kW for two FDTS
- Stock data/components/BW800 Drive.json; ResourcesProvided Power _amount=300; 600 kW from two BW800s
- Stock data/components/Civilian Reactor.json; ResourcesProvided _amount=3650; _size 5×5×5; Reactor fits drive slot size and powers heavy loads
- Wiki source at the linked revision; Modules + Drive_Setup; Overbroad reactor requirement for FDTS
- Stock data/components/Civilian Reactor.json; _size and ResourcesProvided Power; 5×5×5, +3650 kW; Boosted Reactor is 5×5×5 and +5000 kW
- Stock data/hulls/Ore Carrier.json; Module 1 and Module 2 _size; MOD1 6×6×6, MOD2 5×10×8
- Game code/Ships/HullComponent.cs; lines 1409-1411; RotateAxis.AnyAxis (serialized 2) fits by sum of squares
Scope
The Starter Fleet Guide and 481 low-priority findings were not rechecked in this review. Historical matches and advice remain in the local report for reference.
No gameplay trials were run for this review. Proposed replacements describe the audited game build.
Attribution
Wiki quotations and proposed wiki text: CC BY-SA 4.0. Attribution to the NEBULOUS wiki contributors through the article and revision links above. Game code and assets are not included.


