Understanding the Ship's Equipment: Difference between revisions

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== Head-Up Displays ==
== Heads-Up Displays ==
These are the visuals on ship information that are given to you by your computer. Generally it's best to use the appropriate HUD for the ship, but there are no issues with mixing and matching.
These are the visuals on ship information that are given to you by your computer. Generally it's best to use the appropriate HUD for the ship, but there are no issues with mixing and matching.
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+Head-Up Displays
|+Heads-Up Displays
!Name
!Name
!Dedicated Ship Hull(s)
!Dedicated Ship Hull(s)

Latest revision as of 01:56, 25 September 2024

Introduction

Your ship requires numerous systems and equipment to run and fly properly, with no one piece being vastly more important than the others for operation, and with each being separated by their own section on the equipment and/or repair menus. This guide aims to explain the basics behind what each type does, as well as giving a list of what is applicable where and what can be fitted to various systems.

The guide will also provide lists of equipment that can be used for each type. For obvious reasons, no empty slot names will be used.

Hardpoints

Hardpoints are the main course when it comes to your involvement in the rings. These allow you to fit various equipment that lets you break rocks, store minerals, make a claim, and a multitude of other uses. There are several types of hardpoints - high-stress, spinal, low-stress, docking bays, and drone bays - each with their own restrictions and capabilities to what can be fitted to them.

High-Stress Hardpoints

These are the big boys when it comes to equipment fittings. Attached directly to the spine of many larger vessels, they are capable of supporting any equipment available to you both structurally as well as through power and consumable requirements. Due to the requirements, most ships are only capable of fitting one, if at all.

'The following table shows the available equipment equippable on a High-Stress hardpoint:

High-Stress Capable Equipment
Name Cost (E$) Consumes Notes
EMD-14 mass driver 10,000 Mass driver ammunition, electrical power
MPI Railgun MkI 20,000 Mass driver ammunition, electrical power
ERFMD-17 mass driver 30,000 Mass driver ammunition, electrical power
AEMD-14 mass driver 32,000 Mass driver ammunition, electrical power
AR-1500 Manipulator 56,000 Electrical power Can be tuned to grab different types of object
MWG microwave emitter 70,000 Electrical power
EINAT Kzinti Lesson MkII 100,000 Propellant, thermal power, electrical power
CL-150 mining laser 150,000 Electrical power
Tetsuo HMX-2000l 160,000 Processed iron, mass driver ammunition Processed iron (if any stored on ship) is consumed before mass driver ammo
Point Defense Microwave Generator 180,000 Electrical power
CL-200AP pulse mining laser 220,000 Electrical power
MPI Tug drones 250,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the rings
NANI 300,000 Propellant, thermal power, electrical power
CL-600P pulse mining laser 320,000 Electrical power
MLF Haul Drones 350,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay
OME Maintenance drones 400,000 Nanodrone components, electrical power Repairs any and all damaged equipment up to 65% total durability

The following equipment needs to be unlocked before use on a high-stress hardpoint:

Unlockable Equipment
Name Cost (E$) Consumes Notes
NDPT-4205 135,000 Mass driver ammo, electrical power Unlocked through Obonto Habitats, requires holding down the trigger to fire

Spinal Hardpoint

Spinal hardpoints are an equivalent to high-stress hardpoints, just used on lighter shuttles. These hold up to most of the capabilities of a high-stress hardpoint, with the exception of a couple of equipment that still overstress it.

The following table shows the available equipment equippable on a Spinal hardpoint:

Spinal Capable Equipment
Name Cost (E$) Consumes Notes
EMD-14 mass driver 10,000 Mass driver ammunition, electrical power
MPI Railgun MkI 20,000 Mass driver ammunition, electrical power
ERFMD-17 mass driver 30,000 Mass driver ammunition, electrical power
AEMD-14 mass driver 32,000 Mass driver ammunition, electrical power
MWG microwave emitter 70,000 Electrical power
EINAT Kzinti Lesson MkII 100,000 Propellant, thermal power, electrical power
CL-150 mining laser 150,000 Electrical power
Tetsuo HMX-2000l 160,000 Processed iron, mass driver ammunition Processed iron (if any stored on ship) is consumed before mass driver ammo
Point Defense Microwave Generator 180,000 Electrical power
CL-200AP pulse mining laser 220,000 Electrical power
MPI Tug drones 250,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the rings
CL-600P pulse mining laser 320,000 Electrical power
MLF Haul Drones 350,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay
OME Maintenance drones 400,000 Nanodrone components, electrical power Repairs any and all damaged equipment up to 65% total durability

The following equipment needs to be unlocked before use on a spinal hardpoint:

Unlockable Equipment
Name Cost (E$) Consumes Notes
NDPT-4205 135,000 Mass driver ammo, electrical power Unlocked through Obonto Habitats, requires holding down the trigger to fire

Low-Stress Hardpoints

Low-stress hardpoints are seen on nearly all ships in the rings. These can fit most equipment, and usually being side-mounted, can fit a few extra exclusives that might not be seen on a central spinal-fitted or high-stress hardpoint.

The following table shows the available equipment equippable on a Low-Stress hardpoint:

Low-Stress Capable Equipment
Name Cost (E$) Consumes Notes
External Impact Absorber 4,000 N/A Can be released, remaining cradle can be used to collect other objects
EMD-14 mass driver 10,000 Mass driver ammunition, electrical power
MPI Railgun MkI 20,000 Mass driver ammunition, electrical power
ERFMD-17 mass driver 30,000 Mass driver ammunition, electrical power
AEMD-14 mass driver 32,000 Mass driver ammunition, electrical power
B8 Claim Beacon 43,000 N/A Can be released, allows creation of a claim for 1,000 E$ per day active
MWG microwave emitter 70,000 Electrical power
THI Cargo Container 74,000 N/A Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral
THI Monoargo Container 111,000 N/A Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral
NT Mining Companion 115,000 N/A Can be released, once released mines rocks and collects ore chunks
CL-150 mining laser 150,000 Electrical power
Tetsuo HMX-2000l 160,000 Processed iron, mass driver ammunition Processed iron (if any stored on ship) is consumed before mass driver ammo
Point Defense Microwave Generator 180,000 Electrical power
CL-200AP pulse mining laser 220,000 Electrical power
MPI Tug drones 250,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the rings
SPC Gungnir 270,000 Electrical power Charges up (30 secs for full charge) and releases for a burst of protons that deals extreme damage of all 3 types (thermal, EMP, kinetic). Positively charges struck objects
CL-600P pulse mining laser 320,000 Electrical power
MLF Haul Drones 350,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay
OME Maintenance drones 400,000 Nanodrone components, electrical power Repairs any and all damaged equipment up to 65% total durability

The following equipment needs to be unlocked before use on a low-stress hardpoint:

Unlockable Equipment
Name Cost (E$) Consumes Notes
NDPT-4205 135,000 Mass driver ammo, electrical power Unlocked through Obonto Habitats, requires holding down the trigger to fire

Docking Bays

Docking bays are primarily used to store cargo containers, but can also fit drone and point defense turret mounts. Found exclusively on the AT-K225 line of ships,

The following table shows the available equipment equippable in a docking bay:

Docking Bay Capable Equipment
Name Cost (E$) Consumes Notes
B8 Claim Beacon 43,000 N/A Can be released, allows creation of a claim for 1,000 E$ per day active. Equippable only on the front two docking bays
THI Cargo Container 74,000 N/A Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral
THI Monoargo Container 111,000 N/A Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral
NT Mining Companion 115,000 N/A Can be released, once released mines rocks and collects ore chunks
Point Defense Microwave Generator 180,000 Electrical power
MPI Tug drones 250,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the rings
MLF Haul Drones 350,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay
OME Maintenance drones 400,000 Nanodrone components, electrical power Repairs any and all damaged equipment up to 65% total durability

The following equipment needs to be unlocked before use on a high-stress hardpoint:

Unlockable Equipment
Name Cost (E$) Consumes Notes
NDPT-4205 135,000 Mass driver ammo, electrical power Unlocked through Obonto Habitats, requires holding down the trigger to fire

Drone Hardpoint

Drone hardpoints are intended for drone fittings only. These hardpoints are exclusive to the Eagle Prospector class of ships:

The following table shows the available equipment equippable on a drone hardpoint:

Drone Capable Equipment
Name Cost (E$) Consumes Notes
MPI Tug drones 250,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the rings
MLF Haul Drones 350,000 Nanodrone components, electrical power Drones stop any ore chunk of lifepod that passes it's filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay
OME Maintenance drones 400,000 Nanodrone components, electrical power Repairs any and all damaged equipment up to 65% total durability

Consumable Storages

Consumables are extra materials that need to be supplied to some equipment to ensure they work. Some aren't required, like mass driver ammunition and nanodrone components, as you might not be using equipment that needs them, but when you are using them, the storage units for it are all necessary for use. As much as that they all have tiny internal magazines, worth 100kg of consumable space, but that quickly gets used up, thus making a storage for them necessary. Propellant is the big requirement for ships. Nearly everything uses propellant somewhere down the line, as it's used in most reactors as well as for thrust in nearly all cases.

Cothons, K225s and OCP-209s are in many cases capable of holding more of specific consumables than other hull types.

Kinetic Ammunition

This set of storage is a necessity for all mass driver-like equipment. You're likely already familiar with it as all stock K37 ships come with a mass driver and storage. Each storage also has a delivery speed, which will bottleneck if you are using a lot of items that need ammo or the equipment uses it too fast.

Kinetic Ammunition Options
Name Storage Amount (kg) Delivery Speed (kg/s) Cost (E$) Notes
Projectile magazine 1,000 100 5,000
Dual projectile magazine 2,000 200 10,000
Heavy projectile magazine 5,000 200 25,000
Military projectile magazine 10,000 200 50,000
Frigate-class projectile magazine 20,000 500 100,000 Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209
Destroyer-class projectile magazine 50,000 500 250,000 Can only be fitted on K225 class ships and the OCP-209

Nanodrone Components

These storages are necessary for use with any drone hardpoint equipment.

Nanodrone Components Options
Name Storage Amount (kg) Delivery Speed (kg/s) Cost (E$) Notes
Basic nanodrone storage 1,000 20 20,000
Industrial nanodrone storage 5,000 20 120,000
Military nanodrone storage 10,000 100 250
Harvester-class nanodrone storage 20,000 100 500,000 Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209
Station-class nanodrone storage 50,000 100 1,250,000 Can only be fitted on K225 class ships and the OCP-209

Propellant Tanks

These tanks contain a water-based propellant, used by most reactors, thrusters, and plasma throwers. Propellant can be reclaimed in the rings with most MPUs.

Propellant Tank Options
Name Storage Amount (kg) Cost (E$) Notes
Short-range propellant tank 15,000 6,000
Standard propellant tank 30,000 12,000
Extended propellant tank 50,000 20,000
Long-range propellant tank 80,000 32,000
Interplanetary propellant tank 200,000 160,000
Freighter propellant tank array 500,000 400,000 Can only be fitted on K225 class ships and the OCP-209

Thrusters

Thrusters work as the main propulsion mechanism of all ships in the rings using the water-based propellant as a reaction mass. Ships use two types of thruster to operate: your retro rockets (aka. the Reaction Control System thrusters, or RCS for short) and your main drives, or Torch thrusters. The RCS provides for the basic maneuverability and movement, while the torches provide for unparalleled thrust while using significantly more propellant in the process.

Both will be split into two different sections to make for an easier distribution of info.

Reaction Control System (RCS)

These thrusters are generally smaller and provide relatively small thrust compared to a main torch, however they're placed much more fruitfully around your ship than torches (all ships have at least four of them), and are generally used a lot more often.

RCS Thrusters
Name Default/Min/Max thrust output (kN) Efficiency/exhaust velocity (km/s) Propellant economy (kg/s) Power consumption (MW) Thermal consumption (GW) Operation mode Gimbaled?

(deg/s, angle)

Cost (E$, per thruster)
NDSTR thruster 600/300/900 7 85.7 1 2.1 Pulsed thrust No 1,250
NDVTT thruster 500/250/750 7 71.4 1 1.8 Variable thrust No 2,500
RA-K37 thruster 200/100/300 15 13.3 5 1.5 Pulsed thrust No 3,125
MA150HO thruster 150/75/225 30 5 40 2.3 Variable thrust No 4,375
RA-K44 thruster 400/200/600 15 26.6 15 3 Pulsed thrust No 6,250
Elon Interstellar Ion Thruster 120/60/180 50 2.4 40 3 Variable thrust No 8,000
ERS-NAGHET 5020 210/105/315 27 7.8 50 2.8 Variable thrust 360/20 8,500
MA350HO thruster 350/175/525 25 14 60 4.4 Variable thrust No 10,000
Elon Interstellar AGILE thruster 120/60/180 40 3 60 2.5 Variable thrust 160/35 12,000

The following RCS thruster(s) needs to be unlocked before use:

Unlockable Equipment
Name Default/Min/Max thrust output Efficiency/exhaust velocity (km/s) Propellant economy (kg/s) Power consumption (MW) Thermal consumption (GW) Operation mode Gimbaled?

(deg/s, angle)

Cost (E$, per thruster)
RA-K69V thruster 400/300/800 12 33.3 25 3.6 Pulsed thrust 540/25 18,600

Main Propulsion (Torches)

These thrusters are the big boi thrusters on the ship. Most ships will have one or two at best, so these come at a premium. The sheer amount of thrust they produce makes them a big improvement over using straight RCS, especially for heavier ships.

Torch Thrusters
Name Default/Min/Max thrust output Efficiency/exhaust velocity (km/s) Propellant economy (kg/s) Power consumption (MW) Thermal consumption (GW) Operation mode Response time (seconds) Gimbaled or vectored thrust? Cost (E$, per torch)
ND-PNTR engine 1,500/375/2,250 8 187.5 180 6 Pulsed thrust 2.1 Vectored, 90 degrees 7,000
RA-TNTRL-K37 engine 750/375/1,125 15 50 100 5.6 Pulsed thrust 0 No 15,000
ND-NTTR thruster 3,500/1,750/5,250 7 500 20 12.2 Variable thrust 0 No 30,000
RA-MHFTR-K44 engine 1,500/750/2,250 18 83.3 100 13.5 Pulsed thrust 0 Gimbal, 36 deg/s, 9 deg angle 40,000
BWM-T535 535/267/802 29 18.4 0.04 8.2 Variable thrust 0.9 No 120,000
ERS-DFMHD-2205 2,200/1,100/3,300 14 157.1 120 15.4 Variable Thrust 0.6 No 175,000
MA-NMPD42 engine 320/160/480 115 2,8 150 18.4 Variable thrust 0 No 300,000
Experimental NPMP engine 1,100/550/1,650 45 24.4 200 24.7 Pulsed thrust 0 No 700,000
Z-Axial Pinch fusion torch 800/400/800 1250 0.6* 150** N/A* Variable thrust 0 Gimbal, 28 deg/s, 30 deg angle 1,000,000
  • * The Z-Axial Pinch fusion torch utilises an internal fusion engine and fuel tanks. Runs on a set burn time of 30 minutes
  • ** The fusion is self sustaining, the power requirement comes from the ignition of the burn

Power Generation

The root of all systems on the ship stems to the power generation area of the ship. Stemming from the nuclear reactor, both electrical and thermal power are drawn, and proceed to power the rest of the ship. Every single piece of equipment uses the reactor in some way, no matter how insignificant. However, not all methods of generating power are made equal, and equates to how powerful the reactor is, how hot it is running, and how much of that power is directly drawn for power generation.

Reactor Core

The reactor core is what directly generates the energy, and is measured in gigawatts of thermal power. This energy is later used by the turbines, MPDGs, RCS & Torch thrusters, as well as plasma throwers. The temperature can also be tuned to be ±1,000 degrees Kelvin off of the default 3,500K.

Reactor Cores
Name Thermal power (GW) Operating temperature (degrees K) Failure point (degrees K) Mass (kg) Cost (E$)
4x SO6 fuel rod 4 3,500 4,500 2,000 80,000
8x SO6 fuel rod 8 3,500 4,500 4,000 160,000
12x SO6 fuel rod 12 3,500 4,500 6,000 240,000
16x SO6 fuel rod 16 3,500 4,500 8,000 320,000
20x SO6 fuel rod 20 3,500 4,500 10,000 400,000
Nakamura Dynamics Yama-SSR12 30 3,000 4,500 5,000 750,000
Nakamura Dynamics Yama-SSR16 40 3,000 4,500 5,500 1,000,000
Nakamura Dynamics Yama-SSR16S 50 3,000 4,500 6,000 1,500,000

Ultracapacitors

The ultracapacitors exist to provide a backup supply of energy in the event that the power draw of the ship is temporarily greater than what is being produced to prevent immediate shutdown. Shutdown can still occur if the ultracapacitors are drained.

Ultracapacitors
Name Capacity (MJ) Peak power (GW) Mass (kg) Cost (E$)
Ultracapacitor 500 10 2,000 25,000
Dual Ultracapacitor 1,000 10 4,000 55,000
Triple Ultracapacitor 1,500 10 6,000 90,000

Turbines

Turbines are the main generation unit of electrical power on a ship. They draw remass to be brought through the reactor, taking thermal energy in the process, and expelled to spin the turbines. The temperature of the reactor can play a part in how effective the generation is (a difference of 1,000 degrees K will produce a generation difference of ±50%.)

Turbines
Name Nominal power generation (MW) Propellant consumption (kg/s) Mass (kg) Cost (E$)
Turbine 100 0.1 500 30,000
Twin Turbine 200 0.2 1,000 60,000
Military-grade Turbine 500 0.5 5,000 150,000

Auxiliary Power System

An auxiliary power system is an extra unit to aide with either the generation or storage of power. Using either MPDG (Magnetoplasmadynamic generator) or SMES (Superconductive magnetic energy storage) tech to respectively produce and store electrical power.

MPDGs are a good solution to providing extra generation when running a lot of power-hunrgy equipment, and the decently low mass has made many captains prefer to run one instead of a heavier turbine to save on some mass, at a bit of an extra cost.

MPDG Auxiliary Power System
Name Power draw (MW) Thermal draw (GW) Nominal power generation (MW) Mass (kg) Cost (E$)
MPD5035 50 0.5 350 2,500 300,000
EIBFG MkIV Big Furnace Generator 100 1 700 4,000 500,000
MPI Town-class MPDG 150 1.5 1,000 8,000 800,000

SMES units replace the ultracapacitor's general function, and can hold significantly more power than a standard ultracapacitor at the cost of being less reliable.

SMES Auxiliary Power System
Name Capacity (MJ) Charge power draw (MW) Peak discharge power (MW) Mass (kg) Cost (E$)
NDAPS 18,000 100 3,000 1,000 400,000
MPI Town-class storage 32,000 150 3,000 2,000 800,000
EIUP MkII Unlimited Power 50,000 200 6,000 3,500 1,200,000

StarCAT Stellarator Fusion Reactor

The one outlier for reactor and power generation lies within the Elon Interstellar Model E. This ship holds a newer type of reactor, using fusion instead of fission to push out the power needed, as well as holding unprecedented capacity for power generation. The reactor's unique liquid iron droplet radiator ensures that the reactor cannot undergo meltdown, however do note that excessive use outside nominal conditions will cause damage to the reactor, however this can be partly mitigated with the additional use of an Auxiliary Power System.

However, given that it's a recent ship model to hit the market, Elon Interstellar requires that any repairs be handled by their own professional mechanics, which sticks with no ability to upgrade the core and fees that will dig into the richest ringa's pockets.

Fusion Reactors
Name Nominal power generation (MW) Thermal generation (GW)
StarCAT Stellarator 1,500 100

Cargo Bay

The cargo bay holds a decent number of accessories that can be added to improve the mining experience.

A baffle system can be added that provides a bit of aide with keeping objects within the ship's cargo bay, at the cost of 2,000 E$. This can be helpful for newer captains who are still getting used to the ship, and don't want to worry about an accidental spillage of the cargo bay's contents.

The other options supplied are Mineral Processing Units (MPUs), which remove the water content (in most models, repurposed into reaction mass) and refine the ore chunks to store within the ship itself. Each ship comes with a predefined amount of processed mineral that it can hold, which can be expanded with the use of cargo containers. Each MPU has different capabilities, with no singular one being better than the others.

Mineral Processing Units
Name Processing capacity (kg/s) Power draw (MW/chunk) Mineral processing efficiency (% of ore mass) Remass processing efficiency (% of water mass) Produces consumables? Mass (kg) Cost (E$)
Rusatom-Antonoff MPU 20 2 40% 40% No 1,700 350,000
Nakamura MPU 50 25 70% 30% No 4,200 500,000
Mitsudaya-Starbus MSU 100 150 90% N/A No 2,500 900,000
Voyager RSLS Fabrication Plant 40 20 50% 60% Yes, uses 70 MW 6,000 1,500,000
  • The Rusatom-Antonoff MPU covers most of the cargo bay in most ships, making it the easiest to refine ores with
  • The Voyager RSLS Fabrication Plant can print nanodrones (4kg iron to 1kg platinum) and mass driver ammo (9kg iron to 1 kg vanadium) using their respective parts

Autopilot

The autopilot allows for a pilot to more easily pilot the ship by having the computer do a lot of the hard work with the finer adjustments to thrusters. They also can aide with the use of certain aspects of thrusters not always accessible to the pilot during manual flight.

Each of the respective autopilot components are described here:

  • ARL - Antipodal Reaction Limiter - Cancels out opposing thrusters, allowing for fuel conservation.
  • AAT - Adaptive Angular Thrust - Observes cargo mass shifts and thruster damage to compute the minimum thrust required for manoeuver.
  • RTC - Rotational Thrust Computation - Dynamically computes the most performant thrusters to perform any manoeuver.
  • FBW - Fly By Wire - Routes all manual thruster input through the autopilot.
  • Can use gimbaled main drives efficiently - Allows the autopilot to use gimballing or thrust vectoring on the main torch(es)

Many of these require FBW to be enabled to use on manual piloting. The last option can be somewhat misleading, as autopilots can use gimbaled RCS thrusters regardless of the option.

Autopilots
Name ARL? AAT? RTC? FBW? Can use gimbaled main drives efficiently? Gimmick Cost (E$)
MLF Autopilot Yes No No No No Highlights nearby ores and metallic objects 10,000
MA-337 Autopilot Yes Yes No No No Displays LIDAR in a disc around your ship 27,000
NDCI Autopilot No No Yes Yes Yes Displays firing solutions and collision warnings 60,000
EIAA-1337 Autopilot Yes Yes Yes Yes Yes Attempts to avoid collisions and collect selected ore chunks 150,000

The following autopilot(s) needs to be unlocked before use:

Unlockable Equipment
Name ARL? AAT? RTC? FBW? Can use gimbaled main drives efficiently? Gimmick Cost (E$)
ER-42 Autopilot Yes Yes Yes Yes Yes Displays predicted ship course 100,000

Heads-Up Displays

These are the visuals on ship information that are given to you by your computer. Generally it's best to use the appropriate HUD for the ship, but there are no issues with mixing and matching.

Heads-Up Displays
Name Dedicated Ship Hull(s) Colour Scheme Gimmick Cost (E$)
HAL9000 Cothons Yellow EMP resistance, CRT monitors 500
Eagle Prospector Prospectors White Imperial units, single display 3.000
K37 TNTRL K37s Green Reactor core temp graphic, ultracapacitor graphic 4,000
AT-K225 K225s Blue THICC fill level graphic, reactor core temp graphic, ultracapacitor graphic 6,000
Eagle Prospector (metric mod) Prospectors White Single display 10,000
OCP-209 OCP-209 Yellow Physical holographic display, EMP resistance 15,000
Elon Interstellar Model E Elon Interstellar Model E Gray Situational info displays, HUD location-locked to ship 25,000
ND-LIS Kitsune ND-LIS Kitsune Magenta No boxes around info displays, split LIDAR and visfeed 31,000

The following HUD(s) needs to be unlocked before use:

Unlockable Equipment
Name Dedicated Ship Hull(s) Colour Scheme Gimmick Cost (E$)
Bald Eagle Racing HUD Bald Eagle White No mining infos, minimalistic hud with little clutter 50,000

Sensors

The sensors allow you to gain a view of what is outside your recon drone's viewport. Each has a specific use and gimmick.

LIDAR Sensors
Name Scanning beam type Sweep period (ms) Sweep coverage (degrees) Measurements
MLF Long-wave RADAR low-frequency radio 2,000 360 distance
IRL-360 Infrared LIDAR infrared light 500 360 distance, relative velocity
IRL-30-BF Beamformed Infrared LIDAR infrared light 500 30 distance, relative velocity
Runasimi High-Resolution LIDAR infrared light 2,000 360 distance, relative velocity
CL-144PLA Phased LIDAR Array infrared N/A (continuous) 360 distance

Reconnaissance Craft

The reconnaissance craft is what gives you the birds-eye view of your ship and surroundings. They don't have the capability to view inside of hollow objects, however a ship-side view of inside will be added onto the feed for your convenience.

Reconnaissance Craft
Name Tool View range Cost (E$)
Obonto USV-R N/A 6 km 10,000
Runasimi Gravimetric USV Overlay of relative densities compared to predicted ice densities 5 km 40,000
Obonto USV-D Microseismic Series Scanner for predicted densities over objects hovered over with mouse and selected with autopilot 5 km 60,000
Obonto USV-GOT Provides a priority system for nanodrones, NT companions, and the EIAA-1337 autopilot. Right click to toggle queue 5 km 200,000