(created proper spoiler markings for related equipment) |
Tag: Undo |
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|Repairs any and all damaged equipment up to 65% total durability | |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: | The following equipment needs to be unlocked before use on a high-stress hardpoint: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|Unlocked through Obonto Habitats, requires holding down the trigger to fire | |Unlocked through Obonto Habitats, requires holding down the trigger to fire | ||
|} | |} | ||
==== Spinal Hardpoint ==== | ==== Spinal Hardpoint ==== | ||
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|Repairs any and all damaged equipment up to 65% total durability | |Repairs any and all damaged equipment up to 65% total durability | ||
|} | |} | ||
The following equipment needs to be unlocked before use on a spinal hardpoint: | The following equipment needs to be unlocked before use on a spinal hardpoint: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|Unlocked through Obonto Habitats, requires holding down the trigger to fire | |Unlocked through Obonto Habitats, requires holding down the trigger to fire | ||
|} | |} | ||
==== Low-Stress Hardpoints ==== | ==== Low-Stress Hardpoints ==== | ||
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|Repairs any and all damaged equipment up to 65% total durability | |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: | The following equipment needs to be unlocked before use on a low-stress hardpoint: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|Unlocked through Obonto Habitats, requires holding down the trigger to fire | |Unlocked through Obonto Habitats, requires holding down the trigger to fire | ||
|} | |} | ||
==== Docking Bays ==== | ==== Docking Bays ==== | ||
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|Repairs any and all damaged equipment up to 65% total durability | |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: | The following equipment needs to be unlocked before use on a high-stress hardpoint: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|Unlocked through Obonto Habitats, requires holding down the trigger to fire | |Unlocked through Obonto Habitats, requires holding down the trigger to fire | ||
|} | |} | ||
==== Drone Hardpoint ==== | ==== Drone Hardpoint ==== | ||
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|12,000 | |12,000 | ||
|} | |} | ||
The following RCS thruster(s) needs to be unlocked before use: | The following RCS thruster(s) needs to be unlocked before use: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|18,600 | |18,600 | ||
|} | |} | ||
==== Main Propulsion (Torches) ==== | ==== Main Propulsion (Torches) ==== | ||
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|150,000 | |150,000 | ||
|} | |} | ||
The following autopilot(s) needs to be unlocked before use: | The following autopilot(s) needs to be unlocked before use: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|100,000 | |100,000 | ||
|} | |} | ||
== Heads-Up Displays == | == Heads-Up Displays == | ||
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|31,000 | |31,000 | ||
|} | |} | ||
The following HUD(s) needs to be unlocked before use: | The following HUD(s) needs to be unlocked before use: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|50,000 | |50,000 | ||
|} | |} | ||
== Sensors == | == Sensors == |
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:
The following equipment needs to be unlocked before use on a high-stress hardpoint:
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:
The following equipment needs to be unlocked before use on a spinal hardpoint:
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:
The following equipment needs to be unlocked before use on a low-stress hardpoint:
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:
The following equipment needs to be unlocked before use on a high-stress hardpoint:
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:
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.
Nanodrone Components
These storages are necessary for use with any drone hardpoint equipment.
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.
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.
The following RCS thruster(s) needs to be unlocked before use:
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.
- * 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.
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.
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%.)
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.
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.
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.
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.
- 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.
The following autopilot(s) needs to be unlocked before use:
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.
The following HUD(s) needs to be unlocked before use:
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.
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.