Spaceships

From Terra Invicta Official Wiki

(The content of this page is based on Terra Invicta Dev Diary #14: Ship design.)

A spaceship is a vehicle used to travel around and between celestial bodies. A spaceship is made of multiple types of components.

Ship Components

Hull

The main thing the hull determines is the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.

Hull Size Nose Hard Points Hull Hard Points Utility Modules
Gunship Small 1 0 1
Escort Small 0 2 2
Corvette Small 1 1 2
Frigate Medium 1 1 4
Monitor Medium 0 4 3
Destroyer Medium 2 2 3
Cruiser Large 2 3 6
Battlecruiser Large 3 2 4
Battleship Large 2 6 5
Lancer Large 4 3 6
Dreadnought Large 3 8 6
Titan Large 4 6 8

Power Plant

The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.

Power Plant Class Efficiency Specific power (tons/GW) Maximum Output (GW)
Fuel Cell I Fuel Cell 70.0% 2,800 0.2
Fuel Cell II Fuel Cell 70.0% 450 0.6
Fuel Cell III Fuel Cell 72.0% 120 1
Solid Core Fission Reactor I Solid Core Fission 75.0% 40 2
Solid Core Fission Reactor II Solid Core Fission 75.0% 34 6
Solid Core Fission Reactor III Solid Core Fission 75.0% 28 15
Solid Core Fission Reactor IV Solid Core Fission 75.0% 12 60
Solid Core Fission Reactor V Solid Core Fission 75.0% 8 125
Compact Solid Core Fission Reactor I Solid Core Fission 80.0% 6 1.5
Compact Solid Core Fission Reactor II Solid Core Fission 80.0% 5 5
Compact Solid Core Fission Reactor III Solid Core Fission 80.0% 4 12
Compact Solid Core Fission Reactor IV Solid Core Fission 80.0% 3 20
Compact Solid Core Fission Reactor V Solid Core Fission 85.0% 2 20
Molten Core Fission Reactor I Liquid Core Fission 85.0% 3 1
Molten Core Fission Reactor II Liquid Core Fission 88.0% 3 750
Molten Core Fission Reactor III Liquid Core Fission 90.0% 2.5 1300
Vapor Core Fission Reactor I Gas Core Fission 90.0% 13 6
Vapor Core Fission Reactor II Gas Core Fission 92.0% 8 8
Vapor Core Fission Reactor III Gas Core Fission 92.0% 4 14
Gas Core Fission Reactor I Gas Core Fission 90.0% 15 5
Gas Core Fission Reactor II Gas Core Fission 91.0% 10 33
Gas Core Fission Reactor III Gas Core Fission 95.0% 3 150
Terawatt Gas Core Fission Reactor I Gas Core Fission 93.0% 10 1700
Terawatt Gas Core Fission Reactor II Gas Core Fission 95.0% 3.5 1700
Terawatt Gas Core Fission Reactor III Gas Core Fission 96.0% 1 1700
Salt Water Core Reactor I Nuclear Salt Water Core 99.5% 0.45 32000
Salt Water Core Reactor II Nuclear Salt Water Core 99.5% 0.080 230000
Electrostatic Confinement Fusion Reactor I Electrostatic Confinement Fusion 95.0% 2 5
Electrostatic Confinement Fusion Reactor II Electrostatic Confinement Fusion 95.0% 1 25
Electrostatic Confinement Fusion Reactor III Electrostatic Confinement Fusion 95.0% 0.25 80
Z-Pinch Fusion Reactor I Z-Pinch Fusion 96.0% 13 110
Z-Pinch Fusion Reactor II Z-Pinch Fusion 98.5% 5 220
Z-Pinch Fusion Reactor III Z-Pinch Fusion 99.0% 2 3500
Hybrid Confinement Fusion Reactor I Hybrid Confinement Fusion 97.0% 4 2.5
Hybrid Confinement Fusion Reactor II Hybrid Confinement Fusion 98.0% 2 2000
Hybrid Confinement Fusion Reactor III Hybrid Confinement Fusion 99.0% 1 20000
Fusion Tokamak I Toroid Magnetic Confinement Fusion 85.0% 28 30
Fusion Tokamak II Toroid Magnetic Confinement Fusion 88.0% 14 30
Fusion Tokamak III Toroid Magnetic Confinement Fusion 92.0% 10 212
Fusion Tokamak IV Toroid Magnetic Confinement Fusion 93.5% 4 1200
Fusion Tokamak V Toroid Magnetic Confinement Fusion 98.5% 1 4800
Flow-Stabilized Z-Pinch Fusion Reactor Z-Pinch Fusion 99.5% 0.0068 300000
Mirror Cell Fusion Reactor I Mirrored Magnetic Confinement Fusion 93.0% 13.4 60
Mirror Cell Fusion Reactor II Mirrored Magnetic Confinement Fusion 95.0% 6.5 360
Mirror Cell Fusion Reactor III Mirrored Magnetic Confinement Fusion 98.0% 1.2 1400
Inertial Confinement Fusion Reactor I Inertial Confinement Fusion 85.0% 17.6 5
Inertial Confinement Fusion Reactor II Inertial Confinement Fusion 87.0% 12 30
Inertial Confinement Fusion Reactor III Inertial Confinement Fusion 89.0% 10 200
Heavy Inertial Confinement Fusion Reactor Inertial Confinement Fusion 97.5% 20 650
Inertial Confinement Terawatt Fusion Reactor I Inertial Confinement Fusion 95.0% 1 10000
Inertial Confinement Terawatt Fusion Reactor II Inertial Confinement Fusion 99.0% 0.068 22000
Inertial Confinement Terawatt Fusion Reactor III Inertial Confinement Fusion 99.9% 0.002 3000000
Antimatter Plasma Core Reactor Plasma Core Antimatter 99.8% 0.45 1200
Antimatter Plasma Core Reactor Plasma Core Antimatter 99.8% 0.05 7300
Antimatter Plasma Core Reactor Plasma Core Antimatter 99.8% 0.005 42000
Antimatter Beam Core Reactor Beam Core Antimatter 99.8% 0.00002 3000000

Drive

The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship's acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.


Drive Required Power Plant Thrust Rating (single engine) Exhaust Velocity Rating Propellant (Propellant/Tank)
Apex Solid Rocket N/A 14.9 1.4 Volatiles (1)
Meteor Liquid Rocket N/A 14.9 1.6 Water (0.6), Volatiles (0.4)
Neutron Liquid Rocket N/A 15.3 1.6 Volatiles (1)
Venture Liquid Rocket N/A 14.2 2.2 Water (1)
Diana Superheavy Rocket N/A 15.3 1.9 Water (0.6), Volatiles (0.4)
Nova Liquid Rocket N/A 13.9 2.5 Water (1)
Super Kronos Liquid Rocket N/A 12.3 4.4 Volatiles (0.998), Fissiles (0.002)
Resistojet N/A 1.0 1.5 Water (1)
Tungsten Resistojet N/A 4.3 3.3 Water (1)
Arcjet Drive N/A 1.0 4.3 Water (1)
Plasma Wave Drive N/A 1.3 6.3 Anything (1)
Lorentz Drive N/A 5.3 6.8 Water (0.75), Metals (0.25)
Helicon Drive N/A 5.3 8.3 Water (0.9), Metals (0.1)
Hall Drive N/A 2.7 4.3 Metals (1)
Ion Drive N/A 1.5 6.3 Water (0.9), Metals (0.1)
Grid Drive N/A 4.3 7.7 Water (0.9), Metals (0.1)
Colloid Drive N/A 4.0 5.4 Volatiles (1)
VASIMR N/A 1.0 7.2 Water (1)
Pondermotive Drive N/A 2.2 7.2 Water (1)
Pulsed Plasmoid Drive N/A 1.1 8.7 Anything (1)
E-Beam Drive N/A 3.2 4.3 Anything (1)
Amplitron Drive N/A 4.6 3.3 Water (1)
Mass Driver N/A 4.4 3.3 Anything (1)
Superconducting Mass Driver N/A 5.3 4.9 Anything (1)
Kiwi Drive Solid Core Fission 6.0 3.1 Water (1)
NERVA Drive Solid Core Fission 6.6 3.0 Water (1)
Snare Drive Solid Core Fission 7.2 3.1 Water (1)
Rover Drive Solid Core Fission 7.8 3.2 Water (1)
Cermet NERVA Solid Core Fission 8.1 3.3 Water (1)
Advanced NERVA Drive Solid Core Fission 9.4 3.0 Water (1)
Dumbo Solid Core Fission 9.6 3.1 Water (1)
Advanced Cermet NERVA Solid Core Fission 9.8 3.3 Water (1)
Heavy Dumbo Solid Core Fission 12.8 3.0 Water (1)
Pulsar Drive Solid Core Fission 7.6 4.0 Water (1)
Advanced Pulsar Drive Solid Core Fission 8.5 5.0 Water (1)
Pebble Drive Solid Core Fission 8.4 3.3 Water (1)
Particle Drive Solid Core Fission 9.4 3.3 Water (1)
Lars Drive Liquid Core Fission 7.6 4.3 Water (1)
Fission Spinner Drive Liquid Core Fission 10.1 4.9 Water (1)
Pegasus Drive Liquid Core Fission 10.6 5.3 Water (1)
Vortex Drive Gas Core Fission 9.4 4.3 Water (1)
Super Vortex Drive Gas Core Fission 10.0 4.3 Water (1)
Cavity Drive Gas Core Fission 6.8 4.3 Water (1)
Advanced Cavity Drive Gas Core Fission 9.4 4.6 Water (1)
Quartz Drive Gas Core Fission 7.9 3.4 Water (1)
Lightbulb Drive Gas Core Fission 9.7 4.2 Water (1)
Pharos Drive Gas Core Fission 9.8 4.4 Water (1)
Fission Lantern Gas Core Fission 14.4 5.0 Water (1)
Fission Frag Drive Gas Core Fission 3.2 8.3 Fissiles (1)
Dusty Plasma Drive Gas Core Fission 1.5 11.9 Fissiles (1)
Burner Drive Gas Core Fission 7.8 6.1 Water (0.98), Noble Metals (0.01), Fissiles (0.01)
Flare Drive Gas Core Fission 12.8 5.1 Water (0.98), Noble Metals (0.01), Fissiles (0.01)
Firestar Drive Gas Core Fission 13.3 5.6 Water (0.98), Noble Metals (0.01), Fissiles (0.01)
Neutron Flux Drive Nuclear Salt Water Core 14.7 6.0 Water (0.5), Fissiles (0.5)
Neutron Flux Torch Nuclear Salt Water Core 14.7 12.2 Water (0.5), Fissiles (0.5)
Z-Pinch Microfission Drive N/A 4.6 7.3 Water (0.5), Fissiles (0.5)
Neutronium Microfission Drive N/A 6.6 7.3 Water (0.99), Fissiles (0.01)
Antimatter Microfission Drive N/A 8.5 7.0 Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10−12)
Minimag Orion N/A 10.3 6.5 Metals (0.4), Noble Metals (0.4), Fissiles (0.2)
Advanced Minimag Orion N/A 11.9 7.3 Metals (0.4), Noble Metals (0.3), Fissiles (0.3)
Orion Drive N/A 15.0 5.4 Metals (0.4), Noble Metals (0.3), Fissiles (0.3)
H-Orion Drive N/A 15.6 6.9 Metals (0.3), Noble Metals (0.35), Fissiles (0.35)
Triton Pulse Drive N/A 9.6 7.6 Water (0.995), Fissiles (0.05)
Firefly Torch Z-Pinch Fusion 10.7 16.6 Water (1)
Lithium Fusion Lantern Electrostatic Confinement Fusion 7.1 4.3 Water (0.5), Metals (0.5)
Hybrid Fusion Drive Hybrid Confinement Fusion 4.8 5.7 Metals (1)
Icarus Drive Hybrid Confinement Fusion 10.0 10.2 Water (1)
Icarus Torch Hybrid Confinement Fusion 11.4 12.1 Water (1)
Triton Torus Drive Toroid Magnetic Confinement Fusion 7.1 6.1 Water (1)
Triton Reflex Drive Mirrored Magnetic Confinement Fusion 6.6 10.9 Water (1)
Helion Torus Drive Toroid Magnetic Confinement Fusion 5.2 8.4 Water (1)
Advanced Helion Torus Drive Toroid Magnetic Confinement Fusion 6.6 12.9 Water (1)
Helion Reflex Drive Mirrored Magnetic Confinement Fusion 5.7 8.3 Water (1)
Advanced Helion Reflex Drive Mirrored Magnetic Confinement Fusion 7.2 9.9 Water (1)
Zeta Helion Drive Z-Pinch Fusion 9.4 11.8 Water (1)
Zeta Boron Fusion Drive Z-Pinch Fusion 10.4 10.3 Water (1)
Mag Protium Fusion Drive Any Magnetic Confinement Fusion 8.6 13.0 Water (1)
Triton Hope Inertial Drive Inertial Confinement Fusion 3.5 9.4 Water (1)
Triton Vista Inertial Drive Inertial Confinement Fusion 8.9 7.4 Water (1)
Helion Inertial Drive Inertial Confinement Fusion 6.8 9.2 Water (1)
Daedalus Torch Inertial Confinement Fusion 10.4 13.2 Water (1)
Boron Inertial Drive Inertial Confinement Fusion 6.0 7.3 Water (0.5), Volatiles (0.5)
Boron Inertial Torch Inertial Confinement Fusion 7.6 14.1 Water (0.5), Volatiles (0.5)
Protium Inertial Torch Inertial Confinement Fusion 9.1 13.3 Water (1)
Protium Converter Torch Inertial Confinement Fusion 17.6 13.3 Water (1)
Antimatter Pulsed Plasma Core Drive Plasma Core Antimatter 11.6 7.9 Water (0.99997)*, Antimatter (0.00003)*
Antimatter Plasma Core Drive Plasma Core Antimatter 12.8 9.2 Water (0.99991)*, Antimatter (0.00009)*
Advanced Antimatter Plasma Core Drive Plasma Core Antimatter 13.3 11.5 Water (0.9999), Antimatter (0.0001)
Pion Torch Beam Core Antimatter 14.3 13.8 Water (0.5), Antimatter (0.5)

*Rounded

Propellant

Propellant comes in 100-ton tanks, and have no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives diminishing returns for delta-V. The resources used to make propellant is determined by the drive.

Radiator

The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.

Radiator (Incomplete) Combat Vulnerability When Deployed Waste Heat (tons/GW)
Aluminum Fin Very High 400
Titanium Array High 181.8
Molybdenum Pipe Moderate 222.2
Ionic Dust Very Low 333.3
Cobalt Dust Very Low 200
Nanotube Filament Moderate 153.8
Ionic Dust Very Low 333.3
Cobalt Dust Very Low 200
Tin Droplet Very Low 125
Alien Exotic Spike Low 83.3

Batteries

The battery stores power for weapons and other systems.

Batteries Mass (tons) Capacity (GJ) Time to full charge (minutes)
Lithium-Ion 30 15 50
Lithium-Sulfur 35 21 56
Molten Salt 80 40 89
Salt Water 20 20 33
Graphene 120 48 32
Quantum 80 80 27
Superconducting Coil 2 40 9
Exotic Nanowire 10 60 10

Armor

Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.

Hardpoints

Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:

- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don't drain your battery.

- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn't drain your battery.

- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.

- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.

- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.

- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.


Lasers

Lasers Mass (tons) Fire Modes Wavelength (nm) Cooldown (s) Base Shot Power (MJ) Targeting Range (km) Shot Battery Consumption (GJ) Build Cost Can Bombard
Point Defense Laser Turret 20 Defense 1,080 3 50 250 0.2 No
60 cm Infrared Laser Battery 150 Focus Fire, Attack, Guardian, Defense 1,080 30 100 600 0.4 Not through Atmosphere
120 cm Infrared Laser Battery 200 Focus Fire, Attack, Guardian, Defense 1,080 30 150 700 0.6 Not through Atmosphere
360 cm Infrared Laser Battery 400 Focus Fire, Attack, Guardian, Defense 1,080 30 225 850 0.9 Not through Atmosphere
480 cm Infrared Laser Battery 500 Focus Fire, Attack, Guardian, Defense 1,080 30 250 900 1.0 Not through Atmosphere
720 cm Infrared Laser Battery 700 Focus Fire, Attack, Guardian, Defense 1,080 30 300 950 1.2 Not through Atmosphere
60 cm Green Laser Battery 150 Focus Fire, Attack, Guardian, Defense 540 30 100 600 0.5 Yes
120 cm Green Laser Battery 200 Focus Fire, Attack, Guardian, Defense 540 30 150 700 0.75 Yes
360 cm Green Laser Battery 400 Focus Fire, Attack, Guardian, Defense 540 30 225 850 1.1 Yes
720 cm Green Laser Battery 700 Focus Fire, Attack, Guardian, Defense 540 30 300 950 1.5 Yes

Utility Modules

Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules

Heat Sinks Mass (tons) Capacity (GJ)
Water 250 100
Heavy Water 500 200
Potassium 205 110
Heavy Potassium 410 220
Sodium 230 370
Heavy Sodium 460 740
Lithium 128 525
Heavy Lithium 256 1,050
Molten Salt 485 900
Heavy Molten Salt 970 1800
Exotic 250 1800
Heavy Exotic 500 3600

Ship Roles

Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.

Role Combatant Strategic Range Preferred Combat Engagement Range
Troop Carrier No N/A N/A
Explorer No N/A N/A
Inner System Colony Ship No N/A N/A
Outer System Colony Ship No N/A N/A
Transport No N/A N/A
Strike Yes Long Short
Interdictor Yes Long Medium
Attack Bomber Yes Long Long
Fighter Yes Medium Short
Space Superiority Yes Medium Medium
Standoff Yes Medium Long
Interceptor Yes Short Short
Patrol Yes Short Medium
Defense Bomber Yes Short Long