Ships: Difference between revisions

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{| class="wikitable"
{| class="wikitable"
! Display
! Display
! Setting
! Full name
! Effects
! Settings
|-
|-
| '''THRTL'''
| '''THRTL'''
| Throttle Control
| Throttle Control
| Sets both the max speed and thruster power for the ship.<br><span style="color:red;">'''WARNING:'''</span> Prolonged use of the FLANK speed will cause damage to engines; reserve for emergency use.
|  
* 1/3: Ship will move at 1/3 of max speed.
* 2/3: Ship will move at 2/3 of max speed.
* FULL: Ship will move at max speed.
* FLANK: Ship will move above max speed. Prolonged use will cause damage to engines.
|-
|-
| '''MNVR'''
| '''MNVR'''
| Maneuvering Posture
| Maneuvering Posture
| Determines the directness of the route to the next waypoint. Excessive flight settings will make random course changes to attempt to avoid incoming fire.
|  
* DIRECT: Ship will move in a straight line.
* EVADE: Ship will make random course changes to attempt to avoid incoming fire.
|-
|-
| '''FORM'''
| '''FORM'''
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| '''BSHRT'''
| '''BSHRT'''
| Battle-Short
| Battle-Short
| Overrides equipment safeties to allow them to operate indefinitely.<br><span style="color:red;">'''WARNING:'''</span> Modules operating in battle override mode will receive periodic damage when operating outside their safe limits.
|  
* OFF: Specialized equipment will shut down after 90 seconds of use.
* ON: Specialized equipment will periodically receive damage after 90 seconds of use.
|-
|-
| '''RADAR'''
| '''RADAR'''
| Radar Emissions Control
| Radar Emissions Control
| Controls the radiating state of the ship's sensor suite. All sensors operate under the same uniform condition. Disabling sensors will cause the ship to become reliant on the sensors of other ships in the fleet, but will reduce its overall signature making it more difficult to detect.
|  
* ON: Ship sensors are active.
* OFF: Ship sensors are inactive. -25% signature.
|-
|-
| '''COMM'''
| '''COMM'''
| Communications Emissions Control
| Communications Emissions Control
| Controls the radiating stats of the ship's communications suite. Disabling transmission will reduce signature, making this ship harder to detect. It will still be able to receive the common sensor picture from friendly ships, but cannot contribute to it.
| Controls the radiating stats of the ship's communications suite. Disabling transmission will reduce signature, making this ship harder to detect. It will still be able to receive the common sensor picture from friendly ships, but cannot contribute to it.
* XMIT: Ship comms are active.
* RECV: Ship sensors are inactive. -10% signature.
|-
|-
| '''ESUPT'''
| '''ESUPT'''

Revision as of 18:01, 7 March 2023

Movement controls

The movement controls menu

If a formation action menu is opened movement controls will be applied to the guide ship.

Display Setting Effects
ORB Orbit Position Move to a designated area and orbit around it
POS Move To Position Move to a designated area and hold position
CHD Clear Hold Heading Cancels a Hold Heading command
HDG Hold Heading Face the selected direction regardless of heading
CRS Drive Course Travel in a direction indefinitely
CRL Clear Roll Ship Cancels a Roll Ship command
ROL Roll Ship Selects a new direction as the "up" direction of the ship
FRM Form With Ship Choose a ship to become a guide ship and then designate a position around it
CLR Clear HDG/ROL Cancels Hold Heading and Roll Ship commands
ALD Assume Lead Become the new guide ship of the formation
ALL STOP Hold Position Cancels all movement commands

Tactics

  • ORB / Orbit Position allows most weapons to have a good angle on the target. However it also exposes the same armor side continuously, which can be whittled down with enough fire.
  • HDG / Hold Heading can be used to avoid exposing the main engines, drive module and reactor to enemy fire but the ships will have less acceleration.
  • ROL / Roll Ship can be used to keep certain weapons or radar panels angled at an enemy ship. Ships can roll faster than enemy ships of the same size can position around them.
  • ALD / Assume Lead is useful if the guide ship becomes disabled but the rest of the fleet need to carry on with their objective.

Posture controls

Posture controls determine how a ship will operate and maneuver and which sensor and defensive systems are enabled.

Display Full name Settings
THRTL Throttle Control
  • 1/3: Ship will move at 1/3 of max speed.
  • 2/3: Ship will move at 2/3 of max speed.
  • FULL: Ship will move at max speed.
  • FLANK: Ship will move above max speed. Prolonged use will cause damage to engines.
MNVR Maneuvering Posture
  • DIRECT: Ship will move in a straight line.
  • EVADE: Ship will make random course changes to attempt to avoid incoming fire.
FORM Formation Positioning Determines how all ships in the current formation take position relative to the guide. True positioning will keep the same true bearings regardless of the direction the guide is facing. Relating positioning will reposition escorts when the guide turns. Setting this applies to all ships in the same formation. In Loose mode the guide will not slow down to let lagging escorts catch up.
BSHRT Battle-Short
  • OFF: Specialized equipment will shut down after 90 seconds of use.
  • ON: Specialized equipment will periodically receive damage after 90 seconds of use.
RADAR Radar Emissions Control
  • ON: Ship sensors are active.
  • OFF: Ship sensors are inactive. -25% signature.
COMM Communications Emissions Control Controls the radiating stats of the ship's communications suite. Disabling transmission will reduce signature, making this ship harder to detect. It will still be able to receive the common sensor picture from friendly ships, but cannot contribute to it.
  • XMIT: Ship comms are active.
  • RECV: Ship sensors are inactive. -10% signature.
ESUPT Electronic Support Modules Controls the activity of passive electronic support modules. Does not reduce signature, but can be toggled to reduce clutter once a sensor track has been acquired on a signal.
WCON Weapons Control Controls the ability to release weapons. Set to HOLD to be able to issue this ship targeting orders without actually firing. Weapons will bear on the target but only fire when set to TIGHT or FREE. When set to FREE ships will automatically return fire with non-missile weapons on targets that are firing at them.
PDTRT Point Defenses - Turrets Controls the automatic or manual tasking of point defense turrets. When in MAN, turrets will only shoot at designated point defense priorities. When in DEDI, only dedicated point defense turrets will be used and dual-purpose weapons will be left idle.
PDSML Point Defenses - Missiles Controls the firing of interceptor missiles. Click to open policy settings.
DECOY Point Defenses - Decoys Controls the automatic or manual tasking of electronic warfare decoys. When set to LEAST, only the lowest capability decoy necessary to defeat a given threat will be deployed. When set to BEST, the highest-capability decoy will be used for a given threat, even if a lower-capability one could be used. When set to AUTO all decoys which are compatible with the threat will be fired.
PDZNE Point Defense Zone Controls where this warship's defenses will be targeted. AREA mode will target all missiles in range, prioritizing missiles targeting this ship but also defending nearby friendly ships. POINT mode will only target missiles directly threatening this ship.

TODO: ADD PIC

Missiles

Missiles are the most powerful weapons but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship's maximum salvo size. There are three types of missile guidance:

  • Command guided missiles are guided by the launching ship. They fly in a straight line and if they miss the target they will turn around and try again until they runs out of fuel, are shot down, or finally hit the target. They are very difficult to avoid but can be rendered harmless by destroying the launching ship or jamming its sensors or communications. Command guided missiles must be shot at a sensor track.
  • Active radar guided missiles guide themselves. They can be ordered to fly along indirect paths. When they reach the end of their path they will seek a target in a cone in front of them. If fired at long range they can be avoided with evasive maneuvers. They are also vulnerable to jamming or sufficiently advanced decoys.
  • Semi-active guided missiles guide themselves but require an illuminator to home in on a target. The illuminating signal can be provided by any ship with an illuminator but can be blocked by asteroids. They are less vulnerable to jamming and decoys.