Spaceships

All the covert machinations on Earth and industrialization efforts in space are the path for Factions to build Fleets of ships to protect and advance their interests. Once the Factions research the early-game Orbital Shipbuilding Technology, and the follow-on Space Dock project for their Habs, they can build interplanetary spacecraft.
With the right modules, ships can prospect Celestial Bodies, found habitats, increase
Space Science, and Bombard surface targets. But the primary role for most ships is combat.
At any time, you can design ships out of the modules you've developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary,
Boost and
Money.
Individual ships are constructed at Habs at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the hab that built them.
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role's function.
Ship Performance
Ships have the following characteristics that need to be tracked:
- Wet Mass: Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship's maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.
- Crew: How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.
Cruise Acceleration: How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body's gravity and take more direct trajectories to its destination. Base cap is 2.0g, and the cap can be raised to 3.0g with projects.- Combat Acceleration: How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations. This value is same as Cruise Acceleration * Combat thrust multiplier. If the Cinematic Combat Movement option is turned off, a ship spends more delta-V to accelerate faster than Cruise Acceleration. Base cap is 3.0g, and the cap can be raised to 5.0g with projects.
- Turn Rate: How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.
- Heat Sink Capacity: Heat sinks serve as a temporary substitute for a ship's heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.
- Battery Capacity: The ship's batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.
- Construction Cost: Resources required to build the ship.
Boost and
Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth. - Construction Time: How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.
- Support: The
Mission Control and
Money upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction's attempts to seize the ship and rebellion and malfunction events may occur.
Cruise Delta-V Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.
- Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit.
- Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit.
- Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.
- Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.
Space Combat Value: Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.
Hull
This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see Ship Hull List instead.
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:
- The number of
nose hard points. - The number of
hull hard points. - The number of
utility hard points. - The length of the ship.
- The width of the ship.
- The structural integrity of the ship.
- The base construction time for the ship.
- The construction tier of the ship.
- The maximum number of officers on the ship.
- The
Mission Control and
Money upkeep of the ship.
Notes:
- Certain officer types can bypass the officer limit.
- Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding game customizations.
- Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See Spaceships#Armor for details.
While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See Ship Hull List for more details.
Role
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.
- Ships with Long strategic range will emphasize propellant for interplanetary operations
- Ships with Short strategic range will limit propellant mass in favor of maneuverability
| Role | Strategic Range | Preferred Combat Engagement Range | Other |
|---|---|---|---|
| Troop Carrier | Long | Noncombatant | Must carry a Marine module |
| Explorer | Long | Noncombatant | Must carry a prospector module |
| Inner System Colony Ship | Long | Noncombatant | Must carry a hab kit module |
| Outer System Colony Ship | Long | Noncombatant | Must carry a nuclear-powered hab kit module |
| Transport | Long | Noncombatant | |
| Penetrator | Long | Short | |
| Protector | Long | Short | Will emphasize point defense |
| Interdictor | Long | Medium | |
| Intruder | Long | Long | |
| Bomber | Long | Long | Will emphasize bombardment-capable weapons |
| Strike | Medium | Short | |
| Space Superiority | Medium | Medium | |
| Standoff | Medium | Long | |
| Interceptor | Short | Short | |
| Patrol | Short | Medium | |
| Defender | Short | Long |
Officer
Completing specific actions with a ship can cause Ship Officers to spawn or promote:
| Officer Name 1st Rank 2nd Rank 3rd Rank |
Spawn Rules |
Min Crew |
Effects At 1st Rank At 2nd Rank At 3rd Rank | |||
|---|---|---|---|---|---|---|
| Medical Officer Flight Surgeon Doctor Senior Doctor |
1% chance when:
|
40 |
| |||
| Damage Control Officer Ensign Sub-Lieutenant Lieutenant |
1% chance when:
|
10 |
| |||
| Crew Chief Chief Petty Officer Senior Chief Petty Officer Master Chief Petty Officer |
1% chance when:
|
10 |
| |||
| Supply Officer Ensign Sub-Lieutenant Lieutenant |
3% chance when:
|
40 |
| |||
| Propulsion Officer Sub-Lieutenant Sub-Lieutenant Lieutenant |
1% chance when:
|
0 |
| |||
| Commanding Officer Captain Senior Captain Fleet Captain |
1% chance when:
|
0 |
| |||
| CIC Officer Ensign Sub-Lieutenant Lieutenant |
2% chance when:
|
20 |
| |||
| Intelligence Officer Ensign Sub-Lieutenant Lieutenant |
2% chance when:
|
40 |
| |||
| First Officer Lieutenant Lieutenant Commander Commander |
1% chance when:
|
20 |
| |||
| Fire Control Officer Ensign Sub-Lieutenant Lieutenant |
6% chance when:
|
0 |
| |||
| Marine Officer 1st Lieutenant Captain Major |
10% chance when:
|
0 |
| |||
| Engineering Officer Lieutenant Lieutenant Commander Commander |
1% chance when:
|
0 |
| |||
| Flag Officer Rear Admiral Vice Admiral Fleet Admiral |
2% chance when:
|
0 |
| |||
| Directed Energy Officer Ensign Sub-Lieutenant Lieutenant |
6% chance when:
|
0 |
| |||
| Gunnery Officer Ensign Sub-Lieutenant Lieutenant |
6% chance when:
|
0 |
|
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).
The Project Bonuses are:
- +0.5 for Space Force Basic Training.
- +1 for Space Navy Academies.
- +1 for Fleet Officer Schoolhouses.
Notes:
- A tunable drive is a drive with a combat thrust multiplier greater than 1.
- Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.
Ship Systems
In Terra Invicta, every space ship consists of the following ship systems:
| Ship System | Health | Function | Hit Weight Within: | |||
|---|---|---|---|---|---|---|
| Nose | Left/Right | Tail | Core | |||
| Nose Structure | Hull Structural Integrity | Survival[1] | 1 | 0 | 0 | 1 |
| Central Structure | Hull Structural Integrity | Survival[1] | 0 | 1 | 0 | 1 |
| Tail Structure | Hull Structural Integrity | Survival[1] | 0 | 0 | 1 | 1 |
| Bridge | Hull Structural Integrity | Allows Setting Waypoints | 0 | 0 | 0 | 1 |
| Fire Control | Hull Structural Integrity | Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health % | 0 | 0 | 0 | 1 |
| Systems Reactor | Hull Structural Integrity | Health % Multiplies Auxiliary Power Charge Rate | 0 | 0 | 0 | 1 |
| Power Coupling | Hull Structural Integrity | Health % Multiplies Total Power Charge Rate | 0 | 1 | 1 | 0 |
| Drive Coupling | Hull Structural Integrity | Health % Multiplies Drive Thrust | 0 | 0.5 | 1 | 0 |
| Vector Thrusters | Hull Structural Integrity | Health % Multiplies Angular Acceleration | 0 | 1 | 0 | 0 |
| Life Support Main | Hull Structural Integrity | Nothing (in Combat) | 0 | 0 | 0 | 1 |
| Life Support Backup | Hull Structural Integrity | Nothing (in Combat) | 0 | 0 | 0 | 1 |
| Damage Control | Hull Structural Integrity | Health % Multiplies Mid-Combat Repair Speed | 0 | 0 | 0 | 1 |
| Propellant | Fuel (tons) / 100 | Is the Fuel | 0 | Fuel Tanks / 10 | 0 | 0 |
| Sensors | Hull Structural Integrity | Targeting Bonus reduced by Missing Health % | 0 | 1 | 0 | 1 |
| Nose Weapons | Chosen Nose Weapons' Health | Chosen Nose Weapons' Functions | Non-Empty Nose Slots | 0 | 0 | 0 |
| Hull Weapons | Chosen Hull Weapons' Health | Chosen Hull Weapons' Functions | 0 | Non-Empty Hull Slots | 0 | 0 |
| Utility Modules | Chosen Utility Modules' Health | Chosen Utility Modules' Functions | 0 | Non-Empty Non-Invulnerable Utility Slots[2] | 0 | Non-Empty Non-Invulnerable Utility Slots[2] |
| Radiators | 3 | Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks | 0 | 1 | 1 | 0 |
| Power Plant | 3 | Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate | 0 | 1 | 1 | 0 |
| Drive | 3 × Thrusters | Health % Multiplies Drive Thrust | 0 | Thrusters | Thrusters | 0 |
| Battery | Chosen Battery's Health | Health % Multiplies Energy Capacity | 0 | 1 | 0 | 0 |
Damage and Hit Weights
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.
When an attack gets through armor (see #Armor below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to overpenetration, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random "straight" path through the ship), before any remaining excess damage flies off into space.
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, one of the Core, Left, or Right areas is picked, and a random system is selected. If more damage remains, a system in the Tail is selected; after this, excess passes out of the ship.
Damage diffusion matters. A weapon with low diffusion, such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on.
The exceptions (not subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter missiles. These will continue destroying ship systems until their damage potential is exhausted.
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.
Ship Components
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.
Drive
This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see Drive List instead.
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship's power plant. Adding 100-ton propellant tanks to the ship increases the ship's Delta-V, or how much it can change its speed.
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.
Propellant
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship's Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.
If the drive uses He3 fuel and the faction has an active Helium-3 Mine, then all
costs for propellent are replaced by an equivalent amount of
.
Power Plant
This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see Power Plant List instead.
A ship's power plant provides energy to both the ship's drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship's systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.
Radiator
This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see Radiator List instead.
When extended or extending, the ship's radiators vent the heat generated by various ship systems and modules.
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship's armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship's internals (but this bleed through is capped at the radiator's health of just 3).
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See Fleets#Power_and_Heat for more details.
Battery
This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see Battery List instead.
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See Fleets#Power_and_Heat for details. Better batteries may have a larger capacity or a faster recharge rate.
Armor
This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see Ship Armor List instead.
Damage that is applied to a spaceship can be divided into three categories:
- Direct Damage focuses on damaging the ship's internal components.
- Chip Damage focuses on damaging the armor volume.
- Shred Damage focuses on damaging the armor value.
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:
- Particle beams only apply direct damage.
- Nuclear missiles also apply shred damage.
When the ship armor is fully intact on the facing that receives the incoming attack:
- Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship's internal components.
- Direct damage from Particle beams and Laser weapons have different interactions with armor value that are discussed in their own sections.
- Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.
- Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.
Damaged armor does not function as well:
- Armor points removed by shred damage will no longer block any direct damage.
- Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.
When the ship has no armor at all on the facing that receives the incoming attack:
- All Chip and Shred damage is added to the Direct damage and is applied directly to the ship's internal components.
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:
- Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m2)
- Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor
- Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor
- Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor
- Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2
- Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2
- Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)
These volumes are then multiplied by the following game customization ship scaling modifiers:
| Cinematic | Realistic | |
|---|---|---|
| Nose/Tail | 1 | 3 |
| Side | 0.75 | 0.5 |
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).
More detailed information on armor and damage calculation can be found in the article Guide Armor.
Raw Code
| Code SPOILERS INSIDE! |
|---|
// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC
public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)
{
ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);
internalDamageAssessedHere = 0f;
appliedRadiationDamage = 0f;
TISpaceFleetState fleet = this.fleet;
bool flag = fleet != null && fleet.bombarding;
if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) && (!flag || !this.canEverRetractRadiators) && !this.PartDestroyed(partToDamage) && attackingWeapon != null && UnityEngine.Random.value * 100f < (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))
{
float num = damageAmount + chippingAmount;
if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) && ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)
{
num *= attackingWeapon.ref_particleWeapon.heatFraction;
damageAmount -= num;
}
else
{
damageAmount = num * attackingWeapon.chipping(range_km);
}
float num2;
this.ApplyDamageToPart(partToDamage, damageAmount, out num2);
internalDamageAssessedHere += num2;
this.spaceCombatValueDataDirty = true;
if (shreddingAmount == 0 && !attackingWeapon.isParticleWeapon && (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value < 0.25f))
{
return num2;
}
}
if (facing == ArmorFacing.Tail && 180f - Mathf.Abs(angle) < 5f && UnityEngine.Random.value < 0.25f)
{
float num3;
this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);
internalDamageAssessedHere += num3;
}
if (shreddingAmount > 0)
{
float num4;
this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);
internalDamageAssessedHere += num4;
}
else if (attackingWeapon != null && attackingWeapon.isBeamWeapon && UnityEngine.Random.value < this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)
{
float num5;
this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);
internalDamageAssessedHere += num5;
}
else if (UnityEngine.Random.value < this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)
{
float num6;
this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);
internalDamageAssessedHere += num6;
}
TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);
int num7 = 0;
int num8 = 1;
bool flag2 = attackingWeapon != null && attackingWeapon.isMissileWeapon && attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;
if (flag2)
{
num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);
}
bool flag3 = false;
float num9 = (float)num8;
float num10 = 0f;
for (int i = 0; i < num8; i++)
{
if (UnityEngine.Random.value < this.armor[facing].chippedPct)
{
num7++;
flag3 = true;
if (num8 == 1)
{
damageAmount += chippingAmount;
}
else
{
num10 += chippingAmount / (float)num8;
}
num9 -= 1f;
}
}
chippingAmount *= num9 / (float)num8;
if (chippingAmount > 0f)
{
float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);
if (armorFacingVolume_m > 0f && this.armor[facing].chippedPct < 1f && this.armor[facing].armorValue > 0)
{
chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);
float chip = chippingAmount / armorFacingVolume_m;
chippingAmount = this.armor[facing].ChipArmor(chip);
if (this.armor[facing].chippedPct >= 1f)
{
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
}
else
{
damageAmount += chippingAmount;
chippingAmount = 0f;
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
}
float num11 = 0f;
if (shreddingAmount > 0)
{
this.spaceCombatValueDataDirty = true;
damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);
if (this.armor[facing].armorValue <= 0)
{
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
else
{
num11 = (float)shreddingAmount * this.armor[facing].chippedPct;
if (num11 > 0f)
{
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
}
}
float num12 = (float)this.armor[facing].armorValue;
if (attackingWeapon != null && !flag3 && num12 > 0f && this.armor[facing].chippedPct < 1f)
{
if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)
{
if (facing != ArmorFacing.Right)
{
if (facing == ArmorFacing.Left)
{
num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));
}
}
else
{
num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));
}
}
if (attackingWeapon.weaponClass == WeaponClass.Laser)
{
num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);
damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);
}
if (damageType == DamageType.Kinetic)
{
damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);
}
}
damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);
if (attackingFaction != null && attackingFaction.IsAlienFaction)
{
damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);
}
if (flag3)
{
this.spaceCombatValueDataDirty = true;
if (flag2)
{
this.spaceCombatValueDataDirty = true;
float num13 = (float)num7 / (float)num8;
float num14 = num13 * damageAmount + num10;
if (num9 > 0f)
{
float num15 = (1f - num13) * damageAmount / num9 - num12;
if (num15 > 0f)
{
num14 += num15 * num9;
}
}
return Mathf.Max(0f, num14);
}
if (num11 > 0f)
{
return num11;
}
}
else if (flag2)
{
float num16 = damageAmount / num9 - num12;
damageAmount = 0f;
if (num16 > 0f)
{
damageAmount += num16 * num9;
this.spaceCombatValueDataDirty = true;
}
return damageAmount;
}
if (damageType == DamageType.ParticleBeam && attackingWeapon != null)
{
float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;
float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;
float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;
if (!flag3)
{
num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));
num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));
}
num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);
num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);
appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));
internalDamageAssessedHere += appliedRadiationDamage;
damageAmount = num17;
}
float num20 = 0f;
if (damageAmount > 0f)
{
num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));
}
if (num20 > 0f || internalDamageAssessedHere > 0f)
{
this.spaceCombatValueDataDirty = true;
}
return num20;
}
|
Utility Modules
This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see Utility Module List instead.
| OBSOLETE INFO INSIDE! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Drive Enhancement Module
Heat Sink
This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see Heat Sink List instead.
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See Fleets#Power_and_Heat for details.
Kit
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.
| Kit | Mass (tons) | Constructed Modules |
|---|---|---|
| Solar Platform | 200 | Platform Core, Construction Module, Solar Collector |
| Solar Outpost | 200 | Outpost Core, Construction Module, Solar Collector |
| Fission Platform | 250 | Platform Core, Construction Module, Fission Pile |
| Fission Outpost | 300 | Outpost Core, Construction Module, Fission Pile |
| Fusion Platform | 250 | Platform Core, Construction Module, Fusion Pile |
| Fusion Outpost | 300 | Outpost Core, Construction Module, Fusion Pile |
| Automated Solar Platform | 250 | Automated Platform Core, Automated Supply Depot, Automated Solar Collector |
| Automated Solar Outpost | 1200 | Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector |
| Automated Fission Platform | 300 | Automated Platform Core, Automated Supply Depot, Automated Fission Pile |
| Automated Fission Outpost | 1800 | Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile |
Note: Using the kit only begins local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.
Weapons
Weapons systems are either mounted on the ship's nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship. Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. Weapons can have up to four different possible fire modes:
- Focus Fire: Will fire at primary target only.
- Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.
- Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.
- Defense: Will fire at incoming projectiles and missiles; will not target ships.
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. For example, the Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.
Weapons can be classified in certain general types:
- Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.
- Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.
- Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.
- Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.
- Lasers: Use energy. Limited bombard. Never miss. More effective at close range.
- Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article Guide Armor.
Guns
This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see Naval Gun List instead.
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically:
Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.
Naval guns cannot be used to bombard.
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.
Magnetic Weapons
This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see Magnetic Gun List instead.
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense. Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge. All magnetic weapons are capable of bombardment.
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically:
Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon's Efficiency. Specifically:
Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.
Missiles
This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see Missile List instead.
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines. Missiles will fire offensively only if an enemy ship or hab module has been set as a target.
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:
| Warhead Class | Total Damage | Chip % | Can Bombard | Is AoE | Kinetic Damage?[1] | Other Notable Effects |
|---|---|---|---|---|---|---|
| Fragmentation | ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ | 50% | No | No | Yes | On contact, splits into 5kg warheads that independently roll for through-armor-criticals. (But still acts as one attack in all other aspects.) |
| Penetrator | 60% | None | ||||
| Explosive | Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ | 80% | No | None | ||
| Nuclear | Payload Damage | 100% | Not through Atmosphere | Spherical AoE | Also applies Shred Damage. | |
| Antimatter | 25% | |||||
| Shaped Nuclear | 100% | Cone AoE |
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.
Missile projectiles can be hit by point defenses and will be destroyed in one hit.
- ↑ Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.
Lasers
This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see Laser Weapon List instead.
Laser weapons do not miss and are excellent at targeting enemy projectiles. However, laser weapons have difficulty penetrating armor unless they are at close range. Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful. Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful. Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type. The more powerful the wavelength and beam type, the better the laser is at penetrating armor.
Damage Points = Shot Power (MJ) / 20MJ
Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)
Notes:
- Laser Engine Utility Modules increase the shot power of lasers, increasing both damage and power consumption.
- Power Consumption is divided by 20 when targeting Missile or Naval Gun Projectiles.
- The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons.
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.
Armor Penetration
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:
Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness
Armor Effectiveness = Spot Area (m²) / 0.005 (m²)
Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²
Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)
Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5
When combined:
Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )²
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:
Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)
Range
Lasers that can attack both enemy ships and enemy projectiles actually have ⅓ of their stated targeting range when they are targeting projectiles. But they also receive a bonus targeting range based on the length of their Ship Hull. Specifically:
Point Defense Targeting Range (km) = Targeting Range (km) / 3 + Ship Hull Length (km) × 100
Furthermore, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:
Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 1)
Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.5)
Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.15)
Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.25)
Note: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range.
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:
- Laser Engines
- Directed Energy Officers
- Intelligence Officers
- Commanding Officers
- Precision Focusing Software Project
Chipping
Unlike other weapons, the % of a laser's damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:
Chip % = Armor Effectiveness / 1000, capped at 0.25
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.
Particle Weapons
This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see Particle Weapon List instead.
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage.
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.
Damage Points = Shot Power (MJ) / 20MJ
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:
Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)
Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2
Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2
If the particle beam fires neutral particles, then:
Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)
Otherwise:
Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.
Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.
Armor Interactions
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via "Half-Values". one half value cuts damage in half. two half values cut damage in half twice, for 1/4.
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See Ship Armor List for details.
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:
- (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.
- (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers.
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be repaired over time. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.
Plasma Weapons
This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see Plasma Weapon List instead.
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target. Plasma weapons cannot bombard.
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically:
Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon's Efficiency. Specifically:
Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.
Construction
Ships can be constructed at ship construction modules (Space Dock, Shipyard, Spaceworks). The construction time is calculated as follows:
- If the ship hull Construction Tier is greater than the ship construction module Tier, then:
Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap
- If the ship hull Construction Tier is equal to the ship construction module Tier, then:
Construction Time (days) = Base Construction Time (days)
- If the ship hull Construction Tier is less than the ship construction module Tier, then:
Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap
This construction time is then divided by (100% + Ship Building Speed Bonus).
See Ship Hull List for a list of all ship hulls and their construction times at each ship construction module.
Probes
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.
Resupply
Ships can be resupplied at habs with ship construction modules (Space Dock, Shipyard, Spaceworks) and/or Supply Depot modules.
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each Supply Depot module counting as an additional tier 2 Shipyard. It is also reduced by the Supply Officer if the ship has one.
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)
ISRU
Ships with an ISRU module[1] can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:
- If the propellent type is Anything, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output[2] (units) / 10 (tons / unit) / 3.
- Otherwise, the refuel duration is the maximum out of:
Water Fuel needed (tons) / Hab Site
Water Daily Output[2] (units) / 10 (tons / unit)
Volatiles Fuel needed (tons) / Hab Site
Volatiles Daily Output[2] (units) / 10 (tons / unit)
Base Metals Fuel needed (tons) / Hab Site
Base Metals Daily Output[2] (units) / 10 (tons / unit)
Noble Metals Fuel needed (tons) / Hab Site
Noble Metals Daily Output[2] (units) / 10 (tons / unit)
Fissiles Fuel needed (tons) / Hab Site
Fissiles Daily Output[2] (units) / 10 (tons / unit)
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.
There are two main advantages to refueling using ISRU modules:
- The refuel cost is free.
- Every ship refuels in parallel, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:
- Mass Driver
- E-Beam Drive
- Pulsed Plasmoid Drive
- Superconducting Mass Driver
Remass Scoop
Ships with a Remass Scoop[1] can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:
- The propellent type is Anything.
- The propellent type is Hydrogen and only consists of
Water and/or
Volatiles.
Note:
Fissiles costs can be converted into
Water costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel
Fissiles in these cases.
The Refuel Duration (days) = Fuel needed (tons) / 1000.
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.
There are two main advantages to refueling using Remass Scoops:
- The refuel cost is free.
- Every ship refuels in parallel, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.
Repairs
Ships can be repaired at habs with ship construction modules (Space Dock, Shipyard, Spaceworks). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:
| Ship System, Part, or Armor Facing | Repair Duration (days) | Repair Cost |
|---|---|---|
| Nose Structure | Missing Health % × Hull Construction Time / 10 | Missing Health % × Hull Construction Cost / 10 |
| Central Structure | ||
| Tail Structure | ||
| Fire Control | Missing Health % × Hull Construction Tier | Missing Health % × Hull Construction Cost / 200 |
| Damage Control | ||
| Life Support Main | Missing Health % × Hull Construction Tier / 2 | Missing Health % × Hull Construction |
| Life Support Backup | ||
| Power Coupling | Missing Health % × Hull Construction Tier / 2 | 0.1 |
| Drive Coupling | ||
| Vector Thrusters | ||
| Sensors | ||
| System Reactor | Missing Health % × 2 | Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons. |
| Bridge | Missing Health % × Hull Construction Tier × 2 | Missing Health % × Hull Construction Cost / 100 |
| Nose Weapon | Missing Health % × 2 | Missing Health % × Module Cost / 4 |
| Hull Weapon | ||
| Utility Module | ||
| Radiator | ||
| Power Plant | ||
| Drive | ||
| Battery | ||
| Nose Armor | Shred % + Chip % | (Shred % + Chip % / 4) × Armor Cost |
| Left Armor | ||
| Right Armor | ||
| Tail Armor | ||
| Propellant | Not actually repairable, "destroyed" fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation. | |
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.
Notes:
- Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.
- Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).
Refits
Factions may refit ships at ship construction modules (Space Dock, Shipyard, Spaceworks). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:
| Category | Conditions | Added Refit Duration (in % of hull construction time) |
|---|---|---|
| Ship Hull Type | Cannot be changed. | |
| Ship Armor | Can be changed freely. | 5% for each slot (nose, side, tail) changed. |
| Power Plant | Only to a Power Plant of the same Type. Power Plant Types are:
|
25% |
| Drive | Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of "Any Power Plant". The Propellent Types are:
|
25% (0% if only Thruster Count changed.) |
| Radiator | Can be changed freely. | 5% |
| Heat Sinks | Cannot reduce number, but can freely change or add more. | 5% for each Changed or Added. |
| Batteries | Cannot reduce number, but can freely change or add more. | 5% for each Changed or Added. |
General Utility Modules:
|
Cannot reduce number, but can freely interchange or add more. | 5% for each Changed or Added. |
Unchangeable Utility Modules:
|
Cannot reduce number or interchange. But can add any that weren't in the old design. | 5% for each Added. |
Spikers:
|
Cannot reduce number, but can freely interchange or add one if there was none. | 5% if changed or added. |
Hydrogen Storage:
|
Cannot reduce number, but can freely interchange or add one if there was none. | 5% if changed or added. |
| Electronic Countermeasures | Cannot reduce number, but can freely interchange or add one if there was none. | 5% if changed or added. |
| Targeting Computer | Cannot reduce number, but can freely interchange or add one if there was none. | 5% if changed or added. |
| Weapons | Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:
Weapon Types are: |
5% for each changed, but moving around is free. |
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.
Scuttle
Since ships cost
Mission Control and
Money to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.
If this scuttling happens at a ship construction module (Space Dock, Shipyard, Spaceworks), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources (![]()
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), even if the ship was originally constructed using
Boost and
Money.
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay
Boost to evacuate the ship crew from the ship. If the ship's location is in an Earth Interface Orbit[1], then the cost to evacuate the ship crew is free. Otherwise, the
Boost cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship's location.
If the scuttled ship is part of a larger fleet, then the
Boost cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has.
- ↑ The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.
Additional information
Various "Guides" are available that detail among other things ship module performance and functions.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |


