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	<id>https://delta-v.kodera.pl/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CompensatedTorque</id>
	<title>ΔV: Wiki - User contributions [en]</title>
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	<updated>2026-06-03T00:13:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=NDPT-4205&amp;diff=25010</id>
		<title>NDPT-4205</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=NDPT-4205&amp;diff=25010"/>
		<updated>2023-04-07T19:41:08Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Remove unnecessary header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TODO: some sort of spoiler template? --&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;NDPT-4205 Point Defence Turret&#039;&#039;&#039; is a hidden weapon, requiring a license to purchase. It&#039;s a small point-defence railgun with automatic targeting.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To acquire, you need to first become aware of the license&#039;s existence. There&#039;s a chance a miner asked if they&#039;ve seen any trade opportunities will reveal this. Alternatively, a miner who you&#039;ve given money to may give you a hint about the existence of the license as repayment.&lt;br /&gt;
&lt;br /&gt;
After that, inquire about the license at an Obonto Habitat.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A small semi-autonomous ship and station defence railgun capable of fracturing both incoming asteroids and hostile ships. The governing AI will pick targets, adjust aim, coordinate firing solutions across multiple systems and prime the rails. However, humans are still required to pull the trigger and fire, thus circumventing the Sofia Treaty on Sentient and Semi-sentient weaponry provisions.&lt;br /&gt;
&lt;br /&gt;
== Specs ==&lt;br /&gt;
&amp;lt;!-- TODO: this eventually should be an infobox, if one day we have them for weapons --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Effective range&lt;br /&gt;
|2000 m&lt;br /&gt;
|-&lt;br /&gt;
|Targeting AI&lt;br /&gt;
|Class-1&lt;br /&gt;
|-&lt;br /&gt;
|Power consumption (peak)&lt;br /&gt;
|400 MW&lt;br /&gt;
|-&lt;br /&gt;
|Projectile mass&lt;br /&gt;
|2 kg&lt;br /&gt;
|-&lt;br /&gt;
|Muzzle Velocity&lt;br /&gt;
|3750 m/s&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire&lt;br /&gt;
|5 pps&lt;br /&gt;
|-&lt;br /&gt;
|Mass&lt;br /&gt;
|2500 kg&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer&lt;br /&gt;
|Nakamura Dynamics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* It has a [[Mass Driver#Notes|penetration]] of 2.&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=25009</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=25009"/>
		<updated>2023-04-07T19:39:25Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Format the table nicely - caption, header, sortable rows, make all names links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design mass-drivers can be used for goods delivery, mining or even weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Mass driver table&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Power(MW)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Average Power Usage&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|7500&lt;br /&gt;
|10&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|1125&lt;br /&gt;
|dakadakadaka&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|250&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|225&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Gimbal(36d)&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|140.625&lt;br /&gt;
|Hidden, autotargets (but no autofire)&lt;br /&gt;
|}&lt;br /&gt;
The railgun is the only good mass driver.  if you are breaking rocks, energy weapons are a much better choice, and if you are breaking ships, the rail gun does it twice as well as any of the others.  watch out for the high power usage though.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, railguns deal twice the damage one&#039;d expect from their projectile mass and muzzle velocity.&lt;br /&gt;
&lt;br /&gt;
===== Types of mass-drivers =====&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=NDPT-4205&amp;diff=25008</id>
		<title>NDPT-4205</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=NDPT-4205&amp;diff=25008"/>
		<updated>2023-04-07T19:33:09Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add info on the PDT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TODO: some sort of spoiler template? --&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;NDPT-4205 Point Defence Turret&#039;&#039;&#039; is a hidden weapon, requiring a license to purchase. It&#039;s a small point-defence railgun with automatic targeting.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To acquire, you need to first become aware of the license&#039;s existence. There&#039;s a chance a miner asked if they&#039;ve seen any trade opportunities will reveal this. Alternatively, a miner who you&#039;ve given money to may give you a hint about the existence of the license as repayment.&lt;br /&gt;
&lt;br /&gt;
After that, inquire about the license at an Obonto Habitat.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A small semi-autonomous ship and station defence railgun capable of fracturing both incoming asteroids and hostile ships. The governing AI will pick targets, adjust aim, coordinate firing solutions across multiple systems and prime the rails. However, humans are still required to pull the trigger and fire, thus circumventing the Sofia Treaty on Sentient and Semi-sentient weaponry provisions.&lt;br /&gt;
&lt;br /&gt;
== Specs ==&lt;br /&gt;
&amp;lt;!-- TODO: this eventually should be an infobox, if one day we have them for weapons --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Stat&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Effective range&lt;br /&gt;
|2000 m&lt;br /&gt;
|-&lt;br /&gt;
|Targeting AI&lt;br /&gt;
|Class-1&lt;br /&gt;
|-&lt;br /&gt;
|Power consumption (peak)&lt;br /&gt;
|400 MW&lt;br /&gt;
|-&lt;br /&gt;
|Projectile mass&lt;br /&gt;
|2 kg&lt;br /&gt;
|-&lt;br /&gt;
|Muzzle Velocity&lt;br /&gt;
|3750 m/s&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire&lt;br /&gt;
|5 pps&lt;br /&gt;
|-&lt;br /&gt;
|Mass&lt;br /&gt;
|2500 kg&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer&lt;br /&gt;
|Nakamura Dynamics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* It has a [[Mass Driver#Notes|penetration]] of 2.&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=25007</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=25007"/>
		<updated>2023-04-07T18:51:43Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add data on penetration, info on NDPT. Don&amp;#039;t know how to calculate average power, still.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design mass-drivers can be used for goods delivery, mining or even weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mass Driver Table&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|Price(k)&lt;br /&gt;
|Power(MW)&lt;br /&gt;
|Mass(kg)&lt;br /&gt;
|Velocity(m/s)&lt;br /&gt;
|RoF(pps)&lt;br /&gt;
|Average Power Usage&lt;br /&gt;
|Penetration&lt;br /&gt;
|Estimated Damage (MJ)&lt;br /&gt;
|DPS (MW)&lt;br /&gt;
|Other&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|7500&lt;br /&gt;
|10&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|1125&lt;br /&gt;
|dakadakadaka&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|250&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|225&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Gimbal(36d)&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|140.625&lt;br /&gt;
|Hidden, autotargets (but no autofire)&lt;br /&gt;
|}&lt;br /&gt;
The railgun is the only good mass driver.  if you are breaking rocks, energy weapons are a much better choice, and if you are breaking ships, the rail gun does it twice as well as any of the others.  watch out for the high power usage though.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, railguns deal twice the damage one&#039;d expect from their projectile mass and muzzle velocity.&lt;br /&gt;
&lt;br /&gt;
===== Types of mass-drivers =====&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=K225&amp;diff=24992</id>
		<title>K225</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=K225&amp;diff=24992"/>
		<updated>2023-04-05T15:48:17Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Link to equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|K225}}&lt;br /&gt;
Made in collaboration with Titan Heavy Industries and Antonoff, AT-K225 general cargo carrier features a modular design capable of adopting a wide range of cargo requirements. The processed cargo storage relies on dedicated THI docking bays to host up to 6 compatible autonomous containers to increase ships&#039; cargo capacity. A stock variant comes with standard THI Cargo Containers pre-installed.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The fairly low processed cargo capacity mentioned in the data sheet refers to the storage of the ship itself - installing 6 THI Cargo Containers increases it by an additional 540 tons.&lt;br /&gt;
* Alternatively, the docking bays allow installing [[Hardpoint#Docking_bay|various light equipment]] like drones or PDMWGs, which can add up to quite a lot of firepower if used that way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=FAQ&amp;diff=24991</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=FAQ&amp;diff=24991"/>
		<updated>2023-04-05T14:41:35Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add link to Crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gameplay =&lt;br /&gt;
== Flight ==&lt;br /&gt;
=== &amp;quot;I keep crashing!&amp;quot; ===&lt;br /&gt;
This isn&#039;t a question, but it comes up a lot anyway. Basically, fly slower and if you feel lost press X on your keyboard to tell the autopilot to stop your ship. This should give you some time to think. You can also pick up higher thrust engines from the upgrade shop which will help you stop and turn faster, but they all come with their own tradeoffs. Check out our section on thrusters and thruster upgrades for more info. You can also upgrade to higher-end avionics / autopilot systems to provide visual feedback such as collision alerts etc in your HUD that should help keep you safe.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Why is the ship so slow?&amp;quot; ===&lt;br /&gt;
Mostly because it weighs 30 tons and is being pushed around by boiling water. You can fit a higher-power reactor and more powerful thrusters, but it&#039;s good to remember that the K37 is a hundred year old space tractor powered by a nuclear kettle and carrying tens of tons of propellant. It isn&#039;t a racing pinnace.&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
=== &amp;quot;Where are all the minerals?&amp;quot; / &amp;quot;Why are other ships telling me I need to go deeper?&amp;quot; ===&lt;br /&gt;
The outer edge of the ring is quite sparse, so you won&#039;t find much out there. Once you&#039;re 10km down or so, the mineral density becomes a lot higher and you&#039;ll start making real money.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;I barely break even on a flight!&amp;quot; / &amp;quot;Why are repairs so expensive?&amp;quot; ===&lt;br /&gt;
Rule of thumb: don&#039;t bother picking up iron. It&#039;s there in the game because it&#039;s there in real life, but honestly it&#039;s pretty worthless due to its abundance. You&#039;re better off trying to mine Beryllium (look for relatively large chunks with blue crystals) or Wolfram/Tungsten, which is normally in small, bright silver chunks. A geologist is an excellent first hire, as they will provide estimates of mineral chunk prices while you fly, which will help make sure you don&#039;t pick up garbage. Also, don&#039;t fly into stuff and wreck your ship. Take it slow. &lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Why do the blue minerals shoot off so fast when I crack an asteroid?&amp;quot; ===&lt;br /&gt;
The blue mineral is Beryllium - a very low density metal. ΔV tries to model the kinetic energy of the minerals that are left behind when you crack an asteroid, which means lighter minerals will shoot off at higher velocity than dense ones. Also in a gameplay balance sense, it&#039;s a bit of a high-risk:high-reward mineral - harder and a bit more dangerous to chase down, but worth a lot.&lt;br /&gt;
&lt;br /&gt;
== Crew ==&lt;br /&gt;
=== &amp;quot;What benefits do crew bring?&amp;quot; ===&lt;br /&gt;
See [[Crew]] for details. Mechanics increase how much you can repair your ship and how effective your in-flight jury rigging is.&lt;br /&gt;
Pilots will provide automatic bullet-time before collisions to give you a better chance to evade.&lt;br /&gt;
Geologists will predict future mineral market prices, and provide estimates on mineral chunk values when in flight&lt;br /&gt;
Astrogators track locations of Points Of Interest in the rings allowing fast-travel&lt;br /&gt;
&lt;br /&gt;
== Damage control &amp;amp; Repairs ==&lt;br /&gt;
=== &amp;quot;What determines how much I can repair a component at Enceladus?&amp;quot; ===&lt;br /&gt;
Mechanic crew members with higher experience can repair parts to a higher level.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;What are all these &#039;choke&#039;, &#039;misalignment&#039; sliders etc in the J menu / OMS?&amp;quot; ===&lt;br /&gt;
Near-future versions of the game will have tooltips for these damage types, and there are too many to describe quickly here so for now check out the Wiki pages for each subsystem for more info on what each damage type on a system is.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;How do the sliders work in the J menu / OMS?&amp;quot; ===&lt;br /&gt;
Your crew can slap duct tape and zip ties on parts of your ship to effectively trade one form of damage for another. For example if a thruster is very choked, you can trade off misalignment or wear to try and dechoke them. Don&#039;t try to think too hard about what they&#039;re *actually* doing with the bolts and wrenches though, the simulation isn&#039;t quite *that* precise!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;What&#039;s the best ship/equipment?&amp;quot; ===&lt;br /&gt;
The answer is...it depends! More expensive ships and equipment are not necessarily better for your playing style, because each comes with its own benefits and drawbacks. Some drawbacks are not easy to understand from the stats alone. You can always buy it and try it out - if you don&#039;t like it, sell it back! You always get a full refund, minus any damage or wear, so feel free to experiment.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Can I tweak my equipment? What do the tuning options do?&amp;quot; ===&lt;br /&gt;
Yes, the Tuning menu allows you to adjust many details of how your ship and gear works! Weapon power, thruster power, station transit speed, autopilot behavior, nanodrone behavior, and a few other options can be adjusted in various ways. A full breakdown [[Tuning guide|can be found here]]. All equipment should work well for most people on the default settings, but if you are running into an issue check this screen first. You should also review the tuning of any recovered derelict ships before flying them!&lt;br /&gt;
&lt;br /&gt;
= Non-gameplay =&lt;br /&gt;
== Features ==&lt;br /&gt;
=== &amp;quot;Multiplayer when?&amp;quot; ===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Can I have [insert technology with no grounding in real science or engineering here]?&amp;quot; ===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Can I have [insert technology with solid grounding in real science or engineering here]?&amp;quot; ===&lt;br /&gt;
Possibly. We&#039;ve already added numerous ship upgrade including new reactor types, propulsion systems, drones and more based mostly off of players&#039; proposals for how we can apply known engineering concepts. Of course, the more stuff we add, the narrower the niches for new upgrades etc become!&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Why are all crew members human?&amp;quot; or &amp;quot;Where are all the aliens?&amp;quot; ===&lt;br /&gt;
ΔV has no time for magitech like FTL travel, so there&#039;s next to zero chance of encountering actual real live aliens. The ΔV universe has fully sentient AI so we can probably expect to see them in future, but there probably won&#039;t be any little green men.&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Morale&amp;diff=24990</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Morale&amp;diff=24990"/>
		<updated>2023-04-05T14:37:26Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Redirect Morale to the section in Crew for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crew#Morale]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=OCP-209&amp;diff=24989</id>
		<title>OCP-209</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=OCP-209&amp;diff=24989"/>
		<updated>2023-04-05T14:36:33Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Update lore, add notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|OCP-209}}&lt;br /&gt;
&lt;br /&gt;
The Orbital Construction Platform is a specialized vessel designed for construction. Her forward consumable bays can adjust their weight balance to maintain a center of mass at the center of a carefully designed cargo bay. Because of this, cargos can be arranged to rotate within the bay, and offer no resistance to rotation while maneuvering. The massive side-loading cargo bay allows her to transport finished components such as reactors and bulkheads, while her twin heavy mountings allow the use of construction manipulators to assist in the assembly of large installations. With a comfortably large habitat capable of rotational G, as well as a high capacity for raw materials, this unusual design is well suited to extended construction or resupply missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
The OCP-209 can fit the largest harvester and industrial drone supplies, but can not carry any cargo containers and is limited to a small processed cargo hold of only 50,000 combined kg.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Due to its large and comfortable habitat with rotational-G, the OCP-209 has an above-zero [[Morale]] stability point.&lt;br /&gt;
* The cargo bay opening is to the right (starboard). The two high-stress slots are at that side, and can be used for ARMs to collect chunks.&lt;br /&gt;
* OCP is rather unique in being able to stuff fairly large asteroids into its cargo bay, then break them up into chunks by rotating in place or thrusting. If doing so, captains may choose to not install any external (and hence damagable) equipment in these slots, to prevent it being damaged by the collisions required and require repairs. Drones, for instance, can&#039;t be damaged that way.&lt;br /&gt;
* The Rosatom-Antonoff [[MPU]] is a decent choice, as although it&#039;s fairly slow and inefficient, it affects the entire cargo bay at once - other MPUs have fairly small and hard-to-use processing areas when installed on the OCP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Crew&amp;diff=24988</id>
		<title>Crew</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Crew&amp;diff=24988"/>
		<updated>2023-04-05T14:01:29Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Details on morale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crew help your ship with various functions. Every crew member comes with an associated [[Agenda]]. Each crew member has exactly one of the four different professions: Geologist, Astrogator, Mechanic, and Pilot.&lt;br /&gt;
&lt;br /&gt;
Crew members have two shown stats - Education and Experience. They are continuous, but the interface only shows &amp;quot;milestones&amp;quot; of skill - for example, if someone&#039;s education is shown as &amp;quot;Self-Taught&amp;quot;, that may mean an internal education stat anywhere from 0 to 0.25. Each profession has two skills, each scaling with one of the stats. Crew members also have a mostly-hidden Morale stat, which affects their skills.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
=== Geologist ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Price prediction accuracy&#039;&#039;&#039;. Determines accuracy of price prediction by your geologist - both on station in Mineral Market and during ring dive.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Mineral discovery range&#039;&#039;&#039;. Geologist will estimate compositions and prices of minerals within a radius around your ship.&lt;br /&gt;
* Without a geologist on board, it&#039;s not possible to identify compositions of mineral chunks (except visually - they look differently depending on mineral and purity). This makes them rather essential crew members.&lt;br /&gt;
&lt;br /&gt;
=== Astrogator ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Tactical awareness range&#039;&#039;&#039;. Astrogator will highlight ships around you by their transponders.&lt;br /&gt;
* Fairly essential to be able to detect threats, derelicts, and other ships outside of visual range.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Coordinate tracking time&#039;&#039;&#039;. The constantly shifting planescape of the rings makes it challenging to trace a specific location. Your astrogator will be able to keep track of them for a limited time.&lt;br /&gt;
* Without an astrogator on board, you won&#039;t be able to astrogate to waypoints. If at any moment you end up without any astrogators in your employ, you will furthermore lose all saved waypoints. This makes having an astrogator essential.&lt;br /&gt;
&lt;br /&gt;
=== Mechanic ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Jury-rig efficiency&#039;&#039;&#039;. Changes how far mechanic can push your ship systems in OMS menu during ringdive.&lt;br /&gt;
* Can be very useful, e.g. turning a critical reactor leak that would cause the ship to run out of propellant in seconds into a merely concerning one.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Repair limit&#039;&#039;&#039;. Extends how much your mechanic can repair during maintenance on Enceladus prime station.&lt;br /&gt;
* Most equipment is significantly cheaper to repair than to replace (although some isn&#039;t), so this allows saving on repairs.&lt;br /&gt;
* Note, however, that repairs take more time that replacements, and you&#039;ll have to pay for crew wages and hotels in the meantime, which for large and skilled crews may be more expensive than the repair savings.&lt;br /&gt;
&lt;br /&gt;
=== Pilot ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Adrenal slowdown&#039;&#039;&#039;. When in danger, pilot&#039;s perception of time will slow down.&lt;br /&gt;
* Available even without a pilot, albeit only a small slowdown.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Course anticipation&#039;&#039;&#039;. Pilot will predict the course of your ship and all surrounding objects to determine if ship is in danger of collision.&lt;br /&gt;
* This automatically enables adrenal slowdown if a collision is predicted to happen in that time, given the current velocity.&lt;br /&gt;
* Often toggles unnecessarily.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
With time spent in your crew, crew members gradually improve. Spending time on [[Enceladus Prime | Enceladus]] increases Education, whereas doing profession-specific actions during dives increases Experience. The more advanced in a skill a crew member is, the slower they progress further.&lt;br /&gt;
&lt;br /&gt;
The only thing that accelerates learning is having another crewmember of the same profession, who is better in the relevant skill, tutor them. The gain is determined by the difference of their skills, but caps at 2x the normal learning rate - so in total, a crewmember can learn at most at trice the normal learning rate (if they are completely unskilled and tutored by someone perfect).&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
The formula for education is as follows: &amp;lt;!-- based on CurrentGame.gd, but rewritten for readability --&amp;gt;&lt;br /&gt;
if the current Education (which goes from 0 to 1) is y, then the gain per day is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
y&#039; * 1day = (1-y)/400 + (A-y)/200&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where A is the highest Education level among crewmembers with the same profession (so if there&#039;s nobody better, then A=y and that term is zero).&lt;br /&gt;
&lt;br /&gt;
Without tutoring, the solution to this differential equation is &amp;lt;code&amp;gt;y(t) = 1 - (1-y(0))*exp(-t/(400*day))&amp;lt;/code&amp;gt;. So the Education level exponentially decays towards perfection, with a characteristic time of 400 days. For example, it takes 115 days for an initially completely unskilled crewmember to reach the first milestone of 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
The formula for rate of skill gain is the same for Experience as for Education. However, instead of being per day of time, Experience experience is gained by going actions. If there are multiple crewmembers with the same occupation on the ship, all of them gain the full experience amount.&lt;br /&gt;
&lt;br /&gt;
The actions are as follows: &amp;lt;!-- by searching for mentions of giveXp --&amp;gt;&lt;br /&gt;
* Geologists: identifying mineral chunks, depending on value (1 day per 60 000 E$ of value)&lt;br /&gt;
* Astrogators: detecting ships (seems to be 2 days per ship detected); discovering points of interest&lt;br /&gt;
* Mechanics: repairing or replacing parts (1 day&#039;s worth per 4 hours spent doing that)&lt;br /&gt;
* Pilot: evading collisions (per unit of time flying the ship while it&#039;s in danger of collision)&lt;br /&gt;
* Entire crew: flying through the rings at more than 50 m/s (0.5 days per minute).&lt;br /&gt;
&lt;br /&gt;
== Morale ==&lt;br /&gt;
Morale is a hidden stat of each crew member, and goes from -0.5 to 0.5. Morale is shown directly at Enceladus when its absolute value is more than 0.3, by happy/sad icons on the crew members in question.&lt;br /&gt;
&lt;br /&gt;
Usually, morale gradually decays to 0 over time. Good accommodations (good hotels for the time on the station, or particularly comfortable ships like the [[OCP-209]] or the Peacock Prospector for the time spent in dives) or bad ones (like the Vulture Prospector) change this point of stability. Some services, like good hotels or The Twins, also have an instant effect on morale.&lt;br /&gt;
&lt;br /&gt;
Some [[Agenda]] events may affect morale. Also, not paying a crew member&#039;s wages will cause their morale to rapidly decrease.&lt;br /&gt;
&lt;br /&gt;
Morale modifies the value of skills as &amp;lt;code&amp;gt;modified = original^(1-morale)&amp;lt;/code&amp;gt;. This only applies to the effects of skills, and not to training (happier crew members don&#039;t learn or teach faster). The effects of morale are more significant for low skill levels. For example, morale of 0.3 increases a base skill of 0.25 to 0.37, but a base skill of 0.75 only to 0.81.&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Crew&amp;diff=24987</id>
		<title>Crew</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Crew&amp;diff=24987"/>
		<updated>2023-04-05T13:46:41Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Details on crew learning rates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crew help your ship with various functions. Every crew member comes with an associated [[Agenda]]. Each crew member has exactly one of the four different professions: Geologist, Astrogator, Mechanic, and Pilot.&lt;br /&gt;
&lt;br /&gt;
Crew members have two shown stats - Education and Experience. They are continuous, but the interface only shows &amp;quot;milestones&amp;quot; of skill - for example, if someone&#039;s education is shown as &amp;quot;Self-Taught&amp;quot;, that may mean an internal education stat anywhere from 0 to 0.25. Each profession has two skills, each scaling with one of the stats. Crew members also have a mostly-hidden Morale stat, which affects their skills.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
=== Geologist ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Price prediction accuracy&#039;&#039;&#039;. Determines accuracy of price prediction by your geologist - both on station in Mineral Market and during ring dive.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Mineral discovery range&#039;&#039;&#039;. Geologist will estimate compositions and prices of minerals within a radius around your ship.&lt;br /&gt;
* Without a geologist on board, it&#039;s not possible to identify compositions of mineral chunks (except visually - they look differently depending on mineral and purity). This makes them rather essential crew members.&lt;br /&gt;
&lt;br /&gt;
=== Astrogator ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Tactical awareness range&#039;&#039;&#039;. Astrogator will highlight ships around you by their transponders.&lt;br /&gt;
* Fairly essential to be able to detect threats, derelicts, and other ships outside of visual range.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Coordinate tracking time&#039;&#039;&#039;. The constantly shifting planescape of the rings makes it challenging to trace a specific location. Your astrogator will be able to keep track of them for a limited time.&lt;br /&gt;
* Without an astrogator on board, you won&#039;t be able to astrogate to waypoints. If at any moment you end up without any astrogators in your employ, you will furthermore lose all saved waypoints. This makes having an astrogator essential.&lt;br /&gt;
&lt;br /&gt;
=== Mechanic ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Jury-rig efficiency&#039;&#039;&#039;. Changes how far mechanic can push your ship systems in OMS menu during ringdive.&lt;br /&gt;
* Can be very useful, e.g. turning a critical reactor leak that would cause the ship to run out of propellant in seconds into a merely concerning one.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Repair limit&#039;&#039;&#039;. Extends how much your mechanic can repair during maintenance on Enceladus prime station.&lt;br /&gt;
* Most equipment is significantly cheaper to repair than to replace (although some isn&#039;t), so this allows saving on repairs.&lt;br /&gt;
* Note, however, that repairs take more time that replacements, and you&#039;ll have to pay for crew wages and hotels in the meantime, which for large and skilled crews may be more expensive than the repair savings.&lt;br /&gt;
&lt;br /&gt;
=== Pilot ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Adrenal slowdown&#039;&#039;&#039;. When in danger, pilot&#039;s perception of time will slow down.&lt;br /&gt;
* Available even without a pilot, albeit only a small slowdown.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Course anticipation&#039;&#039;&#039;. Pilot will predict the course of your ship and all surrounding objects to determine if ship is in danger of collision.&lt;br /&gt;
* This automatically enables adrenal slowdown if a collision is predicted to happen in that time, given the current velocity.&lt;br /&gt;
* Often toggles unnecessarily.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
With time spent in your crew, crew members gradually improve. Spending time on [[Enceladus Prime | Enceladus]] increases Education, whereas doing profession-specific actions during dives increases Experience. The more advanced in a skill a crew member is, the slower they progress further.&lt;br /&gt;
&lt;br /&gt;
The only thing that accelerates learning is having another crewmember of the same profession, who is better in the relevant skill, tutor them. The gain is determined by the difference of their skills, but caps at 2x the normal learning rate - so in total, a crewmember can learn at most at trice the normal learning rate (if they are completely unskilled and tutored by someone perfect).&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
The formula for education is as follows: &amp;lt;!-- based on CurrentGame.gd, but rewritten for readability --&amp;gt;&lt;br /&gt;
if the current Education (which goes from 0 to 1) is y, then the gain per day is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
y&#039; * 1day = (1-y)/400 + (A-y)/200&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where A is the highest Education level among crewmembers with the same profession (so if there&#039;s nobody better, then A=y and that term is zero).&lt;br /&gt;
&lt;br /&gt;
Without tutoring, the solution to this differential equation is &amp;lt;code&amp;gt;y(t) = 1 - (1-y(0))*exp(-t/(400*day))&amp;lt;/code&amp;gt;. So the Education level exponentially decays towards perfection, with a characteristic time of 400 days. For example, it takes 115 days for an initially completely unskilled crewmember to reach the first milestone of 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
The formula for rate of skill gain is the same for Experience as for Education. However, instead of being per day of time, Experience experience is gained by going actions. If there are multiple crewmembers with the same occupation on the ship, all of them gain the full experience amount.&lt;br /&gt;
&lt;br /&gt;
The actions are as follows: &amp;lt;!-- by searching for mentions of giveXp --&amp;gt;&lt;br /&gt;
* Geologists: identifying mineral chunks, depending on value (1 day per 60 000 E$ of value)&lt;br /&gt;
* Astrogators: detecting ships (seems to be 2 days per ship detected); discovering points of interest&lt;br /&gt;
* Mechanics: repairing or replacing parts (1 day&#039;s worth per 4 hours spent doing that)&lt;br /&gt;
* Pilot: evading collisions (per unit of time flying the ship while it&#039;s in danger of collision)&lt;br /&gt;
* Entire crew: flying through the rings at more than 50 m/s (0.5 days per minute).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: explain morale --&amp;gt;&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Crew&amp;diff=24984</id>
		<title>Crew</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Crew&amp;diff=24984"/>
		<updated>2023-04-05T13:10:12Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Explain all crew skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crew help your ship with various functions. Every crew member comes with an associated [[Agenda]]. Each crew member has exactly one of the four different professions: Geologist, Astrogator, Mechanic, and Pilot.&lt;br /&gt;
&lt;br /&gt;
Crew members have two shown stats - Education and Experience. They are continuous, but the interface only shows &amp;quot;milestones&amp;quot; of skill - for example, if someone&#039;s education is shown as &amp;quot;Self-Taught&amp;quot;, that may mean an internal education stat anywhere from 0 to 0.25. Each profession has two skills, each scaling with one of the stats. Crew members also have a mostly-hidden Morale stat, which affects their skills.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
=== Geologist ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Price prediction accuracy&#039;&#039;&#039;. Determines accuracy of price prediction by your geologist - both on station in Mineral Market and during ring dive.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Mineral discovery range&#039;&#039;&#039;. Geologist will estimate compositions and prices of minerals within a radius around your ship.&lt;br /&gt;
* Without a geologist on board, it&#039;s not possible to identify compositions of mineral chunks (except visually - they look differently depending on mineral and purity). This makes them rather essential crew members.&lt;br /&gt;
&lt;br /&gt;
=== Astrogator ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Tactical awareness range&#039;&#039;&#039;. Astrogator will highlight ships around you by their transponders.&lt;br /&gt;
* Fairly essential to be able to detect threats, derelicts, and other ships outside of visual range.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Coordinate tracking time&#039;&#039;&#039;. The constantly shifting planescape of the rings makes it challenging to trace a specific location. Your astrogator will be able to keep track of them for a limited time.&lt;br /&gt;
* Without an astrogator on board, you won&#039;t be able to astrogate to waypoints. If at any moment you end up without any astrogators in your employ, you will furthermore lose all saved waypoints. This makes having an astrogator essential.&lt;br /&gt;
&lt;br /&gt;
=== Mechanic ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Jury-rig efficiency&#039;&#039;&#039;. Changes how far mechanic can push your ship systems in OMS menu during ringdive.&lt;br /&gt;
* Can be very useful, e.g. turning a critical reactor leak that would cause the ship to run out of propellant in seconds into a merely concerning one.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Repair limit&#039;&#039;&#039;. Extends how much your mechanic can repair during maintenance on Enceladus prime station.&lt;br /&gt;
* Most equipment is significantly cheaper to repair than to replace (although some isn&#039;t), so this allows saving on repairs.&lt;br /&gt;
* Note, however, that repairs take more time that replacements, and you&#039;ll have to pay for crew wages and hotels in the meantime, which for large and skilled crews may be more expensive than the repair savings.&lt;br /&gt;
&lt;br /&gt;
=== Pilot ===&lt;br /&gt;
Education skill: &#039;&#039;&#039;Adrenal slowdown&#039;&#039;&#039;. When in danger, pilot&#039;s perception of time will slow down.&lt;br /&gt;
* Available even without a pilot, albeit only a small slowdown.&lt;br /&gt;
&lt;br /&gt;
Experience skill: &#039;&#039;&#039;Course anticipation&#039;&#039;&#039;. Pilot will predict the course of your ship and all surrounding objects to determine if ship is in danger of collision.&lt;br /&gt;
* This automatically enables adrenal slowdown if a collision is predicted to happen in that time, given the current velocity.&lt;br /&gt;
* Often toggles unnecessarily.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: explain learning, morale --&amp;gt;&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Energy_Weapons&amp;diff=24983</id>
		<title>Energy Weapons</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Energy_Weapons&amp;diff=24983"/>
		<updated>2023-04-05T12:31:01Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add details about how energy weapon tuning works. Didn&amp;#039;t update the table, and don&amp;#039;t necessarily endorse the old notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comparison==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Energy Weapons Chart&lt;br /&gt;
!Name&lt;br /&gt;
!Price&lt;br /&gt;
!Power&lt;br /&gt;
!Range&lt;br /&gt;
!Output&lt;br /&gt;
!Wavelength&lt;br /&gt;
!Estimated Average Power&lt;br /&gt;
!Estimated DPS (MJ/s)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Microwave&lt;br /&gt;
|70&lt;br /&gt;
|50&lt;br /&gt;
|600&lt;br /&gt;
|45&lt;br /&gt;
|1000&lt;br /&gt;
|50&lt;br /&gt;
|45&lt;br /&gt;
|Thermal and EMP damage&lt;br /&gt;
|-&lt;br /&gt;
|CL-150&lt;br /&gt;
|150&lt;br /&gt;
|150&lt;br /&gt;
|8000&lt;br /&gt;
|125&lt;br /&gt;
|490&lt;br /&gt;
|150&lt;br /&gt;
|125&lt;br /&gt;
|Thermal&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave&lt;br /&gt;
|180&lt;br /&gt;
|50&lt;br /&gt;
|600&lt;br /&gt;
|45&lt;br /&gt;
|1000&lt;br /&gt;
|50&lt;br /&gt;
|45&lt;br /&gt;
|Self targeting, Thermal/EMP&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP&lt;br /&gt;
|220&lt;br /&gt;
|220&lt;br /&gt;
|8000&lt;br /&gt;
|200&lt;br /&gt;
|650&lt;br /&gt;
|154&lt;br /&gt;
|80&lt;br /&gt;
|Gimbal(36d), 4 shots per second, Thermal/Kinetic&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P&lt;br /&gt;
|3200&lt;br /&gt;
|660&lt;br /&gt;
|8000&lt;br /&gt;
|600&lt;br /&gt;
|540&lt;br /&gt;
|396&lt;br /&gt;
|120&lt;br /&gt;
|2 shots per second, Thermal/Kinetic&lt;br /&gt;
|}&lt;br /&gt;
The microwave emitter can sort of break rocks, and is excellent for disrupting other ships while you fill them full of holes with your railgun.  The CL-150 is the most weapony of these guns, but its about half the damage of the starting mass driver.  The mining lasers ARE, however, very good at shooting rocks.  i&#039;d choose the CL-200AP for rock shooting purposes due to the gimbal. &lt;br /&gt;
&lt;br /&gt;
==Microwaves==&lt;br /&gt;
* Deliver a wide beam of 1cm-wavelength (microwave) radiation.&lt;br /&gt;
* Deal a mix of EMP damage and thermal (that is, energy) damage.&lt;br /&gt;
* The &amp;quot;water resonance&amp;quot; tuning affects the damage mix - higher water resonance means more thermal and less EMP. Thermal damage is good for melting asteroids, whereas EMP damage is useless for them. EMP damage can disable enemy ships, unless they have EMP shielding.&lt;br /&gt;
* Tuning the power increases the beam spread. Specifically, it gets linearly wider with increasing power. As a result, the math works out in such a way that increasing power will only increase the actual DPS when the entire cone intersects with the enemy - otherwise it will &#039;&#039;decrease&#039;&#039; DPS. So for all but the shortest-distance combat engagements, uptuning microwave power is of questionable use. For asteroid mining, however, it&#039;s generally fine.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
* There are two kinds of lasers - continuous-wave and pulse. The former deal pure thermal damage, the latter deal a mix of thermal and kinetic (the latter due to ablation from high-energy pulses).&lt;br /&gt;
* For pulse lasers, uptuning pulse frequency makes each pulse higher-energy, and therefore produce more ablation - but that means delivering less heat. Mechanically, this changes the damage mix - higher frequency means more thermal, lower frequency means more kinetic. Both of the currently existing pulse lasers have a 50kinetic/50thermal mix by default, and tunable from 100/0 to 25/75.&lt;br /&gt;
* For mining, the time-to-asteroid-destruction doesn&#039;t depend on the damage mix. However, thermal damage is preferable because it delivers less momentum, resulting in less scattering of the chunks.&lt;br /&gt;
* For combat, both thermal and kinetic damage are useful in different ways. &amp;lt;!-- TODO: Link to a combat guide or something? --&amp;gt;&lt;br /&gt;
* Uptuning power straightforwardly increases output power and hence DPS, at the cost of uptuned lasers experiencing wear during usage (since [https://store.steampowered.com/news/app/846030/view/3728457570843552698| 0.615.1]). For this reason, CL-600P is notable in that it&#039;s very powerful even without uptuning, and that way one doesn&#039;t need to worry about wear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Cover synchrotrons? They&#039;re technically not even on this page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=24982</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=24982"/>
		<updated>2023-04-05T11:46:59Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Energy is measured in joules, not watts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design mass-drivers can be used for goods delivery, mining or even weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mass Driver Table&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|Price(k)&lt;br /&gt;
|Power(MW)&lt;br /&gt;
|Mass(kg)&lt;br /&gt;
|Velocity(m/s)&lt;br /&gt;
|RoF(pps)&lt;br /&gt;
|Average Power Usage&lt;br /&gt;
|Estimated Damage (MJ)&lt;br /&gt;
|DPS (MW)&lt;br /&gt;
|Damage Type&lt;br /&gt;
|Other&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Kinetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|7500&lt;br /&gt;
|10&lt;br /&gt;
|800&lt;br /&gt;
|56.25&lt;br /&gt;
|562.5&lt;br /&gt;
|Kinetic&lt;br /&gt;
|dakadakadaka&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|250&lt;br /&gt;
|45&lt;br /&gt;
|225&lt;br /&gt;
|Kinetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Kinetic&lt;br /&gt;
|Gimbal(36d)&lt;br /&gt;
|}&lt;br /&gt;
The railgun is the only good mass driver.  if you are breaking rocks, energy weapons are a much better choice, and if you are breaking ships, the rail gun does it twice as well as any of the others.  watch out for the high power usage though.&lt;br /&gt;
&lt;br /&gt;
===== Types of mass-drivers =====&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=K225&amp;diff=24981</id>
		<title>K225</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=K225&amp;diff=24981"/>
		<updated>2023-04-05T11:39:32Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add to Ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|K225}}&lt;br /&gt;
Made in collaboration with Titan Heavy Industries and Antonoff, AT-K225 general cargo carrier features a modular design capable of adopting a wide range of cargo requirements. The processed cargo storage relies on dedicated THI docking bays to host up to 6 compatible autonomous containers to increase ships&#039; cargo capacity. A stock variant comes with standard THI Cargo Containers pre-installed.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The fairly low processed cargo capacity mentioned in the data sheet refers to the storage of the ship itself - installing 6 THI Cargo Containers increases it by an additional 540 tons.&lt;br /&gt;
* Alternatively, the docking bays allow installing various light equipment, which can add up to quite a lot of firepower if used that way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=OCP-209&amp;diff=24980</id>
		<title>OCP-209</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=OCP-209&amp;diff=24980"/>
		<updated>2023-04-05T11:39:15Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add to Ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|OCP-209}}&lt;br /&gt;
&lt;br /&gt;
The Obonto Construction Platform 209 is a construction craft designed for habitat construction. [[Obonto]] recently decommissioned a number of these craft, making them available on the used market. The 209 features a massive, rotating cargo bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
The OCP-209 can fit the largest harvester and industrial drone supplies, but can not carry any cargo containers and is limited to a small processed cargo hold of only 50,000 combined kg.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Model_E&amp;diff=24979</id>
		<title>Model E</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Model_E&amp;diff=24979"/>
		<updated>2023-04-05T11:38:51Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add to Ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|Model E}}&lt;br /&gt;
&lt;br /&gt;
The first commercially viable fusion craft, the Model E includes multiple ground-breaking innovations. Her signature fusion reactor and torches deliver unparalleled performance, and the halo of her liquid-droplet radiator is instantly recognizable. Her features include a semi-autonomous autopilot, huge reaction wheels using her propellant as reaction mass, and a cargo bay that can split open to enclose large payloads.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Being a bleeding-edge ship, Model E is very fragile and expensive. Captains considering a purchase should be warned that repairs would cost a fortune: for instance, if Model E&#039;s fusion reactor, the StarCAT Stellarator, is damaged, it will cost 5 000 000 E$ to replace or 250 000 E$ per repair attempt.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=K44&amp;diff=24978</id>
		<title>K44</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=K44&amp;diff=24978"/>
		<updated>2023-04-05T11:38:23Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add to Ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|K44}}&lt;br /&gt;
Prototype of K44 MHFTR, with only few units ever built. Designed as a replacement for K37 TNTRL, K44 featured much longer cargo bay and built-in MPD generators to provide power to the ship. The magnetoplasmadynamic generators provided to be not reliable enough for service and most prototypes still use standard-issue turbines instead.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Despite lore-wise being a prototype of a new model, K44 is mechanically a variant of the [[K37|K37 TNTRL]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=K44&amp;diff=24977</id>
		<title>K44</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=K44&amp;diff=24977"/>
		<updated>2023-04-05T11:34:42Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add a page for the K44. It&amp;#039;s in a bit of a gray area whether it&amp;#039;s a K37 variant or a standalone ship.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|K44}}&lt;br /&gt;
Prototype of K44 MHFTR, with only few units ever built. Designed as a replacement for K37 TNTRL, K44 featured much longer cargo bay and built-in MPD generators to provide power to the ship. The magnetoplasmadynamic generators provided to be not reliable enough for service and most prototypes still use standard-issue turbines instead.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Despite lore-wise being a prototype of a new model, K44 is mechanically a variant of the [[K37|K37 TNTRL]].&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=K225&amp;diff=24976</id>
		<title>K225</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=K225&amp;diff=24976"/>
		<updated>2023-04-05T11:26:03Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add page for the Titan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|K225}}&lt;br /&gt;
Made in collaboration with Titan Heavy Industries and Antonoff, AT-K225 general cargo carrier features a modular design capable of adopting a wide range of cargo requirements. The processed cargo storage relies on dedicated THI docking bays to host up to 6 compatible autonomous containers to increase ships&#039; cargo capacity. A stock variant comes with standard THI Cargo Containers pre-installed.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The fairly low processed cargo capacity mentioned in the data sheet refers to the storage of the ship itself - installing 6 THI Cargo Containers increases it by an additional 540 tons.&lt;br /&gt;
* Alternatively, the docking bays allow installing various light equipment, which can add up to quite a lot of firepower if used that way.&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Model_E&amp;diff=24975</id>
		<title>Model E</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Model_E&amp;diff=24975"/>
		<updated>2023-04-05T11:03:26Z</updated>

		<summary type="html">&lt;p&gt;CompensatedTorque: Add a page for the Model E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:Ships|infobox|Model E}}&lt;br /&gt;
&lt;br /&gt;
The first commercially viable fusion craft, the Model E includes multiple ground-breaking innovations. Her signature fusion reactor and torches deliver unparalleled performance, and the halo of her liquid-droplet radiator is instantly recognizable. Her features include a semi-autonomous autopilot, huge reaction wheels using her propellant as reaction mass, and a cargo bay that can split open to enclose large payloads.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Being a bleeding-edge ship, Model E is very fragile and expensive. Captains considering a purchase should be warned that repairs would cost a fortune: for instance, if Model E&#039;s fusion reactor, the StarCAT Stellarator, is damaged, it will cost 5 000 000 E$ to replace or 250 000 E$ per repair attempt.&lt;/div&gt;</summary>
		<author><name>CompensatedTorque</name></author>
	</entry>
</feed>