The spacecraft designerCraft Stat Panel Highlighted to see effects of Component Changes in Green/Red
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.
Spacecraft Mechanics
Controls
Right-Click Commands
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.
Right-click commands
Object clicked
Modifier
Requirements
Action
Explanation
Space
None
Move
Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship 'move to position' hotkey.
Friendly Ship
None
Guard/Orbit
Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship's PD controller and will attack incoming threats.
Friendly Ship
Shift
Landing Pad
Land
Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.
Friendly Craft
None
Guard/Orbit
Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft's PD controller and will attack incoming threats.
Friendly Craft
Shift
Target of same craft type
Merge flight
Craft will join with the target craft/flight to form a unified flight.
Enemy Ship
None
Attack Ship
Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft's set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.
Enemy Ship
Shift
Craft has standoff illuminator/Jammer/EO module
Designate target for Illumination/Jamming/Scanning
Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.
Enemy Craft
None
Attack Craft
Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft's set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.
Stance Controls
The craft stance controls
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:
HBURN (Engine Hard Burn)
State
Behaviour
OFF
Craft will fly at their cruise speed, using the regular amount of fuel.
ON
Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (varies by craft type)
FORM (Formation Type)
State
Behaviour
WEDGE
Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.
LINE
Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.
CROSS
Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.
ECHE
Craft flights will fly in an echelon (diagonal line) shaped pattern.
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.
MNVR (Maneuvering posture)
State
Behaviour
DIRECT
Craft will fly straight towards their destination, and remain still when loitering.
JUKE
Craft will constantly make small directional changes as they fly or loiter.
EVADE
Craft will constantly make large directional changes as they fly or loiter.
STNCE (Stance)
State
Behaviour
PSV
Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft attack.
AGRSV
When not already attacking, craft attack the nearest enemy craft within about 5 km. Does not trigger on missiles.
EVASV
Craft will not automatically engage enemy craft, including when attacked or while guarding. They still dodge attacks with their normal evasion.
WRTB (Return To Base, by Weapon Status)
State
Behaviour
SKOSH
Craft will automatically return to base once all missiles in the flight are expended.
WINCH
Craft will automatically return to base once all ammo, including guns, in the flight is expended.
NEVER
Craft will not automatically return to base.
COHER (Combat Coherence)
State
Behaviour
AUTO
Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.
FOCUS
Craft will always attack the selected target.
SPLIT
Craft will always attack multiple different targets.
SALVO (Missile/Bomb Salvo Size)
State
Behaviour
AUTO
Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.
ONE
Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.
TWO
Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.
THREE
Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.
FOUR
Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.
UNLIM
Craft will fire missiles regardless of missiles already in flight.
The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).
* Craft ordered to attack other craft 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.
Craft will not automatically close with the enemy group to use guns, even when out of missiles.
Craft will only dogfight with guns if the enemy is within about 1 km beyond gun range, or they were already in gun range when the attack order was issued.
RANGE (Attack Range)
State
Anti-Craft
Anti-Ship
STND-IN
Close to 4000m or 75% of munition max range, whichever is closer
Close to 4000m or 95% of munition max range, whichever is closer
STND-OF
Close to 75% of munition max range
Close to 95% of munition max range
GUN
Close to gun range
Same as STND-IN Anti-Ship
ATGT (Attack Target)
State
Behaviour
ALL
TO DO
ENGINE
TO DO
DEFWEP
TO DO
OFFWEP
TO DO
SENSOR
TO DO
RADAR (Radar Emissions Control)
State
Behaviour
ON
TO DO
OFF
TO DO
DEFND (Missile Self-Defense)
State
Behaviour
AUTO
TO DO
MAN
TO DO
DFTAC (Missiles Self-Defense Tactics)
State
Behaviour
AUTO
Craft will follow the default evasion behavior for the seeker targeting them
NOTCH
Craft will turn perpendicular to the missile threat, presenting a side profile in the hopes that seduced missiles will be unable to re-acquire[1]
SCRAM
Craft will run away from the missile threat, attempting to get out of range
OUT-G
Craft will attempt to out-pull the missile as it gets close
CMSR (Countermeasure Usage)
State
Behaviour
AUTO
Fighters fire countermeasures at radar and IR seekers only. Bomber and Scout frames also fire them when they fall back to fleeing from any other missile.
ALL
Craft will fire counter measures against all missile seekers, even if the seeker type is not seduced by them[2]
NEVER
Craft will not fire counter measures
Launching Craft
Craft Stats
(Size, HP, Threat Size, etc.)
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter's loadout is 1.0 weight, such as when equipping jam pods and no other weight.
ANS
Name
Type
Base Cost
Size/Pad Size
PD Threat Size
HP
Armor
CMD Control Cap
Speed m/s (Idle/Cruise/Hburn)
Speed m/s -17% (Idle/Cruise/Hburn)
Speed m/s -33% (Idle/Cruise/Hburn)
Fuel (Capacity/Loiter Time/Range)
RS-35 Halberd
Skiff
15
1/6x6
1
130/+30
3mm
1/+1
20/45/68
N/A
N/A
1,200/33:20/36km
E-44 Sundial
SEWAC
75
2/10x10
1
135/+30
3mm
0
25/60/90
N/A
N/A
2000/42:40/60km
PF-440 Tanto
Interceptor
8
1/6x6
2
50/+30
1.75mm/+1.25mm
0/+1
35/113/169
35/94/141
35/75/113
1200/11:26/73km
B-86 Claymore
Bomber
12
2/10x10
3
135/+30
3mm/+1.25mm
0/+6
30/65/98
N/A
N/A
2000/13:20/43km
OSP
Name
Type
Base Cost
Size/Pad Size
PD Threat Size
HP
Armor
CMD Control Cap
Speed m/s (Idle/Cruise/Hburn)
Speed m/s -17% (Idle/Cruise/Hburn)
Speed m/s -33% (Idle/Cruise/Hburn)
Fuel (Capacity/Loiter Time/Range)
RS-35 Halberd
Skiff
15
1/6x6
1
130/+30
3mm
1/+1
20/45/68
N/A
N/A
1,200/33:20/36km
RF-286 Pike
Scout
8
1/6x6
1
40/+30
1mm
0
40/131/196
N/A
40/88/132
500/11:07/65km
PF-386 Barracuda
Strike Fighter
8
1/6x6
2
60/+30
1.75mm/+1.25mm
0/+1
35/101/176
35/84/147
35/67/118
900/10:00/60km (1,900 with Fuel Tanks)
B-45 Sturgeon
Bomber
12
2/10x10
3
135/+30
3mm/+1.25mm
0/+6
30/60/90
N/A
N/A
1700/13:36/41km
Craft Radar Stats
Craft radars are broadly very similar, though they have some small differences.
Craft
Radar Shape
FOV
Range
Radiated Power
Gain
Aperture Size
Sensitivity
Positional Error
Velocity Error
Can Lock?
Lock Error Mult.
RS-35 Halberd
Omnidirectional
360
4000m
750kW
60dB
20m2
-35
35m
1m/s
Yes
.05
Internal Radar (Advanced)
Omnidirectional
360
8000m
750kW
90dBm
40m2
-39dB
40m
1m/s
Yes
0.05 (lock held only within 2,000 m)
E-44 Sundial
Omnidirectional
360
10000m
750kW
100dB
80m2
-39
40m
1m/s
No
N/A
PF-386 Barracuda
Front-Facing Cone
60 deg.
3000m
750kW
60dB
20m2
-35
25m
2.5m/s
Yes
.05
PF-440 Tanto
Front-Facing Cone
60 deg.
3000m
750kW
60dB
20m2
-35
25m
2.5m/s
Yes
.05
RF-286 Pike
Front-Facing Cone
60 deg.
3000m
750kW
60dB
20m2
-35
30m
.5m/s
No
N/A
B-45 Sturgeon
Front-Facing Cone
60 deg.
4000m
750kW
60dB
20m2
-35
30m
.5m/s
Yes
.05
B-86 Claymore
Front-Facing Cone
60 deg.
4000m
750kW
60dB
20m2
-35
25m
.5m/s
Yes
.05
Craft and missile cross-sections
Craft radar cross-section by angle (m², before modifiers)
Craft
Radar box, m (width × height × length)
Side-on (displayed)
Nose-on
45° off nose, level
Peak, banked 45° (angle off nose)
PF-440 Tanto
42 × 42 × 46
1,932
1,764
2,613
3,252 (57°)
RF-286 Pike
44 × 44 × 60
2,640
1,936
3,236
4,206 (63°)
PF-386 Barracuda
57.5 × 57.5 × 70
4,025
3,306
5,184
6,583 (60°)
B-86 Claymore
42.5 × 42.5 × 55
2,338
1,806
2,930
3,767 (61°)
B-45 Sturgeon
77.5 × 77.5 × 90
6,975
6,006
9,179
11,549 (59°)
RS-35 Halberd, E-44 Sundial
90 × 90 × 110
9,900
8,100
12,728
16,175 (60°)
Detection ranges
Detection range in km: nose-on / side-on / peak. Stock radar stats; no jamming, burnthrough or hull modifiers.
Target
RS35 Frontline radar (8 km)
RS41 Spyglass radar (11.5 km)
R550 Early Warning radar (18 km)
E-44 Sundial
ADVR Skiff Radar
PF-440 Tanto
5.0 / 5.1 / 5.8
8.5 / 8.7 / 9.9
9.9 / 10.2 / 11.6
8.5 / 8.7 / 9.95
Tanto with Stealth Coating
4.2 / 4.3 / 4.9
7.1 / 7.3 / 8.3
8.4 / 8.5 / 9.7
RF-286 Pike
5.1 / 5.5 / 6.2
8.7 / 9.4 / 10.5
10.2 / 11.0 / 12.3
PF-386 Barracuda
5.8 / 6.1 / 6.9
9.9 / 10.4 / 11.5†
11.6 / 12.2 / 13.8
B-86 Claymore
5.0 / 5.4 / 6.0
8.5 / 9.1 / 10.2
10.0 / 10.7 / 12.0
B-45 Sturgeon
6.8 / 7.0 / 8.0
11.5 / 11.5† / 11.5†
13.5 / 14.0 / 15.9
RS-35 Halberd, E-44 Sundial
7.3 / 7.7 / 8.0†
11.5† / 11.5† / 11.5†
14.5 / 15.3 / 17.3
S1-size missile
2.7 / 3.4 / 3.8
4.6 / 5.8 / 6.4
5.4 / 6.9 / 7.5
S2-size missile
3.9 / 4.3 / 4.8
6.5 / 7.2 / 8.1
7.7 / 8.5 / 9.5
SGT-300 Pilum
4.2 / 5.4 / 5.9
7.2 / 9.1 / 10.0
8.4 / 10.7 / 11.8
† The radar's maximum range is reached first. The game adds half the target's length to the maximum, so these targets are seen up to 55 m beyond it.
Craft radars reach 3 km (fighters) or 4 km (Halberd, Claymore, Sturgeon). A 3 km craft radar sees every craft out to its full range. A 4 km one falls slightly short against the Tanto, Pike and Claymore from some angles (3.7–4.0 km).
Against small missiles craft radars fall well short. A 4 km craft radar sees a Balestra-size missile at 2.0 / 2.6 / 2.8 km.
The E-44 Sundial's 10 km radar sees a Tanto at 8.5 / 8.7 / 9.95 km.
Signature modifiers
Source
Radar signature
Detection range
Stealth Coating (craft fuselage)
−50%
×0.84
Flight of 6–10 craft
+15%
×1.04
Flight of 11–15 craft
+30%
×1.07
Flight radars off
−5%
×0.99
Radar Absorbent Coating (missile support module)
−40%
×0.88
Craft modifiers multiply: the craft's own stat × the flight's stat.
The flight-size values are the defaults in the game code. The values set for flights in the game data were not read.
If a flight has two modifiers, the smaller one counts at only about 37% of its value. A flight of 6–10 craft with radars off is +13%, not +10%.
Designing Craft
(Different types of craft, ships that can carry craft, etc.)
Craft Carrying Ships
Loadouts (ANS)
Example Tanto Craft Screen
RS-35 Halberd
Classification
N
E1
E2
E3
E4
MP
Missiles & Pods
S1
S1
S1
S1
Other Munitions
35mm*
35mm*
Component
Option 1
Option 2
Option 3
Nose
35mm Gun
Mission Package
ELINT Sensor
Spring Masquerade
35mm Gun
Avionics
Helmet-Mounted Display
Missile Control Computer
Fuselage
Ablative Foam
Engine
Articulated Nozzle
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
E-44A Sundial
No Offensive Weapon Options
Component
Option 1
Option 2
Option 3
Mission Package
ELINT Sensor
Fuselage
Ablative Foam
Engine
Articulated Nozzle
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
PF-440 Tanto
Classification
N
W1
W2
B1
B2
B3
B4
W3
W4
Pods
Illum. Pods
Illum. Pods
Jam. Pods
Jam. Pods
Mssiles & Bombs
FBU-15
FBU-15
FBU-15*
FBU-15*
FBU-15*
FBU-15*
FBU-15
FBU-15
KBU-15
KBU-15
KBU-15*
KBU-15*
KBU-15*
KBU-15*
KBU-15
KBU-15
S1
S1
S1*
S1*
S1*
S1*
S1
S1
S2*
Other Munitions
20mm*
15mm*
35mm *
35mm
35mm
Component
Option 1
Option 2
Option 3
Option 4
Nose
20mm Gun
35mm Gun
15mm Gun
Nose Illuminator
Centerline
S1 Missile Bays
S2 Missile Bays
Centerline Fuel Tank
Avionics
Helmet-Mounted Display
Missile Control Computer
Fuselage
Ablative Foam
Ceramic Tile
Stealth Coating
Engine
Articulated Nozzle
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
B-86 Claymore
Classification
B1
B2
B3
B4
B5
B6
B7
B8
Bombs
KBU-22*
KBU-22
KBU-22*
KBU-22*
KBU-22
KBU-22*
KBU-22
KBU-22
CBU-40*
CBU-40*
Missiles
S2*
S2*
S2*
S2*
S2*
S2*
S3*
S3*
Component
Option 1
Option 2
Option 3
Centerline
S2 Missile Bays
S3 Missile Bays
Fuselage
Ablative Foam
Ceramic Tile
Stealth Coating
Support
Missile Decoy Projector
Missile Control Computer
Engine
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
Loadouts (OSP)
RS-35A Halberd
Classification
N
E1
E2
E3
E4
MP
Missiles & Bombs
S1
S1
S1
S1
Other Munitions
35mm*
35mm*
35mm Flech*
35mm Flech*
Component
Option 1
Option 2
Option 3
Option 4
Nose
35mm Gun
Mission Package
Wake Sensor
Ferryman Masquerade
35mm Gun
Internal Radar (Advanced)
Avionics
Helmet-Mounted Display
Missile Control Computer
Fuselage
Ablative Foam
Engine
Articulated Nozzle
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
Barracuda
Classification
N
T1
T2
B1
B2
B3
B4
T3
T4
Pods
Fuel Tanks
Fuel Tanks
Illum. Pods
Illum. Pods
Jam. Pods
Jam. Pods
Missiles & Bombs
S1
S1
S1
S1
S1
S1
S1
S1
KBU-15
KBU-15
KBU-15
KBU-15
KBU-15
KBU-15
KBU-15
KBU-15
R-1
R-1
R-1
R-1
R-2
R-2
S2
S2
Other Munitions
20mm*
35mm Flech.*
35mm Flech.
35mm Flech.
35mm*
35mm
35mm
Component
Option 1
Option 2
Option 3
Nose
20mm Gun
35mm Gun
Nose Illuminator
Avionics
Helmet-Mounted Display
Missile Control Computer
Fuselage
Ablative Foam
Ceramic Tile
Engine
Articulated Nozzle
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
RF-286A Pike
Classification
N
E1
E2
E3
E4
Pods
Fuel Tanks
Fuel Tanks
Illum. Pods
Illum. Pods
Jam. Pods
Jam. Pods
Missiles & Bombs
S1
S1
Other Munitions
20mm*
Component
Option 1
Option 2
Option 3
Nose
20mm Gun
Nose Illuminator
Fuselage
Ablative Foam
Engine
Articulated Nozzle
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
Top
EO Targeting Ball
B-45A Sturgeon
Classification
W1
W2
W3
W4
W5
W6
W7
W8
Missiles & Bombs
CBU-40
CBU-40
KBU-22
KBU-22
KBU-22
KBU-22
R-1 Pod
R-1 Pod
R-2
R-2
R-2
R-2
R-3
R-3
S2
S2
S2
S2
S3
S3
Other Munitions
100mm AP
100mm AP
100mm HE
100mm HE
100mm HE-HC
100mm HE-HC
Component
Option 1
Option 2
Option 3
Fuselage
Ablative Foam
Ceramic Tile
Support
Missile Control Computer
Engine
Shrouded Exhaust
Countermeasures
Standard CM Launcher
High-Capacity CM Launcher
High-Coherence CM Launcher
Modules
Type
Name
Cost (pts)
Component Mass
Stats/ability
Restrictions
Avionics
Helmet Mounted Display
2
0
Missile Launch Angle: +300%
Tanto, Barracuda, and Halberd only
Avionics
Missile Control Computer
3
0
CMD Control Cap: +1
Tanto, Barracuda, and Halberd
Support
Missile Decoy Projector
8
0
2 salvos of 3 decoys triggered when initiating any weapon launch; 5 second recycle time
Not on bombers (Claymore and Sturgeon have shrouded exhaust only)
Engine
Shrouded Exhaust
2
0
Wake Signature: -33%
Useless
Countermeasures
Standard CM Launcher
0
0
Pattern Shot: 4; Shots per Pattern: 10; Shot Spacing: 0.25s
None
Countermeasures
High-Capacity CM Launcher
2
0
Pattern Shot: 8; Shots per Pattern: 10; Shot Spacing: 0.25s
None
Countermeasures
High-Coherence CM Launcher
2
0
Pattern Shot: 4; Shots per Pattern: 20; Shot Spacing: 0.13s
Useless
Launch and Recovery Sequence
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
Arming/disarming time
A Craft must be readied before it can sortie from a carrier. This includes loading fuel and ordinance onto the Craft. The duration to complete the readying operation depends on the the size and ammunition loaded the time that. This ranges from arming a vehicle without armaments with virtually little to no time to a significant amount of time such as your bombers.
When a craft returns, any unspent ordinance must be removed and returned to stores, this occurs before the craft is repaired.
Some Carriers have bonuses to Arming Speed, and the Gear Deck Locker can increase the speed as well.
Deck Traversal Time
Deck Traversal 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.
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.
Some Carriers have bonuses to Arming Speed, and the Flight Deck Traversal System can increase the speed as well.
Craft Repair
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.
The number of slots that a craft can repair at is equal to the number of Spacecraft Repair Slots on the selected Hull. Carrier Hulls like the Levy, Moorline and Journeyman each have 1 slot and can only repair one craft at a time. Non-carrier hulls have no slots and cannot repair craft by default.
Levy Repair with 2 Preflight Slots
Each Spacecraft Repair Station adds one repair slot on top of the hull base. For example, a Marauder with 1 Spacecraft Repair Station can repair 1 Barracuda Strike Fighter at a time.
Preflight Slots
The number of slots that a carrier can arm craft 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, and the Journeyman 2 Large and 2 Small pads, while the number of pads for the Moorline is directly related to the number of Bank Hangar's installed. Both the Journeyman and Moorline can install additional small mounted hangars for additional size 1 preflight slots.
This number can be increased with Spacecraft Strikedown Stations, this will allow additional craft to be armed in addition to the ones that can be armed on the launch pads. 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. For example, a Levy or Journeyman with 2 Spacecraft Strikedown Stations can arm a 4 wing Claymore Torpedo Flight at the same time and launch them much faster than they would otherwise.
↑Very useful for craft equipped with stealth, as the side angle has lower chances of successful damage rolls on Blast Frag warheads
↑This brings Tantos and Claymores under the craft size threshold and into the missile size threshold, meaning BF warheads that fail their damage roll deal 0 damage instead of half damage.