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	<title>ΔV: Wiki - User contributions [en]</title>
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	<updated>2026-05-14T18:44:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Energy_Weapons&amp;diff=31314</id>
		<title>Energy Weapons</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Energy_Weapons&amp;diff=31314"/>
		<updated>2024-01-28T10:23:11Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: Pulses per second correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comparison==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+Energy Weapons Chart&lt;br /&gt;
!Name&lt;br /&gt;
!Price(kE$)&lt;br /&gt;
!Repair Price(kE$)&lt;br /&gt;
!Repair Time*(h)&lt;br /&gt;
!Power(MW)&lt;br /&gt;
!Range(m)&lt;br /&gt;
!Output(MW)&lt;br /&gt;
!Wavelength(nm)&lt;br /&gt;
!Estimated Average Power(MW)&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;
|1.5&lt;br /&gt;
|6&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;
|2&lt;br /&gt;
|16&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;
|8&lt;br /&gt;
|12&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;
|30&lt;br /&gt;
|8&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), 24 pulses per second, Thermal/Kinetic&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P&lt;br /&gt;
|320&lt;br /&gt;
|80&lt;br /&gt;
|12&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;
|12 pulses per second, Thermal/Kinetic&lt;br /&gt;
|}&lt;br /&gt;
All energy weapons take 1 hour to replace&#039;&#039;&amp;lt;sup&amp;gt;[verify?]&amp;lt;/sup&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;*The number of mechanics you have hired affects repair time. See [[:Category:Equipment]] for more details.&amp;lt;/small&amp;gt;&#039;&#039; &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>Thedujin</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Energy_Weapons&amp;diff=31313</id>
		<title>Energy Weapons</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Energy_Weapons&amp;diff=31313"/>
		<updated>2024-01-28T10:21:45Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: Repair price and time columns, add units for all columns, correct a typo in CL-600P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comparison==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+Energy Weapons Chart&lt;br /&gt;
!Name&lt;br /&gt;
!Price(kE$)&lt;br /&gt;
!Repair Price(kE$)&lt;br /&gt;
!Repair Time*(h)&lt;br /&gt;
!Power(MW)&lt;br /&gt;
!Range(m)&lt;br /&gt;
!Output(MW)&lt;br /&gt;
!Wavelength(nm)&lt;br /&gt;
!Estimated Average Power(MW)&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;
|1.5&lt;br /&gt;
|6&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;
|2&lt;br /&gt;
|16&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;
|8&lt;br /&gt;
|12&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;
|30&lt;br /&gt;
|8&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;
|320&lt;br /&gt;
|80&lt;br /&gt;
|12&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;
All energy weapons take 1 hour to replace&#039;&#039;&amp;lt;sup&amp;gt;[verify?]&amp;lt;/sup&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;*The number of mechanics you have hired affects repair time. See [[:Category:Equipment]] for more details.&amp;lt;/small&amp;gt;&#039;&#039; &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>Thedujin</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31312</id>
		<title>Category:Equipment</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31312"/>
		<updated>2024-01-28T10:05:49Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: revert mistake in my edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains the various Equipment you can install on your ships.&lt;br /&gt;
&lt;br /&gt;
Some types of equipment can be damaged during a ring dive. For example, [[#Thrusters|thrusters]] may receive normal wear from usage, and they may become misaligned due to a high-velocity ringroid impact. While in a dive, the Mechanic crew panel will show damageable equipment, as well as:&lt;br /&gt;
&lt;br /&gt;
* what causes equipment to become damaged;&lt;br /&gt;
* what negative effects occur due to accumulated damage; and&lt;br /&gt;
* how much damage has been sustained so far.&lt;br /&gt;
&lt;br /&gt;
At Enceladus, damaged equipment can be replaced or repaired. Replacing a component is generally (but not always!) more expensive, but generally takes less time and restores the equipment to a pristine, new condition. Repairing a component is generally less expensive, but generally takes more time and may require multiple repairs to restore a component to a desirable condition. The amount of repair possible is dependent on your [[Crew#Mechanic|Mechanic&#039;s]] skill level.&lt;br /&gt;
* Each repair will fix half of the damage on the component. For example, if a railgun has 12% misalignment, 30% wear, and 2% warped barrel, a single repair will fix it to 6% misalignment, 15% wear, and 1% warped barrel.&lt;br /&gt;
* Having more than one mechanic decreases the amount of time required to perform repairs, but does not decrease the cost.&amp;lt;br&amp;gt;The time to perform each repair is affected by the mechanic multiplier: &amp;lt;code&amp;gt;(2 / (1 + num_mechanics))&amp;lt;/code&amp;gt;. Note that this multiplier is equal to 100% when you have one mechanic hired.&amp;lt;br&amp;gt;For example, a reactor repair that takes 2 days if you have one mechanic will take 4 days if you have no mechanic (multiplier = 200%), and will take 1 day if you have three mechanics (multiplier = 50%).&lt;br /&gt;
&lt;br /&gt;
=== [[Hardpoint]]s ===&lt;br /&gt;
&lt;br /&gt;
External equipment is mounted onto [[hardpoint]]s. The following equipment are all attached to external hardpoints &lt;br /&gt;
&lt;br /&gt;
* [[Mass Driver]]s fire kinetic slugs and consume ammunition (damageable)&lt;br /&gt;
* [[Energy Weapons]] such as lasers and microwaves that do not require ammunition (damageable)&lt;br /&gt;
* [[Plasma Weapons]] fire superheated plasma by consuming propellant (damageable)&lt;br /&gt;
* [[Manipulator Arm]] that can grab ringroids, ore, and salvage (damageable)&lt;br /&gt;
* [[Drones]] can slow down and/or haul ore to your ship&lt;br /&gt;
* Detachable equipment such as [[Cargo Container]]s, the [[B8 Claim Beacon]], the [[NT Mining Companion]], and the [[External Impact Absorber]]&lt;br /&gt;
&lt;br /&gt;
Different types of hardpoints -- high-stress, low-stress, drone hardpoints, and docking bays -- can accommodate different equipment.&lt;br /&gt;
&lt;br /&gt;
=== Internal Storage ===&lt;br /&gt;
&lt;br /&gt;
Ships have storage in the form of&lt;br /&gt;
&lt;br /&gt;
* [[Kinetic Ammunition]] used by [[Mass Driver]]s&lt;br /&gt;
* [[Nanodrone Components]] used by [[Drones]]&lt;br /&gt;
* [[Propellant Tanks]] for the [[Reaction Control System]], [[Main Propulsion]], [[Powerplant]], and [[Plasma Weapons]]&lt;br /&gt;
* [[Cargo Bay]] that stores unprocessed ore and cargo, and may contain a mineral processing unit to process ore into processed minerals.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
Thrusters consume propellant and use heat and electrical power to accelerate the ship.&lt;br /&gt;
&lt;br /&gt;
* [[Reaction Control System]]s provide fine maneuvering and rotational control (damageable)&lt;br /&gt;
* [[Main Propulsion]] (damageable)&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
The power system consists of the following&lt;br /&gt;
&lt;br /&gt;
* [[Reactor Core]] that provides thermal power used by thrusters, the powerplant, auxiliary generators, and some other equipment&lt;br /&gt;
* Nuclear reactor, which is ship-specific and houses the reactor core  (damageable)&lt;br /&gt;
* [[Powerplant]] that consumes thermal power to produce electrical power&lt;br /&gt;
* [[Ultracapacitor Array]] that store excess electrical energy to be used during peak demand&lt;br /&gt;
* [[Auxiliary Power Unit]] either an additional electrical generator or an electrical energy storage system&lt;br /&gt;
&lt;br /&gt;
=== Electronics ===&lt;br /&gt;
&lt;br /&gt;
A ships electronics consist of&lt;br /&gt;
&lt;br /&gt;
* [[Autopilot]] that maintains a stable velocity and orientation of the ship&lt;br /&gt;
* [[Head-Up Display]] (HUD) to display to the pilot the status of the ship, its systems, and external sensors&lt;br /&gt;
* On-board computer, which is ship-specific and performs necessary computations for the autopilot and the HUD (damageable)&lt;br /&gt;
* [[Reconnaissance Craft]] that provides an external view of the ship&lt;/div&gt;</summary>
		<author><name>Thedujin</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31311</id>
		<title>Category:Equipment</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31311"/>
		<updated>2024-01-28T10:02:54Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains the various Equipment you can install on your ships.&lt;br /&gt;
&lt;br /&gt;
Some types of equipment can be damaged during a ring dive. For example,  may receive normal wear from usage, and they may become misaligned due to a high-velocity ringroid impact. While in a dive, the Mechanic crew panel will show damageable equipment, as well as:&lt;br /&gt;
&lt;br /&gt;
* what causes equipment to become damaged;&lt;br /&gt;
* what negative effects occur due to accumulated damage; and&lt;br /&gt;
* how much damage has been sustained so far.&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment|Thrusters#thrusters]]&lt;br /&gt;
At Enceladus, damaged equipment can be replaced or repaired. Replacing a component is generally (but not always!) more expensive, but generally takes less time and restores the equipment to a pristine, new condition. Repairing a component is generally less expensive, but generally takes more time and may require multiple repairs to restore a component to a desirable condition. The amount of repair possible is dependent on your [[Crew#Mechanic|Mechanic&#039;s]] skill level.&lt;br /&gt;
* Each repair will fix half of the damage on the component. For example, if a railgun has 12% misalignment, 30% wear, and 2% warped barrel, a single repair will fix it to 6% misalignment, 15% wear, and 1% warped barrel.&lt;br /&gt;
* Having more than one mechanic decreases the amount of time required to perform repairs, but does not decrease the cost.&amp;lt;br&amp;gt;The time to perform each repair is affected by the mechanic multiplier: &amp;lt;code&amp;gt;(2 / (1 + num_mechanics))&amp;lt;/code&amp;gt;. Note that this multiplier is equal to 100% when you have one mechanic hired.&amp;lt;br&amp;gt;For example, a reactor repair that takes 2 days if you have one mechanic will take 4 days if you have no mechanic (multiplier = 200%), and will take 1 day if you have three mechanics (multiplier = 50%).&lt;br /&gt;
&lt;br /&gt;
=== [[Hardpoint]]s ===&lt;br /&gt;
&lt;br /&gt;
External equipment is mounted onto [[hardpoint]]s. The following equipment are all attached to external hardpoints &lt;br /&gt;
&lt;br /&gt;
* [[Mass Driver]]s fire kinetic slugs and consume ammunition (damageable)&lt;br /&gt;
* [[Energy Weapons]] such as lasers and microwaves that do not require ammunition (damageable)&lt;br /&gt;
* [[Plasma Weapons]] fire superheated plasma by consuming propellant (damageable)&lt;br /&gt;
* [[Manipulator Arm]] that can grab ringroids, ore, and salvage (damageable)&lt;br /&gt;
* [[Drones]] can slow down and/or haul ore to your ship&lt;br /&gt;
* Detachable equipment such as [[Cargo Container]]s, the [[B8 Claim Beacon]], the [[NT Mining Companion]], and the [[External Impact Absorber]]&lt;br /&gt;
&lt;br /&gt;
Different types of hardpoints -- high-stress, low-stress, drone hardpoints, and docking bays -- can accommodate different equipment.&lt;br /&gt;
&lt;br /&gt;
=== Internal Storage ===&lt;br /&gt;
&lt;br /&gt;
Ships have storage in the form of&lt;br /&gt;
&lt;br /&gt;
* [[Kinetic Ammunition]] used by [[Mass Driver]]s&lt;br /&gt;
* [[Nanodrone Components]] used by [[Drones]]&lt;br /&gt;
* [[Propellant Tanks]] for the [[Reaction Control System]], [[Main Propulsion]], [[Powerplant]], and [[Plasma Weapons]]&lt;br /&gt;
* [[Cargo Bay]] that stores unprocessed ore and cargo, and may contain a mineral processing unit to process ore into processed minerals.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
Thrusters consume propellant and use heat and electrical power to accelerate the ship.&lt;br /&gt;
&lt;br /&gt;
* [[Reaction Control System]]s provide fine maneuvering and rotational control (damageable)&lt;br /&gt;
* [[Main Propulsion]] (damageable)&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
The power system consists of the following&lt;br /&gt;
&lt;br /&gt;
* [[Reactor Core]] that provides thermal power used by thrusters, the powerplant, auxiliary generators, and some other equipment&lt;br /&gt;
* Nuclear reactor, which is ship-specific and houses the reactor core  (damageable)&lt;br /&gt;
* [[Powerplant]] that consumes thermal power to produce electrical power&lt;br /&gt;
* [[Ultracapacitor Array]] that store excess electrical energy to be used during peak demand&lt;br /&gt;
* [[Auxiliary Power Unit]] either an additional electrical generator or an electrical energy storage system&lt;br /&gt;
&lt;br /&gt;
=== Electronics ===&lt;br /&gt;
&lt;br /&gt;
A ships electronics consist of&lt;br /&gt;
&lt;br /&gt;
* [[Autopilot]] that maintains a stable velocity and orientation of the ship&lt;br /&gt;
* [[Head-Up Display]] (HUD) to display to the pilot the status of the ship, its systems, and external sensors&lt;br /&gt;
* On-board computer, which is ship-specific and performs necessary computations for the autopilot and the HUD (damageable)&lt;br /&gt;
* [[Reconnaissance Craft]] that provides an external view of the ship&lt;/div&gt;</summary>
		<author><name>Thedujin</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=31310</id>
		<title>Reaction Control System</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=31310"/>
		<updated>2024-01-28T10:01:32Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: font size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Reaction Control System(RCS) is a set of 8 thrusters, 2 pointing in each direction.  &lt;br /&gt;
&lt;br /&gt;
RCS allows your ship to perform fine maneuvers.  &lt;br /&gt;
&lt;br /&gt;
RCS consumes propellant, heat and electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+RCS Table&lt;br /&gt;
!Name&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Repair Price(E$)&lt;br /&gt;
!Thrust(kN)&lt;br /&gt;
!Exhaust Velocity(km/s)&lt;br /&gt;
!Prop Consumption (kg/s)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Flavor&lt;br /&gt;
|-&lt;br /&gt;
|NDSTR&lt;br /&gt;
|1250&lt;br /&gt;
|200&lt;br /&gt;
|600&lt;br /&gt;
|7&lt;br /&gt;
|85.7&lt;br /&gt;
|1&lt;br /&gt;
|2.1&lt;br /&gt;
|20&lt;br /&gt;
|Pulsed Thrust&lt;br /&gt;
|-&lt;br /&gt;
|NDVTT&lt;br /&gt;
|2500&lt;br /&gt;
|400&lt;br /&gt;
|500&lt;br /&gt;
|7&lt;br /&gt;
|71.4&lt;br /&gt;
|1&lt;br /&gt;
|1.8&lt;br /&gt;
|30&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|RAK-K37&lt;br /&gt;
|3125&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|15&lt;br /&gt;
|13.3&lt;br /&gt;
|5&lt;br /&gt;
|1.5&lt;br /&gt;
|70&lt;br /&gt;
|Pulsed Thrust, Integrated 1GW Generator&lt;br /&gt;
|-&lt;br /&gt;
|MA150HO&lt;br /&gt;
|4375&lt;br /&gt;
|1500&lt;br /&gt;
|150&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|2.3&lt;br /&gt;
|80&lt;br /&gt;
|Variable Thrust, Integrated generators, renowned for reliability&lt;br /&gt;
|-&lt;br /&gt;
|RA-K44&lt;br /&gt;
|6250&lt;br /&gt;
|1000&lt;br /&gt;
|400&lt;br /&gt;
|15&lt;br /&gt;
|26.6&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|75&lt;br /&gt;
|Pulsed Thrust, Excessive Wear&lt;br /&gt;
|-&lt;br /&gt;
|EI Ion&lt;br /&gt;
|8000&lt;br /&gt;
|3000&lt;br /&gt;
|120&lt;br /&gt;
|50&lt;br /&gt;
|2.4&lt;br /&gt;
|40&lt;br /&gt;
|3.0&lt;br /&gt;
|90&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|ERS-NAGHET5020&lt;br /&gt;
|8500&lt;br /&gt;
|3200&lt;br /&gt;
|210&lt;br /&gt;
|27&lt;br /&gt;
|7.8&lt;br /&gt;
|50&lt;br /&gt;
|2.8&lt;br /&gt;
|130&lt;br /&gt;
|Variable Thrust, Gimballed(20d)&lt;br /&gt;
|-&lt;br /&gt;
|MA350HO&lt;br /&gt;
|10000&lt;br /&gt;
|3500&lt;br /&gt;
|350&lt;br /&gt;
|25&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|4.4&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Integrated generators, not as reliable&lt;br /&gt;
|-&lt;br /&gt;
|EI AGILE&lt;br /&gt;
|12000&lt;br /&gt;
|3000&amp;lt;sup&amp;gt;&#039;&#039;[verify?]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|120&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|60&lt;br /&gt;
|2.5&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Gimballed(35d)&lt;br /&gt;
|-&lt;br /&gt;
|RA-K69V&lt;br /&gt;
|18600&lt;br /&gt;
|1500&lt;br /&gt;
|400&lt;br /&gt;
|12&lt;br /&gt;
|33.3&lt;br /&gt;
|25&lt;br /&gt;
|3.6&lt;br /&gt;
|150&lt;br /&gt;
|Gimballed(25d), frequent maintenance, unlocked by talking to a racer.&lt;br /&gt;
|}&lt;br /&gt;
All thrusters take 4 hours to repair* and 1 hour to replace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;*The number of mechanics you have hired affects repair time. See [[:Category:Equipment]] for more details.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
K37s start with RA-K37 thrusters, coming in at a usable 200kN thrust.  The RA-K44 thrusters are a good cheap upgrade, but &#039;excessive wear&#039; matters and they break down a lot faster.  It might be better to &#039;downgrade&#039; to one of the less efficient higher power systems (NDVTT or NDSTR).  It takes a lot of fuel rods to begin handling the upper range systems, but once you get there, the MA350HO is a great system so long as you don&#039;t need gimbles.  You need gimbles if your thrusters are melting things you are trying to pick up with your manipulator arm.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Thedujin</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=31309</id>
		<title>Reaction Control System</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=31309"/>
		<updated>2024-01-28T10:00:58Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: Repair price column for thrusters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Reaction Control System(RCS) is a set of 8 thrusters, 2 pointing in each direction.  &lt;br /&gt;
&lt;br /&gt;
RCS allows your ship to perform fine maneuvers.  &lt;br /&gt;
&lt;br /&gt;
RCS consumes propellant, heat and electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+RCS Table&lt;br /&gt;
!Name&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Repair Price(E$)&lt;br /&gt;
!Thrust(kN)&lt;br /&gt;
!Exhaust Velocity(km/s)&lt;br /&gt;
!Prop Consumption (kg/s)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Flavor&lt;br /&gt;
|-&lt;br /&gt;
|NDSTR&lt;br /&gt;
|1250&lt;br /&gt;
|200&lt;br /&gt;
|600&lt;br /&gt;
|7&lt;br /&gt;
|85.7&lt;br /&gt;
|1&lt;br /&gt;
|2.1&lt;br /&gt;
|20&lt;br /&gt;
|Pulsed Thrust&lt;br /&gt;
|-&lt;br /&gt;
|NDVTT&lt;br /&gt;
|2500&lt;br /&gt;
|400&lt;br /&gt;
|500&lt;br /&gt;
|7&lt;br /&gt;
|71.4&lt;br /&gt;
|1&lt;br /&gt;
|1.8&lt;br /&gt;
|30&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|RAK-K37&lt;br /&gt;
|3125&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|15&lt;br /&gt;
|13.3&lt;br /&gt;
|5&lt;br /&gt;
|1.5&lt;br /&gt;
|70&lt;br /&gt;
|Pulsed Thrust, Integrated 1GW Generator&lt;br /&gt;
|-&lt;br /&gt;
|MA150HO&lt;br /&gt;
|4375&lt;br /&gt;
|1500&lt;br /&gt;
|150&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|2.3&lt;br /&gt;
|80&lt;br /&gt;
|Variable Thrust, Integrated generators, renowned for reliability&lt;br /&gt;
|-&lt;br /&gt;
|RA-K44&lt;br /&gt;
|6250&lt;br /&gt;
|1000&lt;br /&gt;
|400&lt;br /&gt;
|15&lt;br /&gt;
|26.6&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|75&lt;br /&gt;
|Pulsed Thrust, Excessive Wear&lt;br /&gt;
|-&lt;br /&gt;
|EI Ion&lt;br /&gt;
|8000&lt;br /&gt;
|3000&lt;br /&gt;
|120&lt;br /&gt;
|50&lt;br /&gt;
|2.4&lt;br /&gt;
|40&lt;br /&gt;
|3.0&lt;br /&gt;
|90&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|ERS-NAGHET5020&lt;br /&gt;
|8500&lt;br /&gt;
|3200&lt;br /&gt;
|210&lt;br /&gt;
|27&lt;br /&gt;
|7.8&lt;br /&gt;
|50&lt;br /&gt;
|2.8&lt;br /&gt;
|130&lt;br /&gt;
|Variable Thrust, Gimballed(20d)&lt;br /&gt;
|-&lt;br /&gt;
|MA350HO&lt;br /&gt;
|10000&lt;br /&gt;
|3500&lt;br /&gt;
|350&lt;br /&gt;
|25&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|4.4&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Integrated generators, not as reliable&lt;br /&gt;
|-&lt;br /&gt;
|EI AGILE&lt;br /&gt;
|12000&lt;br /&gt;
|3000&amp;lt;sup&amp;gt;&#039;&#039;[verify?]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|120&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|60&lt;br /&gt;
|2.5&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Gimballed(35d)&lt;br /&gt;
|-&lt;br /&gt;
|RA-K69V&lt;br /&gt;
|18600&lt;br /&gt;
|1500&lt;br /&gt;
|400&lt;br /&gt;
|12&lt;br /&gt;
|33.3&lt;br /&gt;
|25&lt;br /&gt;
|3.6&lt;br /&gt;
|150&lt;br /&gt;
|Gimballed(25d), frequent maintenance, unlocked by talking to a racer.&lt;br /&gt;
|}&lt;br /&gt;
All thrusters take 4 hours to repair* and 1 hour to replace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*The number of mechanics you have hired affects repair time. See [[:Category:Equipment]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
K37s start with RA-K37 thrusters, coming in at a usable 200kN thrust.  The RA-K44 thrusters are a good cheap upgrade, but &#039;excessive wear&#039; matters and they break down a lot faster.  It might be better to &#039;downgrade&#039; to one of the less efficient higher power systems (NDVTT or NDSTR).  It takes a lot of fuel rods to begin handling the upper range systems, but once you get there, the MA350HO is a great system so long as you don&#039;t need gimbles.  You need gimbles if your thrusters are melting things you are trying to pick up with your manipulator arm.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Thedujin</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31305</id>
		<title>Category:Equipment</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31305"/>
		<updated>2024-01-28T09:18:36Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: choke != warped barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains the various Equipment you can install on your ships.&lt;br /&gt;
&lt;br /&gt;
Some types of equipment can be damaged during a ring dive. For example, [[#Thrusters|thrusters]] may receive normal wear from usage, and they may become misaligned due to a high-velocity ringroid impact. While in a dive, the Mechanic crew panel will show damageable equipment, as well as what causes equipment to become damaged, what negative effects occur due to accumulated damage, and how much damage has been sustained so far.&lt;br /&gt;
&lt;br /&gt;
At Enceladus, damaged equipment can be replaced or repaired. Replacing a component is generally (but not always!) more expensive, but generally takes less time and restores the equipment to a pristine, new condition. Repairing a component is generally less expensive, but generally takes more time and may require multiple repairs to restore a component to a desirable condition. The amount of repair possible is dependent on your [[Crew#Mechanic|Mechanic&#039;s]] skill level.&lt;br /&gt;
* Each repair will fix half of the damage on the component. For example, if a railgun has 12% misalignment, 30% wear, and 2% warped barrel, a single repair will fix it to 6% misalignment, 15% wear, and 1% warped barrel.&lt;br /&gt;
* Having more than one mechanic decreases the amount of time required to perform repairs, but does not decrease the cost.&amp;lt;br&amp;gt;The time to perform each repair is affected by the mechanic multiplier: &amp;lt;code&amp;gt;(2 / (1 + num_mechanics))&amp;lt;/code&amp;gt;. Note that this multiplier is equal to 100% when you have one mechanic hired.&amp;lt;br&amp;gt;For example, a reactor repair that takes 2 days if you have one mechanic will take 4 days if you have no mechanic (multiplier = 200%), and will take 1 day if you have three mechanics (multiplier = 50%).&lt;br /&gt;
&lt;br /&gt;
=== [[Hardpoint]]s ===&lt;br /&gt;
&lt;br /&gt;
External equipment is mounted onto [[hardpoint]]s. The following equipment are all attached to external hardpoints &lt;br /&gt;
&lt;br /&gt;
* [[Mass Driver]]s fire kinetic slugs and consume ammunition (damageable)&lt;br /&gt;
* [[Energy Weapons]] such as lasers and microwaves that do not require ammunition (damageable)&lt;br /&gt;
* [[Plasma Weapons]] fire superheated plasma by consuming propellant (damageable)&lt;br /&gt;
* [[Manipulator Arm]] that can grab ringroids, ore, and salvage (damageable)&lt;br /&gt;
* [[Drones]] can slow down and/or haul ore to your ship&lt;br /&gt;
* Detachable equipment such as [[Cargo Container]]s, the [[B8 Claim Beacon]], the [[NT Mining Companion]], and the [[External Impact Absorber]]&lt;br /&gt;
&lt;br /&gt;
Different types of hardpoints -- high-stress, low-stress, drone hardpoints, and docking bays -- can accommodate different equipment.&lt;br /&gt;
&lt;br /&gt;
=== Internal Storage ===&lt;br /&gt;
&lt;br /&gt;
Ships have storage in the form of&lt;br /&gt;
&lt;br /&gt;
* [[Kinetic Ammunition]] used by [[Mass Driver]]s&lt;br /&gt;
* [[Nanodrone Components]] used by [[Drones]]&lt;br /&gt;
* [[Propellant Tanks]] for the [[Reaction Control System]], [[Main Propulsion]], [[Powerplant]], and [[Plasma Weapons]]&lt;br /&gt;
* [[Cargo Bay]] that stores unprocessed ore and cargo, and may contain a mineral processing unit to process ore into processed minerals.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
Thrusters consume propellant and use heat and electrical power to accelerate the ship.&lt;br /&gt;
&lt;br /&gt;
* [[Reaction Control System]]s provide fine maneuvering and rotational control (damageable)&lt;br /&gt;
* [[Main Propulsion]] (damageable)&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
The power system consists of the following&lt;br /&gt;
&lt;br /&gt;
* [[Reactor Core]] that provides thermal power used by thrusters, the powerplant, auxiliary generators, and some other equipment&lt;br /&gt;
* Nuclear reactor, which is ship-specific and houses the reactor core  (damageable)&lt;br /&gt;
* [[Powerplant]] that consumes thermal power to produce electrical power&lt;br /&gt;
* [[Ultracapacitor Array]] that store excess electrical energy to be used during peak demand&lt;br /&gt;
* [[Auxiliary Power Unit]] either an additional electrical generator or an electrical energy storage system&lt;br /&gt;
&lt;br /&gt;
=== Electronics ===&lt;br /&gt;
&lt;br /&gt;
A ships electronics consist of&lt;br /&gt;
&lt;br /&gt;
* [[Autopilot]] that maintains a stable velocity and orientation of the ship&lt;br /&gt;
* [[Head-Up Display]] (HUD) to display to the pilot the status of the ship, its systems, and external sensors&lt;br /&gt;
* On-board computer, which is ship-specific and performs necessary computations for the autopilot and the HUD (damageable)&lt;br /&gt;
* [[Reconnaissance Craft]] that provides an external view of the ship&lt;/div&gt;</summary>
		<author><name>Thedujin</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31304</id>
		<title>Category:Equipment</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:Equipment&amp;diff=31304"/>
		<updated>2024-01-28T09:17:25Z</updated>

		<summary type="html">&lt;p&gt;Thedujin: Equipment damage and mechanics repair relevance. Also adds stubs for ARM and plasma weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains the various Equipment you can install on your ships.&lt;br /&gt;
&lt;br /&gt;
Some types of equipment can be damaged during a ring dive. For example, [[#Thrusters|thrusters]] may receive normal wear from usage, and they may become misaligned due to a high-velocity ringroid impact. While in a dive, the Mechanic crew panel will show damageable equipment, as well as what causes equipment to become damaged, what negative effects occur due to accumulated damage, and how much damage has been sustained so far.&lt;br /&gt;
&lt;br /&gt;
At Enceladus, damaged equipment can be replaced or repaired. Replacing a component is generally (but not always!) more expensive, but generally takes less time and restores the equipment to a pristine, new condition. Repairing a component is generally less expensive, but generally takes more time and may require multiple repairs to restore a component to a desirable condition. The amount of repair possible is dependent on your [[Crew#Mechanic|Mechanic&#039;s]] skill level.&lt;br /&gt;
* Each repair will fix half of the damage on the component. For example, if a railgun has 12% misalignment, 30% wear, and 2% warped barrel, a single repair will fix it to 6% misalignment, 15% wear, and 1% choke.&lt;br /&gt;
* Having more than one mechanic decreases the amount of time required to perform repairs, but does not decrease the cost.&amp;lt;br&amp;gt;The time to perform each repair is affected by the mechanic multiplier: &amp;lt;code&amp;gt;(2 / (1 + num_mechanics))&amp;lt;/code&amp;gt;. Note that this multiplier is equal to 100% when you have one mechanic hired.&amp;lt;br&amp;gt;For example, a reactor repair that takes 2 days if you have one mechanic will take 4 days if you have no mechanic (multiplier = 200%), and will take 1 day if you have three mechanics (multiplier = 50%).&lt;br /&gt;
&lt;br /&gt;
=== [[Hardpoint]]s ===&lt;br /&gt;
&lt;br /&gt;
External equipment is mounted onto [[hardpoint]]s. The following equipment are all attached to external hardpoints &lt;br /&gt;
&lt;br /&gt;
* [[Mass Driver]]s fire kinetic slugs and consume ammunition (damageable)&lt;br /&gt;
* [[Energy Weapons]] such as lasers and microwaves that do not require ammunition (damageable)&lt;br /&gt;
* [[Plasma Weapons]] fire superheated plasma by consuming propellant (damageable)&lt;br /&gt;
* [[Manipulator Arm]] that can grab ringroids, ore, and salvage (damageable)&lt;br /&gt;
* [[Drones]] can slow down and/or haul ore to your ship&lt;br /&gt;
* Detachable equipment such as [[Cargo Container]]s, the [[B8 Claim Beacon]], the [[NT Mining Companion]], and the [[External Impact Absorber]]&lt;br /&gt;
&lt;br /&gt;
Different types of hardpoints -- high-stress, low-stress, drone hardpoints, and docking bays -- can accommodate different equipment.&lt;br /&gt;
&lt;br /&gt;
=== Internal Storage ===&lt;br /&gt;
&lt;br /&gt;
Ships have storage in the form of&lt;br /&gt;
&lt;br /&gt;
* [[Kinetic Ammunition]] used by [[Mass Driver]]s&lt;br /&gt;
* [[Nanodrone Components]] used by [[Drones]]&lt;br /&gt;
* [[Propellant Tanks]] for the [[Reaction Control System]], [[Main Propulsion]], [[Powerplant]], and [[Plasma Weapons]]&lt;br /&gt;
* [[Cargo Bay]] that stores unprocessed ore and cargo, and may contain a mineral processing unit to process ore into processed minerals.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
Thrusters consume propellant and use heat and electrical power to accelerate the ship.&lt;br /&gt;
&lt;br /&gt;
* [[Reaction Control System]]s provide fine maneuvering and rotational control (damageable)&lt;br /&gt;
* [[Main Propulsion]] (damageable)&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
The power system consists of the following&lt;br /&gt;
&lt;br /&gt;
* [[Reactor Core]] that provides thermal power used by thrusters, the powerplant, auxiliary generators, and some other equipment&lt;br /&gt;
* Nuclear reactor, which is ship-specific and houses the reactor core  (damageable)&lt;br /&gt;
* [[Powerplant]] that consumes thermal power to produce electrical power&lt;br /&gt;
* [[Ultracapacitor Array]] that store excess electrical energy to be used during peak demand&lt;br /&gt;
* [[Auxiliary Power Unit]] either an additional electrical generator or an electrical energy storage system&lt;br /&gt;
&lt;br /&gt;
=== Electronics ===&lt;br /&gt;
&lt;br /&gt;
A ships electronics consist of&lt;br /&gt;
&lt;br /&gt;
* [[Autopilot]] that maintains a stable velocity and orientation of the ship&lt;br /&gt;
* [[Head-Up Display]] (HUD) to display to the pilot the status of the ship, its systems, and external sensors&lt;br /&gt;
* On-board computer, which is ship-specific and performs necessary computations for the autopilot and the HUD (damageable)&lt;br /&gt;
* [[Reconnaissance Craft]] that provides an external view of the ship&lt;/div&gt;</summary>
		<author><name>Thedujin</name></author>
	</entry>
</feed>