![]() ![]() This value is dependent on the length and mass of the ship shorter ships will turn faster all things being equal. Turn Rate: How quickly the ship can change its orientation in combat.Some drives are capable of short periods of higher acceleration in combat situations. Combat Acceleration: How quickly the ship can change its velocity in the combat layer.Higher cruise accelerations allow ships to overcome a space body's gravity and take more direct trajectories to its destination. Cruise Acceleration: How quickly the ship can change its velocity in the strategy layer.Crew: How many personnel will serve aboard the ship.Hovering over it shows a breakdown with the origin of all Wet Mass. Higher mass decreases Delta-V and turn rate. Mass influences the ship's maneuverability. Wet Mass: Wet Mass is the total mass of the ship when fully loaded with fuel.Ships have the following characteristics that need to be tracked: Specialty designs like colony ships must also have a utility module that allows them to perform the role's function. ![]() To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. ![]() When construction is complete, ships are deployed docked at the hab that built them. Ships may be built out of a mix of resources mined in space and material boosted from Earth. Individual ships are constructed at habs at a space dock, shipyard, or spaceworks module. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, boost and money. With the right modules, ships can prospect and found habitats, but the primary role for most ships is combat.Īt any time, you can design ships out of the modules you've developed. Once the factions unlock the early-game orbital shipbuilding tech, and the follow-on space dock project for their habs, they can build interplanetary spacecraft. All the covert machinations on Earth and industrialization efforts in space are the path for factions to build fleets of ships to protect and advance their interests. ![]()
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