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<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Space_ShipsSpace Ships2022-12-14T16:46:32Z<p>Robert Martz: /* Ship Traits */</p>
<hr />
<div>__TOC__<br />
Every space ship has a classification (class), cargo capability measured in tonnes, and available passenger compartments. Ship classes from 1 to 10 can be purchased from NPC space stations, yet the availability of ships between class 6 to 10 may be limited. Classes 11 or higher must be manufactured or purchased from players. All ships can be purchased from the Galactic Market (if available) or manufactured from [[Private Space Stations | private space stations]] (if blueprints are discovered through [[ Wreckage Salvaging | salvaging wrecks]] or purchased from Janus A contracts board).<br />
<br />
Every ship has modules which can be added or removed from the [[Refit Ship]] section of the Shipyards in the NPC station or from [[Private Space Stations | private star bases]]. [https://www.youtube.com/watch?v=ZFj64vCfXvE Waervyn's Ship Fitting Video]<br />
<br />
<br />
== Ship Modules ==<br />
<br />
Below is the Ship management interface accessed by clicking the wrench icon upper left on the main screen. The list of modules are required for each ship to fly except the axial laser. The class 1 modules on this list represent the modules that are not class specific for each ship. This means you can install any class of module your ship has cargo space to hold. The modules that are class 6 in the image represent all the modules that are class specific. This means they have to match the same class as the ship. The reactor and capacitor does not have to match, but often is best to keep it the same class, especially early in game for the best overall performance of the ship. The Hyperdrive (not shown here) must also match the class of the ship.<br />
<br />
[[File:ShipModules.png]]<br />
<br />
<br />
----<br />
<br />
<br />
To change ships, the Hangar button will show you a list of your ships available in that space station. Your previous ship will stay in that respective space station.<br />
<br />
To access the [[Ship Computer | ship computer]], click Manage, then Computer. An easier method is to use CTRL-C.<br />
<br />
Ships can be painted at [[Private Space Stations | private star bases]]. A window with sliders will appear allowing you to change the ship color, the ship windows color, and the ship stripes color. Paint is only applied when you click the Paint button. To see your ship, scroll the mouse scroll button to change views.<br />
<br />
<br />
== Fuel Use and Hyperdrive Wear ==<br />
<br />
For in system piloting, the ram scoop will collect the hydrogen needed to run your ship and warp drive. To make hyperdrive jumps, a ship must carry the fuel needed since hyperspace does not have collectible hydrogen.<br />
<br />
Fuel use for hyperdrive jumps are calculated as thus:<br />
<br />
Hydrogen needed = Lightyear distance * ship class * 1.5<br />
<br />
Hyperdrive Longevity = Class * 100<br />
<br />
== Current Ships ==<br />
<br />
As of 'version 1.4+' there are currently 18 ships in the game, all which can be used and pilot by players and NPC pilots.<br />
<br />
<nowiki>*</nowiki> Please note ships above class 10 can only be made by players and cannot be bought directly from a shipyard. As such the cost for these ships are to be determined by the players manufacturing and purchasing them. In order to find out current prices for these ships it is best to ask a player who makes them either in the forums or in the in-game chat channels.<br />
<br />
<nowiki>*</nowiki> Also note that maximum cargo capacity is based on stock module configuration and can be reconfigured to gain more cargo space. <br />
<br />
<br />
=== Turtle ===<br />
<br />
[[File:turtle.png|thumb| The Turtle Runabout]]<br />
The TR-99a ''Turtle'' Runabout is one of the most ubiquitous small craft in UNCA territory. Its small size and ease of use make it an ideal first craft for pilots. These strengths however, are also the Turtle's major weaknesses. The craft is too small to be useful in hauling freight, and does not have the maneuverability of more modern and advanced vessels.<br />
<br />
As an initial investment for fledgling pilots however, the Turtle is unmatched in its simplicity.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Approximately 15,000 credits<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Runabout<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hornet ===<br />
<br />
[[File:hornet.png|thumb| The Hornet Ultralight Fighter]]<br />
<br />
With high maneuverability and speed, the LT-119 Mk-2 ''Hornet'' Ultralight Fighter is an ideal craft for short-range sorties and pirate hunting assignments. Its small size belies a vessel of formidable power and versatility. With enough room to sport Class 1 weapons and armor, the Hornet can easily hold its own against other craft of its class and size.<br />
<br />
The Hornet does not have the space for heavier weapons and armor, and when fully equipped, has little room for cargo or passengers. In combat though, this small ship lives up to its name.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: ~15,000<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hawk ===<br />
<br />
[[File:Hawk.png|thumb| The Hawk Ultralight Fighter]]<br />
<br />
Often sought-after, but seldom acquired, the GCT-001 ''Hawk'' Ultralight Fighter was originally built as a high-speed interceptor to escort other fighter craft in combat.<br />
<br />
While it cannot hold firepower equal to that of larger fighters such as the ''Sparrow'' the ''Unicorn,'' the Hawk nevertheless possesses high maneuverability and the unique ability to attach itself to the hull of a larger vessel.<br />
<br />
While its popularity initially rivaled that of the Hornet. Its chassis is somewhat more difficult to manufacture than the Hornet or the Sparrow, making it a more expensive, and less available craft, manufactured by private concerns rather than the UNCA shipyards.<br />
<br />
The Hawk was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Steam DLC ($25.00) GM(~25,000,000,000)<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 4<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: None<br />
* Carrier Compatible<br />
* Can attach itself to any ship<br />
|<br />
|}<br />
<br />
=== Sparrow ===<br />
<br />
[[File:sparrow.png|thumb| The Sparrow Light Fighter]]<br />
<br />
One of the original fighters designed and manufactured for the UNCA, the GCT-4a ''Sparrow'' Light Fighter rapidly became the vanguard of many corporate and government fighter wings. Capable of carrying Class 2 weapons and armor, but with only a minor loss in maneverability, the Sparrow is often used for pirate hunting and bomber support.<br />
<br />
With excellent maneuverability and speed, the Sparrow outperforms the larger ''Unicorn'' in every area except for firepower and armor, and remains a less expensive alternative to the larger fighter.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 2<br />
* Cost: ~37,000<br />
* Maximum Cargo Capacity: 20<br />
* Passengers: 3<br />
* Ship Type: Light Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Unicorn ===<br />
<br />
[[File:unicorn.png|thumb| The Unicorn Heavy Fighter]]<br />
<br />
<br />
Named for a creature of legend, the GCT-29 ''Unicorn'' Heavy Fighter is a powerful vessel, capable of carrying 40 tons and five passengers. Its trefoil engine-wing design allows for great maneuverability despite its larger size and weight.<br />
<br />
Originally intended as a lighter vessel, the Unicorn failed to deliver the high maneuverability of smaller ships. When equipped with a heavier chassis and more powerful engines however, the Unicorn proved itself time and time again, becoming a heavily sought-after light ship.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 3<br />
* Cost: ~135,000<br />
* Maximum Cargo Capacity: 40<br />
* Passengers: 5<br />
* Ship Type: Heavy Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Manta ===<br />
<br />
[[File:manta.png|thumb| The Manta Bomber]]<br />
<br />
Almost double the weight of the GCT-29 ''Unicorn'', the MRX-801 ''Manta'' is capable of carrying twice the firepower. Built from a heavily modified ''Turtle'' chassis, but later completely redesigned, the ''Manta'' is capable of carrying eighty tons of cargo and seven passengers. Its larger size and greater power requires the use of advanced Class 4 equipment, and with greater power comes higher cost.<br />
<br />
Despite its six-digit price tag, the ''Manta'' continues to find popularity among pilots who seek smaller, yet still powerful vessels. It also has reverse thrusters which makes it a favorite for colony and OSB planning for many. <br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 4<br />
* Cost: ~375,000<br />
* Maximum Cargo Capacity: 80<br />
* Passengers: 7<br />
* Ship Type: Bomber<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Falcon ===<br />
<br />
[[File:falcon.png|thumb| The Falcon Brig]]<br />
<br />
Built upon a standard UNCA corvette chassis, the LFC-12 ''Falcon'' Brig stands out among medium-sized vessels due to its width and off-center cockpit.<br />
<br />
Despite its odd appearance, the ''Falcon'' is highly advanced in construction and capable of equipping Class 5 armor and weapons, though it also requires Class 5 equipment as standard, making it one of the most expensive of the smaller vessels.<br />
<br />
The ''Falcon'' has room for ten passengers and 160 tons of cargo, but generally costs in the vicinity of 800,000 to 1,000,000 credits, making it the last of the "light" ships and the first of the "medium."<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 5<br />
* Cost: ~1,200,000<br />
* Maximum Cargo Capacity: 160<br />
* Passengers: 10<br />
* Ship Type: Brig<br />
* Shipyard Availability: Common<br />
|<br />
|}<br />
<br />
=== Squid ===<br />
<br />
[[File:squid.png|thumb| The Squid Light Sloop]]<br />
<br />
Vessels with larger cargo capacity and size long ago exceeded the limitations of UNCA light chassis designs, requiring an entirely new class of ships, namely the sloops.<br />
<br />
The LS-101a ''Squid'' was the first of these designs, manufactured specifically for Class 6 equipment. Capable of carrying 320 tons and 13 passengers, the ''Squid'' rapidly became popular until the larger ''Kraken'' came into vogue.<br />
<br />
The ''Squid's'' single-engine design and narrow width make it fast and maneuverable, although these factors are offset by its weight. Nevertheless, it continues to serve as a both a mid-range cargo ship and combat vessel with ease.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 6<br />
* Cost: ~4,500,000<br />
* Maximum Cargo Capacity: 320<br />
* Passengers: 13<br />
* Ship Type: Light Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Kraken ===<br />
<br />
[[File:Kraken.png|thumb| The Kraken Heavy Sloop]]<br />
<br />
The HS-201 ''Kraken'' was named for a legendary beast which took the form of a titanic squid. The vessel was originally designed around a ''Squid chassis'', hence the name, though the Class 7 equipment proved too much for the smaller frame. The superstructure was redesigned to make use of forward-swept wings and a rearward center of gravity.<br />
<br />
The ''Kraken'' also has equipment to attach large, side-mounted cannons on either side of the chassis. This gives the ''Kraken'' a menacing, combat-ready appearance.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 7<br />
* Cost: ~12,000,000<br />
* Maximum Cargo Capacity: 640<br />
* Passengers: 18<br />
* Ship Type: Heavy Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Yeti ===<br />
<br />
[[File:yeti.png|thumb| The Yeti Light Frigate| 120px ]]<br />
<br />
Only a few thousand YT-8 ''Yetis'' were originally manufactured, many of which have been lost or destroyed. The ''Yeti'' is thus among the rarer of mid-range vessels and is difficult to find. However, the vessel was designed upon a standard Class 8 equipment frame and superstructure, making it easily, albeit expensively, manufactured. One major advantage the ''Yeti'' has over other ships is its maneuvering thrusters, which allow it more freedom of three-dimensional movement.<br />
<br />
As with many of the larger UNCA vessels, the ''Yeti'' is named for a mythological creature from ancient Earth which was humanoid in form, but much larger. The ''Yeti'' lives up to its namesake, with a cargo capacity of 1,280 and room for 25 passengers. However, its rarity makes it seldom seen in UNCA shipyards.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 8<br />
* Cost: ~37,500,000<br />
* Maximum Cargo Capacity: 1280<br />
* Passengers: 25<br />
* Ship Type: Light Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Hammerhead ===<br />
<br />
[[File:hammerhead.png|thumb| The Hammerhead Frigate ]]<br />
<br />
Until the advent of even larger ships, the TD-9b ''Hammerhead'' Frigate was a common sight in the Inner Nine systems, generally used to haul cargo or, when equipped with weapons, to fight off pirates. Able to haul 2,560 tons and carry 33 passengers, the ''Hammerhead's'' mask-like bow and long frame are instantly recognizable, even at a distance.<br />
<br />
With greater maneuverability than larger ships, the ''Hammerhead'' continues to play a role as a defender of the Inner Nine systems.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 9<br />
* Cost: ~105,000,000<br />
* Maximum Cargo Capacity: 2560<br />
* Passengers: 33<br />
* Ship Type: Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Mammoth ===<br />
<br />
[[File:Mammoth.jpg|thumb| The Mammoth Heavy Frigate ]]<br />
<br />
The largest of the original UNCA designs, the DX-4 ''Mammoth'' Heavy Frigate stands as a milestone of engineering. Built around a central hull, the chassis has four "arms" upon which can be placed weapons, mining beams, salvaging beams or other equipment. These arms give the ''Mammoth'' a threatening appearance.<br />
<br />
Able to equip Class 10 weaponry and armor, the ''Mammoth'' is a combat monster, and with a cargo capacity of 5,210 tons, can be loaded to bear.<br />
<br />
The ''Mammoth'' has its problems however, such as the ventrally-mounted communications tower, which makes horizontal landing a problematic issue. In addition, the vessel's maneuverability makes it a great miner in well managed asteroid belts.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 10<br />
* Cost: ~300,000,000<br />
* Maximum Cargo Capacity: 5120<br />
* Passengers: 45<br />
* Ship Type: Heavy Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Guardian ===<br />
<br />
[[File:guardian.png|thumb| The Guardian Destroyer]]<br />
<br />
Unlike smaller chassis, the CNC-1 ''Guardian's'' frame is built exclusively by private interests. Its elongated frame and rearward swept-wing design is similar to small vessels. However, with a cargo capacity of 10,240 tons and Class 11 equipment, the ''Guardian'' is a massive vessel, larger even than the ''Mammoth''.<br />
<br />
As the ''Guardian'' outweighs even the heavy frigate class of ships, its ability to equip powerful weapons has earned it the classification Destroyer, and remains the first and only of this type.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Destroyer<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Boomerang ===<br />
<br />
[[File:800px-Boomerang.png|thumb| The Boomerang Light Carrier ]]<br />
<br />
The Boomerang is the first true carrier added to Ascent. It is able to carry Class 1 to 4 ships inside it's own personal hangar bay. Unlike other ships it is possible to EVA inside the Boomerang and walk around the ship.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Light Carrier<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Seraph ===<br />
<br />
[[File:Seraph.png|thumb| The Seraph Light Cruiser ]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Player Determinate (~1.600,000,000)<br />
* Maximum Cargo Capacity: 20480<br />
* Passengers: 81<br />
* Ship Type: Light Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Bowhead ===<br />
<br />
The Bowhead is the first pure freighter available in the game. While only requiring the same ship modules as the Class 12 "Seraph" light cruiser, the Bowhead has triple the available hull space, for the steep price of never being able to fit significant weapons, armour or shields. The Bowhead is the first ship to provide thrust in all six directions, providing excellent docking and mining maneuverability, somewhat offset by its slowness, bulk and mass.<br />
<br />
The Bowhead was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
[[File:bowhead.png|thumb| The Bowhead Freighter]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Steam DLC ($90.00) GM(~100,000,000,000)<br />
* Maximum Cargo Capacity: 61974<br />
* Passengers: 81<br />
* Ship Type: Freighter<br />
* Shipyard Availability: None<br />
|<br />
|}<br />
<br />
=== Archon ===<br />
<br />
[[File:archon.png|thumb| The Archon Cruiser]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 13<br />
* Cost: Player Determinate (~3,200,000,000)<br />
* Maximum Cargo Capacity: 40960<br />
* Passengers: 110<br />
* Ship Type: Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Ophan ===<br />
<br />
[[File:Ophan.png|thumb| The Ophan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 14<br />
* Cost: Player Determinate (~6,400,000,000)<br />
* Maximum Cargo Capacity: 81920<br />
* Passengers: 143<br />
* Ship Type: Heavy Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Leviathan ===<br />
<br />
[[File:LeviathanShine.png|thumb| The Leviathan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 15<br />
* Cost: Player Determinate (~12,800,000,000)<br />
* Maximum Cargo Capacity: 163840<br />
* Passengers: 200<br />
* Ship Type: Battlecruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
== Ship Traits ==<br />
<br />
A ship can develop traits as it gets used. The ship computer is a learning device and the ship can develop unique traits as it is used. Some traits are:<br />
<br />
* Fast Turner - This trait increases the ship's rotation rate by 10% per level.<br />
<br />
* Miner - This trait increases mining range by 25% and yields by 5% per level.<br />
<br />
A Biocomputer increases your chance of gaining a level in a ship trait by 5%.<br />
<br />
== Renaming Ships ==<br />
<br />
You can rename your ship by selecting the '''Manage Ship''' button at the upper left of the screen (The wrench icon), click '''Rename Ship''' place the new name for the ship in the and click 'rename'.<br />
<br />
== Helping Videos ==<br />
[https://www.youtube.com/watch?v=zTaeOMe5KOY Waervyn's Ship Types Video]<br />
<br />
== Futher Reading ==<br />
# [[Refit Ship]]<br />
# [[Ship Modules]]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:turtle.png| The Turtle Runabout<br />
File:hornet.png| The Hornet Ultralight Fighter<br />
File:hawk.png| The Hawk Ultralight Fighter<br />
File:Sparrow.png| The Sparrow Light Fighter<br />
File:Unicorn.png| The Unicorn Heavy Fighter<br />
File:Manta.png| The Manta Boomer<br />
File:Falcon.png| The Falcon Brig<br />
File:Squid.png| The Squid Light Sloop<br />
File:Kraken.png| The Kraken Heavy Sloop<br />
File:Yeti.png| The Yeti Light Frigate, this ship replaced the Rhino from previous builds..<br />
File:Hammerhead.png| The Hammerhead Frigate, this ship replaced the Orca from previous builds.<br />
File:Mammoth.jpg| The Mammoth Heavy Frigate<br />
File:Guardian.png| The Guardian Destroyer<br />
File:800px-Boomerang.png| The Boomerang Light Carrier<br />
File:Seraph.png| The Seraph Light Cruiser<br />
File:Bowhead.png| The Bowhead Freighter<br />
File:Archon.png| The Archon Cruiser<br />
File:Ophan.png| The Ophan Heavy Cruiser<br />
File:LeviathanShine.png| The Leviathan Battlecruiser<br />
</gallery><br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Space_ShipsSpace Ships2022-12-14T16:31:13Z<p>Robert Martz: /* Ship Traits */</p>
<hr />
<div>__TOC__<br />
Every space ship has a classification (class), cargo capability measured in tonnes, and available passenger compartments. Ship classes from 1 to 10 can be purchased from NPC space stations, yet the availability of ships between class 6 to 10 may be limited. Classes 11 or higher must be manufactured or purchased from players. All ships can be purchased from the Galactic Market (if available) or manufactured from [[Private Space Stations | private space stations]] (if blueprints are discovered through [[ Wreckage Salvaging | salvaging wrecks]] or purchased from Janus A contracts board).<br />
<br />
Every ship has modules which can be added or removed from the [[Refit Ship]] section of the Shipyards in the NPC station or from [[Private Space Stations | private star bases]]. [https://www.youtube.com/watch?v=ZFj64vCfXvE Waervyn's Ship Fitting Video]<br />
<br />
<br />
== Ship Modules ==<br />
<br />
Below is the Ship management interface accessed by clicking the wrench icon upper left on the main screen. The list of modules are required for each ship to fly except the axial laser. The class 1 modules on this list represent the modules that are not class specific for each ship. This means you can install any class of module your ship has cargo space to hold. The modules that are class 6 in the image represent all the modules that are class specific. This means they have to match the same class as the ship. The reactor and capacitor does not have to match, but often is best to keep it the same class, especially early in game for the best overall performance of the ship. The Hyperdrive (not shown here) must also match the class of the ship.<br />
<br />
[[File:ShipModules.png]]<br />
<br />
<br />
----<br />
<br />
<br />
To change ships, the Hangar button will show you a list of your ships available in that space station. Your previous ship will stay in that respective space station.<br />
<br />
To access the [[Ship Computer | ship computer]], click Manage, then Computer. An easier method is to use CTRL-C.<br />
<br />
Ships can be painted at [[Private Space Stations | private star bases]]. A window with sliders will appear allowing you to change the ship color, the ship windows color, and the ship stripes color. Paint is only applied when you click the Paint button. To see your ship, scroll the mouse scroll button to change views.<br />
<br />
<br />
== Fuel Use and Hyperdrive Wear ==<br />
<br />
For in system piloting, the ram scoop will collect the hydrogen needed to run your ship and warp drive. To make hyperdrive jumps, a ship must carry the fuel needed since hyperspace does not have collectible hydrogen.<br />
<br />
Fuel use for hyperdrive jumps are calculated as thus:<br />
<br />
Hydrogen needed = Lightyear distance * ship class * 1.5<br />
<br />
Hyperdrive Longevity = Class * 100<br />
<br />
== Current Ships ==<br />
<br />
As of 'version 1.4+' there are currently 18 ships in the game, all which can be used and pilot by players and NPC pilots.<br />
<br />
<nowiki>*</nowiki> Please note ships above class 10 can only be made by players and cannot be bought directly from a shipyard. As such the cost for these ships are to be determined by the players manufacturing and purchasing them. In order to find out current prices for these ships it is best to ask a player who makes them either in the forums or in the in-game chat channels.<br />
<br />
<nowiki>*</nowiki> Also note that maximum cargo capacity is based on stock module configuration and can be reconfigured to gain more cargo space. <br />
<br />
<br />
=== Turtle ===<br />
<br />
[[File:turtle.png|thumb| The Turtle Runabout]]<br />
The TR-99a ''Turtle'' Runabout is one of the most ubiquitous small craft in UNCA territory. Its small size and ease of use make it an ideal first craft for pilots. These strengths however, are also the Turtle's major weaknesses. The craft is too small to be useful in hauling freight, and does not have the maneuverability of more modern and advanced vessels.<br />
<br />
As an initial investment for fledgling pilots however, the Turtle is unmatched in its simplicity.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Approximately 15,000 credits<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Runabout<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hornet ===<br />
<br />
[[File:hornet.png|thumb| The Hornet Ultralight Fighter]]<br />
<br />
With high maneuverability and speed, the LT-119 Mk-2 ''Hornet'' Ultralight Fighter is an ideal craft for short-range sorties and pirate hunting assignments. Its small size belies a vessel of formidable power and versatility. With enough room to sport Class 1 weapons and armor, the Hornet can easily hold its own against other craft of its class and size.<br />
<br />
The Hornet does not have the space for heavier weapons and armor, and when fully equipped, has little room for cargo or passengers. In combat though, this small ship lives up to its name.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: ~15,000<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hawk ===<br />
<br />
[[File:Hawk.png|thumb| The Hawk Ultralight Fighter]]<br />
<br />
Often sought-after, but seldom acquired, the GCT-001 ''Hawk'' Ultralight Fighter was originally built as a high-speed interceptor to escort other fighter craft in combat.<br />
<br />
While it cannot hold firepower equal to that of larger fighters such as the ''Sparrow'' the ''Unicorn,'' the Hawk nevertheless possesses high maneuverability and the unique ability to attach itself to the hull of a larger vessel.<br />
<br />
While its popularity initially rivaled that of the Hornet. Its chassis is somewhat more difficult to manufacture than the Hornet or the Sparrow, making it a more expensive, and less available craft, manufactured by private concerns rather than the UNCA shipyards.<br />
<br />
The Hawk was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Steam DLC ($25.00) GM(~25,000,000,000)<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 4<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: None<br />
* Carrier Compatible<br />
* Can attach itself to any ship<br />
|<br />
|}<br />
<br />
=== Sparrow ===<br />
<br />
[[File:sparrow.png|thumb| The Sparrow Light Fighter]]<br />
<br />
One of the original fighters designed and manufactured for the UNCA, the GCT-4a ''Sparrow'' Light Fighter rapidly became the vanguard of many corporate and government fighter wings. Capable of carrying Class 2 weapons and armor, but with only a minor loss in maneverability, the Sparrow is often used for pirate hunting and bomber support.<br />
<br />
With excellent maneuverability and speed, the Sparrow outperforms the larger ''Unicorn'' in every area except for firepower and armor, and remains a less expensive alternative to the larger fighter.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 2<br />
* Cost: ~37,000<br />
* Maximum Cargo Capacity: 20<br />
* Passengers: 3<br />
* Ship Type: Light Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Unicorn ===<br />
<br />
[[File:unicorn.png|thumb| The Unicorn Heavy Fighter]]<br />
<br />
<br />
Named for a creature of legend, the GCT-29 ''Unicorn'' Heavy Fighter is a powerful vessel, capable of carrying 40 tons and five passengers. Its trefoil engine-wing design allows for great maneuverability despite its larger size and weight.<br />
<br />
Originally intended as a lighter vessel, the Unicorn failed to deliver the high maneuverability of smaller ships. When equipped with a heavier chassis and more powerful engines however, the Unicorn proved itself time and time again, becoming a heavily sought-after light ship.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 3<br />
* Cost: ~135,000<br />
* Maximum Cargo Capacity: 40<br />
* Passengers: 5<br />
* Ship Type: Heavy Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Manta ===<br />
<br />
[[File:manta.png|thumb| The Manta Bomber]]<br />
<br />
Almost double the weight of the GCT-29 ''Unicorn'', the MRX-801 ''Manta'' is capable of carrying twice the firepower. Built from a heavily modified ''Turtle'' chassis, but later completely redesigned, the ''Manta'' is capable of carrying eighty tons of cargo and seven passengers. Its larger size and greater power requires the use of advanced Class 4 equipment, and with greater power comes higher cost.<br />
<br />
Despite its six-digit price tag, the ''Manta'' continues to find popularity among pilots who seek smaller, yet still powerful vessels. It also has reverse thrusters which makes it a favorite for colony and OSB planning for many. <br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 4<br />
* Cost: ~375,000<br />
* Maximum Cargo Capacity: 80<br />
* Passengers: 7<br />
* Ship Type: Bomber<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Falcon ===<br />
<br />
[[File:falcon.png|thumb| The Falcon Brig]]<br />
<br />
Built upon a standard UNCA corvette chassis, the LFC-12 ''Falcon'' Brig stands out among medium-sized vessels due to its width and off-center cockpit.<br />
<br />
Despite its odd appearance, the ''Falcon'' is highly advanced in construction and capable of equipping Class 5 armor and weapons, though it also requires Class 5 equipment as standard, making it one of the most expensive of the smaller vessels.<br />
<br />
The ''Falcon'' has room for ten passengers and 160 tons of cargo, but generally costs in the vicinity of 800,000 to 1,000,000 credits, making it the last of the "light" ships and the first of the "medium."<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 5<br />
* Cost: ~1,200,000<br />
* Maximum Cargo Capacity: 160<br />
* Passengers: 10<br />
* Ship Type: Brig<br />
* Shipyard Availability: Common<br />
|<br />
|}<br />
<br />
=== Squid ===<br />
<br />
[[File:squid.png|thumb| The Squid Light Sloop]]<br />
<br />
Vessels with larger cargo capacity and size long ago exceeded the limitations of UNCA light chassis designs, requiring an entirely new class of ships, namely the sloops.<br />
<br />
The LS-101a ''Squid'' was the first of these designs, manufactured specifically for Class 6 equipment. Capable of carrying 320 tons and 13 passengers, the ''Squid'' rapidly became popular until the larger ''Kraken'' came into vogue.<br />
<br />
The ''Squid's'' single-engine design and narrow width make it fast and maneuverable, although these factors are offset by its weight. Nevertheless, it continues to serve as a both a mid-range cargo ship and combat vessel with ease.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 6<br />
* Cost: ~4,500,000<br />
* Maximum Cargo Capacity: 320<br />
* Passengers: 13<br />
* Ship Type: Light Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Kraken ===<br />
<br />
[[File:Kraken.png|thumb| The Kraken Heavy Sloop]]<br />
<br />
The HS-201 ''Kraken'' was named for a legendary beast which took the form of a titanic squid. The vessel was originally designed around a ''Squid chassis'', hence the name, though the Class 7 equipment proved too much for the smaller frame. The superstructure was redesigned to make use of forward-swept wings and a rearward center of gravity.<br />
<br />
The ''Kraken'' also has equipment to attach large, side-mounted cannons on either side of the chassis. This gives the ''Kraken'' a menacing, combat-ready appearance.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 7<br />
* Cost: ~12,000,000<br />
* Maximum Cargo Capacity: 640<br />
* Passengers: 18<br />
* Ship Type: Heavy Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Yeti ===<br />
<br />
[[File:yeti.png|thumb| The Yeti Light Frigate| 120px ]]<br />
<br />
Only a few thousand YT-8 ''Yetis'' were originally manufactured, many of which have been lost or destroyed. The ''Yeti'' is thus among the rarer of mid-range vessels and is difficult to find. However, the vessel was designed upon a standard Class 8 equipment frame and superstructure, making it easily, albeit expensively, manufactured. One major advantage the ''Yeti'' has over other ships is its maneuvering thrusters, which allow it more freedom of three-dimensional movement.<br />
<br />
As with many of the larger UNCA vessels, the ''Yeti'' is named for a mythological creature from ancient Earth which was humanoid in form, but much larger. The ''Yeti'' lives up to its namesake, with a cargo capacity of 1,280 and room for 25 passengers. However, its rarity makes it seldom seen in UNCA shipyards.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 8<br />
* Cost: ~37,500,000<br />
* Maximum Cargo Capacity: 1280<br />
* Passengers: 25<br />
* Ship Type: Light Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Hammerhead ===<br />
<br />
[[File:hammerhead.png|thumb| The Hammerhead Frigate ]]<br />
<br />
Until the advent of even larger ships, the TD-9b ''Hammerhead'' Frigate was a common sight in the Inner Nine systems, generally used to haul cargo or, when equipped with weapons, to fight off pirates. Able to haul 2,560 tons and carry 33 passengers, the ''Hammerhead's'' mask-like bow and long frame are instantly recognizable, even at a distance.<br />
<br />
With greater maneuverability than larger ships, the ''Hammerhead'' continues to play a role as a defender of the Inner Nine systems.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 9<br />
* Cost: ~105,000,000<br />
* Maximum Cargo Capacity: 2560<br />
* Passengers: 33<br />
* Ship Type: Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Mammoth ===<br />
<br />
[[File:Mammoth.jpg|thumb| The Mammoth Heavy Frigate ]]<br />
<br />
The largest of the original UNCA designs, the DX-4 ''Mammoth'' Heavy Frigate stands as a milestone of engineering. Built around a central hull, the chassis has four "arms" upon which can be placed weapons, mining beams, salvaging beams or other equipment. These arms give the ''Mammoth'' a threatening appearance.<br />
<br />
Able to equip Class 10 weaponry and armor, the ''Mammoth'' is a combat monster, and with a cargo capacity of 5,210 tons, can be loaded to bear.<br />
<br />
The ''Mammoth'' has its problems however, such as the ventrally-mounted communications tower, which makes horizontal landing a problematic issue. In addition, the vessel's maneuverability makes it a great miner in well managed asteroid belts.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 10<br />
* Cost: ~300,000,000<br />
* Maximum Cargo Capacity: 5120<br />
* Passengers: 45<br />
* Ship Type: Heavy Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Guardian ===<br />
<br />
[[File:guardian.png|thumb| The Guardian Destroyer]]<br />
<br />
Unlike smaller chassis, the CNC-1 ''Guardian's'' frame is built exclusively by private interests. Its elongated frame and rearward swept-wing design is similar to small vessels. However, with a cargo capacity of 10,240 tons and Class 11 equipment, the ''Guardian'' is a massive vessel, larger even than the ''Mammoth''.<br />
<br />
As the ''Guardian'' outweighs even the heavy frigate class of ships, its ability to equip powerful weapons has earned it the classification Destroyer, and remains the first and only of this type.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Destroyer<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Boomerang ===<br />
<br />
[[File:800px-Boomerang.png|thumb| The Boomerang Light Carrier ]]<br />
<br />
The Boomerang is the first true carrier added to Ascent. It is able to carry Class 1 to 4 ships inside it's own personal hangar bay. Unlike other ships it is possible to EVA inside the Boomerang and walk around the ship.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Light Carrier<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Seraph ===<br />
<br />
[[File:Seraph.png|thumb| The Seraph Light Cruiser ]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Player Determinate (~1.600,000,000)<br />
* Maximum Cargo Capacity: 20480<br />
* Passengers: 81<br />
* Ship Type: Light Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Bowhead ===<br />
<br />
The Bowhead is the first pure freighter available in the game. While only requiring the same ship modules as the Class 12 "Seraph" light cruiser, the Bowhead has triple the available hull space, for the steep price of never being able to fit significant weapons, armour or shields. The Bowhead is the first ship to provide thrust in all six directions, providing excellent docking and mining maneuverability, somewhat offset by its slowness, bulk and mass.<br />
<br />
The Bowhead was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
[[File:bowhead.png|thumb| The Bowhead Freighter]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Steam DLC ($90.00) GM(~100,000,000,000)<br />
* Maximum Cargo Capacity: 61974<br />
* Passengers: 81<br />
* Ship Type: Freighter<br />
* Shipyard Availability: None<br />
|<br />
|}<br />
<br />
=== Archon ===<br />
<br />
[[File:archon.png|thumb| The Archon Cruiser]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 13<br />
* Cost: Player Determinate (~3,200,000,000)<br />
* Maximum Cargo Capacity: 40960<br />
* Passengers: 110<br />
* Ship Type: Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Ophan ===<br />
<br />
[[File:Ophan.png|thumb| The Ophan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 14<br />
* Cost: Player Determinate (~6,400,000,000)<br />
* Maximum Cargo Capacity: 81920<br />
* Passengers: 143<br />
* Ship Type: Heavy Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Leviathan ===<br />
<br />
[[File:LeviathanShine.png|thumb| The Leviathan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 15<br />
* Cost: Player Determinate (~12,800,000,000)<br />
* Maximum Cargo Capacity: 163840<br />
* Passengers: 200<br />
* Ship Type: Battlecruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
== Ship Traits ==<br />
<br />
A ship can develop traits as it gets used. The ship computer is a learning device and the ship can develop unique traits as it is used. Some traits are:<br />
<br />
* Fast Turner - This trait increases the ship's rotation rate by 10% per level.<br />
<br />
* Miner - This trait increases mining range by 25% and yields by 5% per level.<br />
<br />
A Biocomputer increases your chance of gaining a level in ship trait by 5%.<br />
<br />
== Renaming Ships ==<br />
<br />
You can rename your ship by selecting the '''Manage Ship''' button at the upper left of the screen (The wrench icon), click '''Rename Ship''' place the new name for the ship in the and click 'rename'.<br />
<br />
== Helping Videos ==<br />
[https://www.youtube.com/watch?v=zTaeOMe5KOY Waervyn's Ship Types Video]<br />
<br />
== Futher Reading ==<br />
# [[Refit Ship]]<br />
# [[Ship Modules]]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:turtle.png| The Turtle Runabout<br />
File:hornet.png| The Hornet Ultralight Fighter<br />
File:hawk.png| The Hawk Ultralight Fighter<br />
File:Sparrow.png| The Sparrow Light Fighter<br />
File:Unicorn.png| The Unicorn Heavy Fighter<br />
File:Manta.png| The Manta Boomer<br />
File:Falcon.png| The Falcon Brig<br />
File:Squid.png| The Squid Light Sloop<br />
File:Kraken.png| The Kraken Heavy Sloop<br />
File:Yeti.png| The Yeti Light Frigate, this ship replaced the Rhino from previous builds..<br />
File:Hammerhead.png| The Hammerhead Frigate, this ship replaced the Orca from previous builds.<br />
File:Mammoth.jpg| The Mammoth Heavy Frigate<br />
File:Guardian.png| The Guardian Destroyer<br />
File:800px-Boomerang.png| The Boomerang Light Carrier<br />
File:Seraph.png| The Seraph Light Cruiser<br />
File:Bowhead.png| The Bowhead Freighter<br />
File:Archon.png| The Archon Cruiser<br />
File:Ophan.png| The Ophan Heavy Cruiser<br />
File:LeviathanShine.png| The Leviathan Battlecruiser<br />
</gallery><br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Space_ShipsSpace Ships2022-12-13T22:35:55Z<p>Robert Martz: </p>
<hr />
<div>__TOC__<br />
Every space ship has a classification (class), cargo capability measured in tonnes, and available passenger compartments. Ship classes from 1 to 10 can be purchased from NPC space stations, yet the availability of ships between class 6 to 10 may be limited. Classes 11 or higher must be manufactured or purchased from players. All ships can be purchased from the Galactic Market (if available) or manufactured from [[Private Space Stations | private space stations]] (if blueprints are discovered through [[ Wreckage Salvaging | salvaging wrecks]] or purchased from Janus A contracts board).<br />
<br />
Every ship has modules which can be added or removed from the [[Refit Ship]] section of the Shipyards in the NPC station or from [[Private Space Stations | private star bases]]. [https://www.youtube.com/watch?v=ZFj64vCfXvE Waervyn's Ship Fitting Video]<br />
<br />
<br />
== Ship Modules ==<br />
<br />
Below is the Ship management interface accessed by clicking the wrench icon upper left on the main screen. The list of modules are required for each ship to fly except the axial laser. The class 1 modules on this list represent the modules that are not class specific for each ship. This means you can install any class of module your ship has cargo space to hold. The modules that are class 6 in the image represent all the modules that are class specific. This means they have to match the same class as the ship. The reactor and capacitor does not have to match, but often is best to keep it the same class, especially early in game for the best overall performance of the ship. The Hyperdrive (not shown here) must also match the class of the ship.<br />
<br />
[[File:ShipModules.png]]<br />
<br />
<br />
----<br />
<br />
<br />
To change ships, the Hangar button will show you a list of your ships available in that space station. Your previous ship will stay in that respective space station.<br />
<br />
To access the [[Ship Computer | ship computer]], click Manage, then Computer. An easier method is to use CTRL-C.<br />
<br />
Ships can be painted at [[Private Space Stations | private star bases]]. A window with sliders will appear allowing you to change the ship color, the ship windows color, and the ship stripes color. Paint is only applied when you click the Paint button. To see your ship, scroll the mouse scroll button to change views.<br />
<br />
<br />
== Fuel Use and Hyperdrive Wear ==<br />
<br />
For in system piloting, the ram scoop will collect the hydrogen needed to run your ship and warp drive. To make hyperdrive jumps, a ship must carry the fuel needed since hyperspace does not have collectible hydrogen.<br />
<br />
Fuel use for hyperdrive jumps are calculated as thus:<br />
<br />
Hydrogen needed = Lightyear distance * ship class * 1.5<br />
<br />
Hyperdrive Longevity = Class * 100<br />
<br />
== Current Ships ==<br />
<br />
As of 'version 1.4+' there are currently 18 ships in the game, all which can be used and pilot by players and NPC pilots.<br />
<br />
<nowiki>*</nowiki> Please note ships above class 10 can only be made by players and cannot be bought directly from a shipyard. As such the cost for these ships are to be determined by the players manufacturing and purchasing them. In order to find out current prices for these ships it is best to ask a player who makes them either in the forums or in the in-game chat channels.<br />
<br />
<nowiki>*</nowiki> Also note that maximum cargo capacity is based on stock module configuration and can be reconfigured to gain more cargo space. <br />
<br />
<br />
=== Turtle ===<br />
<br />
[[File:turtle.png|thumb| The Turtle Runabout]]<br />
The TR-99a ''Turtle'' Runabout is one of the most ubiquitous small craft in UNCA territory. Its small size and ease of use make it an ideal first craft for pilots. These strengths however, are also the Turtle's major weaknesses. The craft is too small to be useful in hauling freight, and does not have the maneuverability of more modern and advanced vessels.<br />
<br />
As an initial investment for fledgling pilots however, the Turtle is unmatched in its simplicity.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Approximately 15,000 credits<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Runabout<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hornet ===<br />
<br />
[[File:hornet.png|thumb| The Hornet Ultralight Fighter]]<br />
<br />
With high maneuverability and speed, the LT-119 Mk-2 ''Hornet'' Ultralight Fighter is an ideal craft for short-range sorties and pirate hunting assignments. Its small size belies a vessel of formidable power and versatility. With enough room to sport Class 1 weapons and armor, the Hornet can easily hold its own against other craft of its class and size.<br />
<br />
The Hornet does not have the space for heavier weapons and armor, and when fully equipped, has little room for cargo or passengers. In combat though, this small ship lives up to its name.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: ~15,000<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hawk ===<br />
<br />
[[File:Hawk.png|thumb| The Hawk Ultralight Fighter]]<br />
<br />
Often sought-after, but seldom acquired, the GCT-001 ''Hawk'' Ultralight Fighter was originally built as a high-speed interceptor to escort other fighter craft in combat.<br />
<br />
While it cannot hold firepower equal to that of larger fighters such as the ''Sparrow'' the ''Unicorn,'' the Hawk nevertheless possesses high maneuverability and the unique ability to attach itself to the hull of a larger vessel.<br />
<br />
While its popularity initially rivaled that of the Hornet. Its chassis is somewhat more difficult to manufacture than the Hornet or the Sparrow, making it a more expensive, and less available craft, manufactured by private concerns rather than the UNCA shipyards.<br />
<br />
The Hawk was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Steam DLC ($25.00) GM(~25,000,000,000)<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 4<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: None<br />
* Carrier Compatible<br />
* Can attach itself to any ship<br />
|<br />
|}<br />
<br />
=== Sparrow ===<br />
<br />
[[File:sparrow.png|thumb| The Sparrow Light Fighter]]<br />
<br />
One of the original fighters designed and manufactured for the UNCA, the GCT-4a ''Sparrow'' Light Fighter rapidly became the vanguard of many corporate and government fighter wings. Capable of carrying Class 2 weapons and armor, but with only a minor loss in maneverability, the Sparrow is often used for pirate hunting and bomber support.<br />
<br />
With excellent maneuverability and speed, the Sparrow outperforms the larger ''Unicorn'' in every area except for firepower and armor, and remains a less expensive alternative to the larger fighter.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 2<br />
* Cost: ~37,000<br />
* Maximum Cargo Capacity: 20<br />
* Passengers: 3<br />
* Ship Type: Light Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Unicorn ===<br />
<br />
[[File:unicorn.png|thumb| The Unicorn Heavy Fighter]]<br />
<br />
<br />
Named for a creature of legend, the GCT-29 ''Unicorn'' Heavy Fighter is a powerful vessel, capable of carrying 40 tons and five passengers. Its trefoil engine-wing design allows for great maneuverability despite its larger size and weight.<br />
<br />
Originally intended as a lighter vessel, the Unicorn failed to deliver the high maneuverability of smaller ships. When equipped with a heavier chassis and more powerful engines however, the Unicorn proved itself time and time again, becoming a heavily sought-after light ship.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 3<br />
* Cost: ~135,000<br />
* Maximum Cargo Capacity: 40<br />
* Passengers: 5<br />
* Ship Type: Heavy Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Manta ===<br />
<br />
[[File:manta.png|thumb| The Manta Bomber]]<br />
<br />
Almost double the weight of the GCT-29 ''Unicorn'', the MRX-801 ''Manta'' is capable of carrying twice the firepower. Built from a heavily modified ''Turtle'' chassis, but later completely redesigned, the ''Manta'' is capable of carrying eighty tons of cargo and seven passengers. Its larger size and greater power requires the use of advanced Class 4 equipment, and with greater power comes higher cost.<br />
<br />
Despite its six-digit price tag, the ''Manta'' continues to find popularity among pilots who seek smaller, yet still powerful vessels. It also has reverse thrusters which makes it a favorite for colony and OSB planning for many. <br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 4<br />
* Cost: ~375,000<br />
* Maximum Cargo Capacity: 80<br />
* Passengers: 7<br />
* Ship Type: Bomber<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Falcon ===<br />
<br />
[[File:falcon.png|thumb| The Falcon Brig]]<br />
<br />
Built upon a standard UNCA corvette chassis, the LFC-12 ''Falcon'' Brig stands out among medium-sized vessels due to its width and off-center cockpit.<br />
<br />
Despite its odd appearance, the ''Falcon'' is highly advanced in construction and capable of equipping Class 5 armor and weapons, though it also requires Class 5 equipment as standard, making it one of the most expensive of the smaller vessels.<br />
<br />
The ''Falcon'' has room for ten passengers and 160 tons of cargo, but generally costs in the vicinity of 800,000 to 1,000,000 credits, making it the last of the "light" ships and the first of the "medium."<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 5<br />
* Cost: ~1,200,000<br />
* Maximum Cargo Capacity: 160<br />
* Passengers: 10<br />
* Ship Type: Brig<br />
* Shipyard Availability: Common<br />
|<br />
|}<br />
<br />
=== Squid ===<br />
<br />
[[File:squid.png|thumb| The Squid Light Sloop]]<br />
<br />
Vessels with larger cargo capacity and size long ago exceeded the limitations of UNCA light chassis designs, requiring an entirely new class of ships, namely the sloops.<br />
<br />
The LS-101a ''Squid'' was the first of these designs, manufactured specifically for Class 6 equipment. Capable of carrying 320 tons and 13 passengers, the ''Squid'' rapidly became popular until the larger ''Kraken'' came into vogue.<br />
<br />
The ''Squid's'' single-engine design and narrow width make it fast and maneuverable, although these factors are offset by its weight. Nevertheless, it continues to serve as a both a mid-range cargo ship and combat vessel with ease.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 6<br />
* Cost: ~4,500,000<br />
* Maximum Cargo Capacity: 320<br />
* Passengers: 13<br />
* Ship Type: Light Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Kraken ===<br />
<br />
[[File:Kraken.png|thumb| The Kraken Heavy Sloop]]<br />
<br />
The HS-201 ''Kraken'' was named for a legendary beast which took the form of a titanic squid. The vessel was originally designed around a ''Squid chassis'', hence the name, though the Class 7 equipment proved too much for the smaller frame. The superstructure was redesigned to make use of forward-swept wings and a rearward center of gravity.<br />
<br />
The ''Kraken'' also has equipment to attach large, side-mounted cannons on either side of the chassis. This gives the ''Kraken'' a menacing, combat-ready appearance.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 7<br />
* Cost: ~12,000,000<br />
* Maximum Cargo Capacity: 640<br />
* Passengers: 18<br />
* Ship Type: Heavy Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Yeti ===<br />
<br />
[[File:yeti.png|thumb| The Yeti Light Frigate| 120px ]]<br />
<br />
Only a few thousand YT-8 ''Yetis'' were originally manufactured, many of which have been lost or destroyed. The ''Yeti'' is thus among the rarer of mid-range vessels and is difficult to find. However, the vessel was designed upon a standard Class 8 equipment frame and superstructure, making it easily, albeit expensively, manufactured. One major advantage the ''Yeti'' has over other ships is its maneuvering thrusters, which allow it more freedom of three-dimensional movement.<br />
<br />
As with many of the larger UNCA vessels, the ''Yeti'' is named for a mythological creature from ancient Earth which was humanoid in form, but much larger. The ''Yeti'' lives up to its namesake, with a cargo capacity of 1,280 and room for 25 passengers. However, its rarity makes it seldom seen in UNCA shipyards.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 8<br />
* Cost: ~37,500,000<br />
* Maximum Cargo Capacity: 1280<br />
* Passengers: 25<br />
* Ship Type: Light Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Hammerhead ===<br />
<br />
[[File:hammerhead.png|thumb| The Hammerhead Frigate ]]<br />
<br />
Until the advent of even larger ships, the TD-9b ''Hammerhead'' Frigate was a common sight in the Inner Nine systems, generally used to haul cargo or, when equipped with weapons, to fight off pirates. Able to haul 2,560 tons and carry 33 passengers, the ''Hammerhead's'' mask-like bow and long frame are instantly recognizable, even at a distance.<br />
<br />
With greater maneuverability than larger ships, the ''Hammerhead'' continues to play a role as a defender of the Inner Nine systems.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 9<br />
* Cost: ~105,000,000<br />
* Maximum Cargo Capacity: 2560<br />
* Passengers: 33<br />
* Ship Type: Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Mammoth ===<br />
<br />
[[File:Mammoth.jpg|thumb| The Mammoth Heavy Frigate ]]<br />
<br />
The largest of the original UNCA designs, the DX-4 ''Mammoth'' Heavy Frigate stands as a milestone of engineering. Built around a central hull, the chassis has four "arms" upon which can be placed weapons, mining beams, salvaging beams or other equipment. These arms give the ''Mammoth'' a threatening appearance.<br />
<br />
Able to equip Class 10 weaponry and armor, the ''Mammoth'' is a combat monster, and with a cargo capacity of 5,210 tons, can be loaded to bear.<br />
<br />
The ''Mammoth'' has its problems however, such as the ventrally-mounted communications tower, which makes horizontal landing a problematic issue. In addition, the vessel's maneuverability makes it a great miner in well managed asteroid belts.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 10<br />
* Cost: ~300,000,000<br />
* Maximum Cargo Capacity: 5120<br />
* Passengers: 45<br />
* Ship Type: Heavy Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Guardian ===<br />
<br />
[[File:guardian.png|thumb| The Guardian Destroyer]]<br />
<br />
Unlike smaller chassis, the CNC-1 ''Guardian's'' frame is built exclusively by private interests. Its elongated frame and rearward swept-wing design is similar to small vessels. However, with a cargo capacity of 10,240 tons and Class 11 equipment, the ''Guardian'' is a massive vessel, larger even than the ''Mammoth''.<br />
<br />
As the ''Guardian'' outweighs even the heavy frigate class of ships, its ability to equip powerful weapons has earned it the classification Destroyer, and remains the first and only of this type.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Destroyer<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Boomerang ===<br />
<br />
[[File:800px-Boomerang.png|thumb| The Boomerang Light Carrier ]]<br />
<br />
The Boomerang is the first true carrier added to Ascent. It is able to carry Class 1 to 4 ships inside it's own personal hangar bay. Unlike other ships it is possible to EVA inside the Boomerang and walk around the ship.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Light Carrier<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Seraph ===<br />
<br />
[[File:Seraph.png|thumb| The Seraph Light Cruiser ]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Player Determinate (~1.600,000,000)<br />
* Maximum Cargo Capacity: 20480<br />
* Passengers: 81<br />
* Ship Type: Light Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Bowhead ===<br />
<br />
The Bowhead is the first pure freighter available in the game. While only requiring the same ship modules as the Class 12 "Seraph" light cruiser, the Bowhead has triple the available hull space, for the steep price of never being able to fit significant weapons, armour or shields. The Bowhead is the first ship to provide thrust in all six directions, providing excellent docking and mining maneuverability, somewhat offset by its slowness, bulk and mass.<br />
<br />
The Bowhead was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
[[File:bowhead.png|thumb| The Bowhead Freighter]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Steam DLC ($90.00) GM(~100,000,000,000)<br />
* Maximum Cargo Capacity: 61974<br />
* Passengers: 81<br />
* Ship Type: Freighter<br />
* Shipyard Availability: None<br />
|<br />
|}<br />
<br />
=== Archon ===<br />
<br />
[[File:archon.png|thumb| The Archon Cruiser]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 13<br />
* Cost: Player Determinate (~3,200,000,000)<br />
* Maximum Cargo Capacity: 40960<br />
* Passengers: 110<br />
* Ship Type: Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Ophan ===<br />
<br />
[[File:Ophan.png|thumb| The Ophan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 14<br />
* Cost: Player Determinate (~6,400,000,000)<br />
* Maximum Cargo Capacity: 81920<br />
* Passengers: 143<br />
* Ship Type: Heavy Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Leviathan ===<br />
<br />
[[File:LeviathanShine.png|thumb| The Leviathan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 15<br />
* Cost: Player Determinate (~12,800,000,000)<br />
* Maximum Cargo Capacity: 163840<br />
* Passengers: 200<br />
* Ship Type: Battlecruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
== Ship Traits ==<br />
<br />
A ship can develop traits as it gets used. The ship computer is a learning device and the ship can develop unique traits as it is used. Some traits are:<br />
<br />
* Fast Turner - This trait increases the ship's rotation rate by 10% per level.<br />
<br />
* Miner - This trait increases mining range by 25% and yields by 5% per level.<br />
<br />
== Renaming Ships ==<br />
<br />
You can rename your ship by selecting the '''Manage Ship''' button at the upper left of the screen (The wrench icon), click '''Rename Ship''' place the new name for the ship in the and click 'rename'.<br />
<br />
== Helping Videos ==<br />
[https://www.youtube.com/watch?v=zTaeOMe5KOY Waervyn's Ship Types Video]<br />
<br />
== Futher Reading ==<br />
# [[Refit Ship]]<br />
# [[Ship Modules]]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:turtle.png| The Turtle Runabout<br />
File:hornet.png| The Hornet Ultralight Fighter<br />
File:hawk.png| The Hawk Ultralight Fighter<br />
File:Sparrow.png| The Sparrow Light Fighter<br />
File:Unicorn.png| The Unicorn Heavy Fighter<br />
File:Manta.png| The Manta Boomer<br />
File:Falcon.png| The Falcon Brig<br />
File:Squid.png| The Squid Light Sloop<br />
File:Kraken.png| The Kraken Heavy Sloop<br />
File:Yeti.png| The Yeti Light Frigate, this ship replaced the Rhino from previous builds..<br />
File:Hammerhead.png| The Hammerhead Frigate, this ship replaced the Orca from previous builds.<br />
File:Mammoth.jpg| The Mammoth Heavy Frigate<br />
File:Guardian.png| The Guardian Destroyer<br />
File:800px-Boomerang.png| The Boomerang Light Carrier<br />
File:Seraph.png| The Seraph Light Cruiser<br />
File:Bowhead.png| The Bowhead Freighter<br />
File:Archon.png| The Archon Cruiser<br />
File:Ophan.png| The Ophan Heavy Cruiser<br />
File:LeviathanShine.png| The Leviathan Battlecruiser<br />
</gallery><br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Space_ShipsSpace Ships2022-12-13T22:34:01Z<p>Robert Martz: /* Ship Traits */</p>
<hr />
<div>__TOC__<br />
Every space ship has a classification (class), cargo capability measured in tonnes, and available passenger compartments. Ship classes from 1 to 10 can be purchased from NPC space stations, yet the availability of ships between class 6 to 10 may be limited. Classes 11 or higher must be manufactured or purchased from players. All ships can be purchased from the Galactic Market (if available) or manufactured from [[Private Space Stations | private space stations]] (if blueprints are discovered through [[ Wreckage Salvaging | salvaging wrecks]] or purchased from Janus A contracts board).<br />
<br />
Every ship has modules which can be added or removed from the [[Refit Ship]] section of the Shipyards in the NPC station or from [[Private Space Stations | private star bases]]. [https://www.youtube.com/watch?v=ZFj64vCfXvE Waervyn's Ship Fitting Video]<br />
<br />
<br />
== Ship Modules ==<br />
<br />
Below is the Ship management interface accessed by clicking the wrench icon upper left on the main screen. The list of modules are required for each ship to fly except the axial laser. The class 1 modules on this list represent the modules that are not class specific for each ship. This means you can install any class of module your ship has cargo space to hold. The modules that are class 6 in the image represent all the modules that are class specific. This means they have to match the same class as the ship. The reactor and capacitor does not have to match, but often is best to keep it the same class, especially early in game for the best overall performance of the ship. The Hyperdrive (not shown here) must also match the class of the ship.<br />
<br />
[[File:ShipModules.png]]<br />
<br />
<br />
----<br />
<br />
<br />
To change ships, the Hangar button will show you a list of your ships available in that space station. Your previous ship will stay in that respective space station.<br />
<br />
To access the [[Ship Computer | ship computer]], click Manage, then Computer. An easier method is to use CTRL-C.<br />
<br />
Ships can be painted at [[Private Space Stations | private star bases]]. A window with sliders will appear allowing you to change the ship color, the ship windows color, and the ship stripes color. Paint is only applied when you click the Paint button. To see your ship, scroll the mouse scroll button to change views.<br />
<br />
<br />
== Fuel Use and Hyperdrive Wear ==<br />
<br />
For in system piloting, the ram scoop will collect the hydrogen needed to run your ship and warp drive. To make hyperdrive jumps, a ship must carry the fuel needed since hyperspace does not have collectible hydrogen.<br />
<br />
Fuel use for hyperdrive jumps are calculated as thus:<br />
<br />
Hydrogen needed = Lightyear distance * ship class * 1.5<br />
<br />
Hyperdrive Longevity = Class * 100<br />
<br />
== Current Ships ==<br />
<br />
As of 'version 1.4+' there are currently 18 ships in the game, all which can be used and pilot by players and NPC pilots.<br />
<br />
<nowiki>*</nowiki> Please note ships above class 10 can only be made by players and cannot be bought directly from a shipyard. As such the cost for these ships are to be determined by the players manufacturing and purchasing them. In order to find out current prices for these ships it is best to ask a player who makes them either in the forums or in the in-game chat channels.<br />
<br />
<nowiki>*</nowiki> Also note that maximum cargo capacity is based on stock module configuration and can be reconfigured to gain more cargo space. <br />
<br />
<br />
=== Turtle ===<br />
<br />
[[File:turtle.png|thumb| The Turtle Runabout]]<br />
The TR-99a ''Turtle'' Runabout is one of the most ubiquitous small craft in UNCA territory. Its small size and ease of use make it an ideal first craft for pilots. These strengths however, are also the Turtle's major weaknesses. The craft is too small to be useful in hauling freight, and does not have the maneuverability of more modern and advanced vessels.<br />
<br />
As an initial investment for fledgling pilots however, the Turtle is unmatched in its simplicity.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Approximately 15,000 credits<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Runabout<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hornet ===<br />
<br />
[[File:hornet.png|thumb| The Hornet Ultralight Fighter]]<br />
<br />
With high maneuverability and speed, the LT-119 Mk-2 ''Hornet'' Ultralight Fighter is an ideal craft for short-range sorties and pirate hunting assignments. Its small size belies a vessel of formidable power and versatility. With enough room to sport Class 1 weapons and armor, the Hornet can easily hold its own against other craft of its class and size.<br />
<br />
The Hornet does not have the space for heavier weapons and armor, and when fully equipped, has little room for cargo or passengers. In combat though, this small ship lives up to its name.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: ~15,000<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hawk ===<br />
<br />
[[File:Hawk.png|thumb| The Hawk Ultralight Fighter]]<br />
<br />
Often sought-after, but seldom acquired, the GCT-001 ''Hawk'' Ultralight Fighter was originally built as a high-speed interceptor to escort other fighter craft in combat.<br />
<br />
While it cannot hold firepower equal to that of larger fighters such as the ''Sparrow'' the ''Unicorn,'' the Hawk nevertheless possesses high maneuverability and the unique ability to attach itself to the hull of a larger vessel.<br />
<br />
While its popularity initially rivaled that of the Hornet. Its chassis is somewhat more difficult to manufacture than the Hornet or the Sparrow, making it a more expensive, and less available craft, manufactured by private concerns rather than the UNCA shipyards.<br />
<br />
The Hawk was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Steam DLC ($25.00) GM(~25,000,000,000)<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 4<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: None<br />
* Carrier Compatible<br />
* Can attach itself to any ship<br />
|<br />
|}<br />
<br />
=== Sparrow ===<br />
<br />
[[File:sparrow.png|thumb| The Sparrow Light Fighter]]<br />
<br />
One of the original fighters designed and manufactured for the UNCA, the GCT-4a ''Sparrow'' Light Fighter rapidly became the vanguard of many corporate and government fighter wings. Capable of carrying Class 2 weapons and armor, but with only a minor loss in maneverability, the Sparrow is often used for pirate hunting and bomber support.<br />
<br />
With excellent maneuverability and speed, the Sparrow outperforms the larger ''Unicorn'' in every area except for firepower and armor, and remains a less expensive alternative to the larger fighter.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 2<br />
* Cost: ~37,000<br />
* Maximum Cargo Capacity: 20<br />
* Passengers: 3<br />
* Ship Type: Light Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Unicorn ===<br />
<br />
[[File:unicorn.png|thumb| The Unicorn Heavy Fighter]]<br />
<br />
<br />
Named for a creature of legend, the GCT-29 ''Unicorn'' Heavy Fighter is a powerful vessel, capable of carrying 40 tons and five passengers. Its trefoil engine-wing design allows for great maneuverability despite its larger size and weight.<br />
<br />
Originally intended as a lighter vessel, the Unicorn failed to deliver the high maneuverability of smaller ships. When equipped with a heavier chassis and more powerful engines however, the Unicorn proved itself time and time again, becoming a heavily sought-after light ship.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 3<br />
* Cost: ~135,000<br />
* Maximum Cargo Capacity: 40<br />
* Passengers: 5<br />
* Ship Type: Heavy Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Manta ===<br />
<br />
[[File:manta.png|thumb| The Manta Bomber]]<br />
<br />
Almost double the weight of the GCT-29 ''Unicorn'', the MRX-801 ''Manta'' is capable of carrying twice the firepower. Built from a heavily modified ''Turtle'' chassis, but later completely redesigned, the ''Manta'' is capable of carrying eighty tons of cargo and seven passengers. Its larger size and greater power requires the use of advanced Class 4 equipment, and with greater power comes higher cost.<br />
<br />
Despite its six-digit price tag, the ''Manta'' continues to find popularity among pilots who seek smaller, yet still powerful vessels. It also has reverse thrusters which makes it a favorite for colony and OSB planning for many. <br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 4<br />
* Cost: ~375,000<br />
* Maximum Cargo Capacity: 80<br />
* Passengers: 7<br />
* Ship Type: Bomber<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Falcon ===<br />
<br />
[[File:falcon.png|thumb| The Falcon Brig]]<br />
<br />
Built upon a standard UNCA corvette chassis, the LFC-12 ''Falcon'' Brig stands out among medium-sized vessels due to its width and off-center cockpit.<br />
<br />
Despite its odd appearance, the ''Falcon'' is highly advanced in construction and capable of equipping Class 5 armor and weapons, though it also requires Class 5 equipment as standard, making it one of the most expensive of the smaller vessels.<br />
<br />
The ''Falcon'' has room for ten passengers and 160 tons of cargo, but generally costs in the vicinity of 800,000 to 1,000,000 credits, making it the last of the "light" ships and the first of the "medium."<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 5<br />
* Cost: ~1,200,000<br />
* Maximum Cargo Capacity: 160<br />
* Passengers: 10<br />
* Ship Type: Brig<br />
* Shipyard Availability: Common<br />
|<br />
|}<br />
<br />
=== Squid ===<br />
<br />
[[File:squid.png|thumb| The Squid Light Sloop]]<br />
<br />
Vessels with larger cargo capacity and size long ago exceeded the limitations of UNCA light chassis designs, requiring an entirely new class of ships, namely the sloops.<br />
<br />
The LS-101a ''Squid'' was the first of these designs, manufactured specifically for Class 6 equipment. Capable of carrying 320 tons and 13 passengers, the ''Squid'' rapidly became popular until the larger ''Kraken'' came into vogue.<br />
<br />
The ''Squid's'' single-engine design and narrow width make it fast and maneuverable, although these factors are offset by its weight. Nevertheless, it continues to serve as a both a mid-range cargo ship and combat vessel with ease.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 6<br />
* Cost: ~4,500,000<br />
* Maximum Cargo Capacity: 320<br />
* Passengers: 13<br />
* Ship Type: Light Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Kraken ===<br />
<br />
[[File:Kraken.png|thumb| The Kraken Heavy Sloop]]<br />
<br />
The HS-201 ''Kraken'' was named for a legendary beast which took the form of a titanic squid. The vessel was originally designed around a ''Squid chassis'', hence the name, though the Class 7 equipment proved too much for the smaller frame. The superstructure was redesigned to make use of forward-swept wings and a rearward center of gravity.<br />
<br />
The ''Kraken'' also has equipment to attach large, side-mounted cannons on either side of the chassis. This gives the ''Kraken'' a menacing, combat-ready appearance.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 7<br />
* Cost: ~12,000,000<br />
* Maximum Cargo Capacity: 640<br />
* Passengers: 18<br />
* Ship Type: Heavy Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Yeti ===<br />
<br />
[[File:yeti.png|thumb| The Yeti Light Frigate| 120px ]]<br />
<br />
Only a few thousand YT-8 ''Yetis'' were originally manufactured, many of which have been lost or destroyed. The ''Yeti'' is thus among the rarer of mid-range vessels and is difficult to find. However, the vessel was designed upon a standard Class 8 equipment frame and superstructure, making it easily, albeit expensively, manufactured. One major advantage the ''Yeti'' has over other ships is its maneuvering thrusters, which allow it more freedom of three-dimensional movement.<br />
<br />
As with many of the larger UNCA vessels, the ''Yeti'' is named for a mythological creature from ancient Earth which was humanoid in form, but much larger. The ''Yeti'' lives up to its namesake, with a cargo capacity of 1,280 and room for 25 passengers. However, its rarity makes it seldom seen in UNCA shipyards.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 8<br />
* Cost: ~37,500,000<br />
* Maximum Cargo Capacity: 1280<br />
* Passengers: 25<br />
* Ship Type: Light Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Hammerhead ===<br />
<br />
[[File:hammerhead.png|thumb| The Hammerhead Frigate ]]<br />
<br />
Until the advent of even larger ships, the TD-9b ''Hammerhead'' Frigate was a common sight in the Inner Nine systems, generally used to haul cargo or, when equipped with weapons, to fight off pirates. Able to haul 2,560 tons and carry 33 passengers, the ''Hammerhead's'' mask-like bow and long frame are instantly recognizable, even at a distance.<br />
<br />
With greater maneuverability than larger ships, the ''Hammerhead'' continues to play a role as a defender of the Inner Nine systems.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 9<br />
* Cost: ~105,000,000<br />
* Maximum Cargo Capacity: 2560<br />
* Passengers: 33<br />
* Ship Type: Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Mammoth ===<br />
<br />
[[File:Mammoth.jpg|thumb| The Mammoth Heavy Frigate ]]<br />
<br />
The largest of the original UNCA designs, the DX-4 ''Mammoth'' Heavy Frigate stands as a milestone of engineering. Built around a central hull, the chassis has four "arms" upon which can be placed weapons, mining beams, salvaging beams or other equipment. These arms give the ''Mammoth'' a threatening appearance.<br />
<br />
Able to equip Class 10 weaponry and armor, the ''Mammoth'' is a combat monster, and with a cargo capacity of 5,210 tons, can be loaded to bear.<br />
<br />
The ''Mammoth'' has its problems however, such as the ventrally-mounted communications tower, which makes horizontal landing a problematic issue. In addition, the vessel's maneuverability makes it a great miner in well managed asteroid belts.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 10<br />
* Cost: ~300,000,000<br />
* Maximum Cargo Capacity: 5120<br />
* Passengers: 45<br />
* Ship Type: Heavy Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Guardian ===<br />
<br />
[[File:guardian.png|thumb| The Guardian Destroyer]]<br />
<br />
Unlike smaller chassis, the CNC-1 ''Guardian's'' frame is built exclusively by private interests. Its elongated frame and rearward swept-wing design is similar to small vessels. However, with a cargo capacity of 10,240 tons and Class 11 equipment, the ''Guardian'' is a massive vessel, larger even than the ''Mammoth''.<br />
<br />
As the ''Guardian'' outweighs even the heavy frigate class of ships, its ability to equip powerful weapons has earned it the classification Destroyer, and remains the first and only of this type.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Destroyer<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Boomerang ===<br />
<br />
[[File:800px-Boomerang.png|thumb| The Boomerang Light Carrier ]]<br />
<br />
The Boomerang is the first true carrier added to Ascent. It is able to carry Class 1 to 4 ships inside it's own personal hangar bay. Unlike other ships it is possible to EVA inside the Boomerang and walk around the ship.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Light Carrier<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Seraph ===<br />
<br />
[[File:Seraph.png|thumb| The Seraph Light Cruiser ]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Player Determinate (~1.600,000,000)<br />
* Maximum Cargo Capacity: 20480<br />
* Passengers: 81<br />
* Ship Type: Light Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Bowhead ===<br />
<br />
The Bowhead is the first pure freighter available in the game. While only requiring the same ship modules as the Class 12 "Seraph" light cruiser, the Bowhead has triple the available hull space, for the steep price of never being able to fit significant weapons, armour or shields. The Bowhead is the first ship to provide thrust in all six directions, providing excellent docking and mining maneuverability, somewhat offset by its slowness, bulk and mass.<br />
<br />
The Bowhead was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
[[File:bowhead.png|thumb| The Bowhead Freighter]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Steam DLC ($90.00) GM(~100,000,000,000)<br />
* Maximum Cargo Capacity: 61974<br />
* Passengers: 81<br />
* Ship Type: Freighter<br />
* Shipyard Availability: None<br />
|<br />
|}<br />
<br />
=== Archon ===<br />
<br />
[[File:archon.png|thumb| The Archon Cruiser]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 13<br />
* Cost: Player Determinate (~3,200,000,000)<br />
* Maximum Cargo Capacity: 40960<br />
* Passengers: 110<br />
* Ship Type: Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Ophan ===<br />
<br />
[[File:Ophan.png|thumb| The Ophan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 14<br />
* Cost: Player Determinate (~6,400,000,000)<br />
* Maximum Cargo Capacity: 81920<br />
* Passengers: 143<br />
* Ship Type: Heavy Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Leviathan ===<br />
<br />
[[File:LeviathanShine.png|thumb| The Leviathan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 15<br />
* Cost: Player Determinate (~12,800,000,000)<br />
* Maximum Cargo Capacity: 163840<br />
* Passengers: 200<br />
* Ship Type: Battlecruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
== Ship Traits ==<br />
<br />
A ship can develop traits as it gets used. The ship computer is a learning device and the ship can develop unique traits as it is used. Some traits are:<br />
<br />
===Fast Turner ===<br />
This trait increases the ship's rotation rate by 10% per level.<br />
<br />
=== Miner ===<br />
This trait increases mining range by 25% and yields by 5% per level.<br />
<br />
== Renaming Ships ==<br />
<br />
You can rename your ship by selecting the '''Manage Ship''' button at the upper left of the screen (The wrench icon), click '''Rename Ship''' place the new name for the ship in the and click 'rename'.<br />
<br />
== Helping Videos ==<br />
[https://www.youtube.com/watch?v=zTaeOMe5KOY Waervyn's Ship Types Video]<br />
<br />
== Futher Reading ==<br />
# [[Refit Ship]]<br />
# [[Ship Modules]]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:turtle.png| The Turtle Runabout<br />
File:hornet.png| The Hornet Ultralight Fighter<br />
File:hawk.png| The Hawk Ultralight Fighter<br />
File:Sparrow.png| The Sparrow Light Fighter<br />
File:Unicorn.png| The Unicorn Heavy Fighter<br />
File:Manta.png| The Manta Boomer<br />
File:Falcon.png| The Falcon Brig<br />
File:Squid.png| The Squid Light Sloop<br />
File:Kraken.png| The Kraken Heavy Sloop<br />
File:Yeti.png| The Yeti Light Frigate, this ship replaced the Rhino from previous builds..<br />
File:Hammerhead.png| The Hammerhead Frigate, this ship replaced the Orca from previous builds.<br />
File:Mammoth.jpg| The Mammoth Heavy Frigate<br />
File:Guardian.png| The Guardian Destroyer<br />
File:800px-Boomerang.png| The Boomerang Light Carrier<br />
File:Seraph.png| The Seraph Light Cruiser<br />
File:Bowhead.png| The Bowhead Freighter<br />
File:Archon.png| The Archon Cruiser<br />
File:Ophan.png| The Ophan Heavy Cruiser<br />
File:LeviathanShine.png| The Leviathan Battlecruiser<br />
</gallery><br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Space_ShipsSpace Ships2022-12-13T22:24:49Z<p>Robert Martz: </p>
<hr />
<div>__TOC__<br />
Every space ship has a classification (class), cargo capability measured in tonnes, and available passenger compartments. Ship classes from 1 to 10 can be purchased from NPC space stations, yet the availability of ships between class 6 to 10 may be limited. Classes 11 or higher must be manufactured or purchased from players. All ships can be purchased from the Galactic Market (if available) or manufactured from [[Private Space Stations | private space stations]] (if blueprints are discovered through [[ Wreckage Salvaging | salvaging wrecks]] or purchased from Janus A contracts board).<br />
<br />
Every ship has modules which can be added or removed from the [[Refit Ship]] section of the Shipyards in the NPC station or from [[Private Space Stations | private star bases]]. [https://www.youtube.com/watch?v=ZFj64vCfXvE Waervyn's Ship Fitting Video]<br />
<br />
<br />
== Ship Modules ==<br />
<br />
Below is the Ship management interface accessed by clicking the wrench icon upper left on the main screen. The list of modules are required for each ship to fly except the axial laser. The class 1 modules on this list represent the modules that are not class specific for each ship. This means you can install any class of module your ship has cargo space to hold. The modules that are class 6 in the image represent all the modules that are class specific. This means they have to match the same class as the ship. The reactor and capacitor does not have to match, but often is best to keep it the same class, especially early in game for the best overall performance of the ship. The Hyperdrive (not shown here) must also match the class of the ship.<br />
<br />
[[File:ShipModules.png]]<br />
<br />
<br />
----<br />
<br />
<br />
To change ships, the Hangar button will show you a list of your ships available in that space station. Your previous ship will stay in that respective space station.<br />
<br />
To access the [[Ship Computer | ship computer]], click Manage, then Computer. An easier method is to use CTRL-C.<br />
<br />
Ships can be painted at [[Private Space Stations | private star bases]]. A window with sliders will appear allowing you to change the ship color, the ship windows color, and the ship stripes color. Paint is only applied when you click the Paint button. To see your ship, scroll the mouse scroll button to change views.<br />
<br />
<br />
== Fuel Use and Hyperdrive Wear ==<br />
<br />
For in system piloting, the ram scoop will collect the hydrogen needed to run your ship and warp drive. To make hyperdrive jumps, a ship must carry the fuel needed since hyperspace does not have collectible hydrogen.<br />
<br />
Fuel use for hyperdrive jumps are calculated as thus:<br />
<br />
Hydrogen needed = Lightyear distance * ship class * 1.5<br />
<br />
Hyperdrive Longevity = Class * 100<br />
<br />
== Current Ships ==<br />
<br />
As of 'version 1.4+' there are currently 18 ships in the game, all which can be used and pilot by players and NPC pilots.<br />
<br />
<nowiki>*</nowiki> Please note ships above class 10 can only be made by players and cannot be bought directly from a shipyard. As such the cost for these ships are to be determined by the players manufacturing and purchasing them. In order to find out current prices for these ships it is best to ask a player who makes them either in the forums or in the in-game chat channels.<br />
<br />
<nowiki>*</nowiki> Also note that maximum cargo capacity is based on stock module configuration and can be reconfigured to gain more cargo space. <br />
<br />
<br />
=== Turtle ===<br />
<br />
[[File:turtle.png|thumb| The Turtle Runabout]]<br />
The TR-99a ''Turtle'' Runabout is one of the most ubiquitous small craft in UNCA territory. Its small size and ease of use make it an ideal first craft for pilots. These strengths however, are also the Turtle's major weaknesses. The craft is too small to be useful in hauling freight, and does not have the maneuverability of more modern and advanced vessels.<br />
<br />
As an initial investment for fledgling pilots however, the Turtle is unmatched in its simplicity.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Approximately 15,000 credits<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Runabout<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hornet ===<br />
<br />
[[File:hornet.png|thumb| The Hornet Ultralight Fighter]]<br />
<br />
With high maneuverability and speed, the LT-119 Mk-2 ''Hornet'' Ultralight Fighter is an ideal craft for short-range sorties and pirate hunting assignments. Its small size belies a vessel of formidable power and versatility. With enough room to sport Class 1 weapons and armor, the Hornet can easily hold its own against other craft of its class and size.<br />
<br />
The Hornet does not have the space for heavier weapons and armor, and when fully equipped, has little room for cargo or passengers. In combat though, this small ship lives up to its name.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: ~15,000<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 3<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Hawk ===<br />
<br />
[[File:Hawk.png|thumb| The Hawk Ultralight Fighter]]<br />
<br />
Often sought-after, but seldom acquired, the GCT-001 ''Hawk'' Ultralight Fighter was originally built as a high-speed interceptor to escort other fighter craft in combat.<br />
<br />
While it cannot hold firepower equal to that of larger fighters such as the ''Sparrow'' the ''Unicorn,'' the Hawk nevertheless possesses high maneuverability and the unique ability to attach itself to the hull of a larger vessel.<br />
<br />
While its popularity initially rivaled that of the Hornet. Its chassis is somewhat more difficult to manufacture than the Hornet or the Sparrow, making it a more expensive, and less available craft, manufactured by private concerns rather than the UNCA shipyards.<br />
<br />
The Hawk was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 1<br />
* Cost: Steam DLC ($25.00) GM(~25,000,000,000)<br />
* Maximum Cargo Capacity: 10<br />
* Passengers: 4<br />
* Ship Type: Ultralight Fighter<br />
* Shipyard Availability: None<br />
* Carrier Compatible<br />
* Can attach itself to any ship<br />
|<br />
|}<br />
<br />
=== Sparrow ===<br />
<br />
[[File:sparrow.png|thumb| The Sparrow Light Fighter]]<br />
<br />
One of the original fighters designed and manufactured for the UNCA, the GCT-4a ''Sparrow'' Light Fighter rapidly became the vanguard of many corporate and government fighter wings. Capable of carrying Class 2 weapons and armor, but with only a minor loss in maneverability, the Sparrow is often used for pirate hunting and bomber support.<br />
<br />
With excellent maneuverability and speed, the Sparrow outperforms the larger ''Unicorn'' in every area except for firepower and armor, and remains a less expensive alternative to the larger fighter.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 2<br />
* Cost: ~37,000<br />
* Maximum Cargo Capacity: 20<br />
* Passengers: 3<br />
* Ship Type: Light Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Unicorn ===<br />
<br />
[[File:unicorn.png|thumb| The Unicorn Heavy Fighter]]<br />
<br />
<br />
Named for a creature of legend, the GCT-29 ''Unicorn'' Heavy Fighter is a powerful vessel, capable of carrying 40 tons and five passengers. Its trefoil engine-wing design allows for great maneuverability despite its larger size and weight.<br />
<br />
Originally intended as a lighter vessel, the Unicorn failed to deliver the high maneuverability of smaller ships. When equipped with a heavier chassis and more powerful engines however, the Unicorn proved itself time and time again, becoming a heavily sought-after light ship.<br />
<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 3<br />
* Cost: ~135,000<br />
* Maximum Cargo Capacity: 40<br />
* Passengers: 5<br />
* Ship Type: Heavy Fighter<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Manta ===<br />
<br />
[[File:manta.png|thumb| The Manta Bomber]]<br />
<br />
Almost double the weight of the GCT-29 ''Unicorn'', the MRX-801 ''Manta'' is capable of carrying twice the firepower. Built from a heavily modified ''Turtle'' chassis, but later completely redesigned, the ''Manta'' is capable of carrying eighty tons of cargo and seven passengers. Its larger size and greater power requires the use of advanced Class 4 equipment, and with greater power comes higher cost.<br />
<br />
Despite its six-digit price tag, the ''Manta'' continues to find popularity among pilots who seek smaller, yet still powerful vessels. It also has reverse thrusters which makes it a favorite for colony and OSB planning for many. <br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 4<br />
* Cost: ~375,000<br />
* Maximum Cargo Capacity: 80<br />
* Passengers: 7<br />
* Ship Type: Bomber<br />
* Shipyard Availability: Common<br />
* Carrier Compatible<br />
|<br />
|}<br />
<br />
=== Falcon ===<br />
<br />
[[File:falcon.png|thumb| The Falcon Brig]]<br />
<br />
Built upon a standard UNCA corvette chassis, the LFC-12 ''Falcon'' Brig stands out among medium-sized vessels due to its width and off-center cockpit.<br />
<br />
Despite its odd appearance, the ''Falcon'' is highly advanced in construction and capable of equipping Class 5 armor and weapons, though it also requires Class 5 equipment as standard, making it one of the most expensive of the smaller vessels.<br />
<br />
The ''Falcon'' has room for ten passengers and 160 tons of cargo, but generally costs in the vicinity of 800,000 to 1,000,000 credits, making it the last of the "light" ships and the first of the "medium."<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 5<br />
* Cost: ~1,200,000<br />
* Maximum Cargo Capacity: 160<br />
* Passengers: 10<br />
* Ship Type: Brig<br />
* Shipyard Availability: Common<br />
|<br />
|}<br />
<br />
=== Squid ===<br />
<br />
[[File:squid.png|thumb| The Squid Light Sloop]]<br />
<br />
Vessels with larger cargo capacity and size long ago exceeded the limitations of UNCA light chassis designs, requiring an entirely new class of ships, namely the sloops.<br />
<br />
The LS-101a ''Squid'' was the first of these designs, manufactured specifically for Class 6 equipment. Capable of carrying 320 tons and 13 passengers, the ''Squid'' rapidly became popular until the larger ''Kraken'' came into vogue.<br />
<br />
The ''Squid's'' single-engine design and narrow width make it fast and maneuverable, although these factors are offset by its weight. Nevertheless, it continues to serve as a both a mid-range cargo ship and combat vessel with ease.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 6<br />
* Cost: ~4,500,000<br />
* Maximum Cargo Capacity: 320<br />
* Passengers: 13<br />
* Ship Type: Light Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Kraken ===<br />
<br />
[[File:Kraken.png|thumb| The Kraken Heavy Sloop]]<br />
<br />
The HS-201 ''Kraken'' was named for a legendary beast which took the form of a titanic squid. The vessel was originally designed around a ''Squid chassis'', hence the name, though the Class 7 equipment proved too much for the smaller frame. The superstructure was redesigned to make use of forward-swept wings and a rearward center of gravity.<br />
<br />
The ''Kraken'' also has equipment to attach large, side-mounted cannons on either side of the chassis. This gives the ''Kraken'' a menacing, combat-ready appearance.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 7<br />
* Cost: ~12,000,000<br />
* Maximum Cargo Capacity: 640<br />
* Passengers: 18<br />
* Ship Type: Heavy Sloop<br />
* Shipyard Availability: Uncommon<br />
|<br />
|}<br />
<br />
=== Yeti ===<br />
<br />
[[File:yeti.png|thumb| The Yeti Light Frigate| 120px ]]<br />
<br />
Only a few thousand YT-8 ''Yetis'' were originally manufactured, many of which have been lost or destroyed. The ''Yeti'' is thus among the rarer of mid-range vessels and is difficult to find. However, the vessel was designed upon a standard Class 8 equipment frame and superstructure, making it easily, albeit expensively, manufactured. One major advantage the ''Yeti'' has over other ships is its maneuvering thrusters, which allow it more freedom of three-dimensional movement.<br />
<br />
As with many of the larger UNCA vessels, the ''Yeti'' is named for a mythological creature from ancient Earth which was humanoid in form, but much larger. The ''Yeti'' lives up to its namesake, with a cargo capacity of 1,280 and room for 25 passengers. However, its rarity makes it seldom seen in UNCA shipyards.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 8<br />
* Cost: ~37,500,000<br />
* Maximum Cargo Capacity: 1280<br />
* Passengers: 25<br />
* Ship Type: Light Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Hammerhead ===<br />
<br />
[[File:hammerhead.png|thumb| The Hammerhead Frigate ]]<br />
<br />
Until the advent of even larger ships, the TD-9b ''Hammerhead'' Frigate was a common sight in the Inner Nine systems, generally used to haul cargo or, when equipped with weapons, to fight off pirates. Able to haul 2,560 tons and carry 33 passengers, the ''Hammerhead's'' mask-like bow and long frame are instantly recognizable, even at a distance.<br />
<br />
With greater maneuverability than larger ships, the ''Hammerhead'' continues to play a role as a defender of the Inner Nine systems.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 9<br />
* Cost: ~105,000,000<br />
* Maximum Cargo Capacity: 2560<br />
* Passengers: 33<br />
* Ship Type: Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Mammoth ===<br />
<br />
[[File:Mammoth.jpg|thumb| The Mammoth Heavy Frigate ]]<br />
<br />
The largest of the original UNCA designs, the DX-4 ''Mammoth'' Heavy Frigate stands as a milestone of engineering. Built around a central hull, the chassis has four "arms" upon which can be placed weapons, mining beams, salvaging beams or other equipment. These arms give the ''Mammoth'' a threatening appearance.<br />
<br />
Able to equip Class 10 weaponry and armor, the ''Mammoth'' is a combat monster, and with a cargo capacity of 5,210 tons, can be loaded to bear.<br />
<br />
The ''Mammoth'' has its problems however, such as the ventrally-mounted communications tower, which makes horizontal landing a problematic issue. In addition, the vessel's maneuverability makes it a great miner in well managed asteroid belts.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 10<br />
* Cost: ~300,000,000<br />
* Maximum Cargo Capacity: 5120<br />
* Passengers: 45<br />
* Ship Type: Heavy Frigate<br />
* Shipyard Availability: Rare<br />
|<br />
|}<br />
<br />
=== Guardian ===<br />
<br />
[[File:guardian.png|thumb| The Guardian Destroyer]]<br />
<br />
Unlike smaller chassis, the CNC-1 ''Guardian's'' frame is built exclusively by private interests. Its elongated frame and rearward swept-wing design is similar to small vessels. However, with a cargo capacity of 10,240 tons and Class 11 equipment, the ''Guardian'' is a massive vessel, larger even than the ''Mammoth''.<br />
<br />
As the ''Guardian'' outweighs even the heavy frigate class of ships, its ability to equip powerful weapons has earned it the classification Destroyer, and remains the first and only of this type.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Destroyer<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Boomerang ===<br />
<br />
[[File:800px-Boomerang.png|thumb| The Boomerang Light Carrier ]]<br />
<br />
The Boomerang is the first true carrier added to Ascent. It is able to carry Class 1 to 4 ships inside it's own personal hangar bay. Unlike other ships it is possible to EVA inside the Boomerang and walk around the ship.<br />
<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 11<br />
* Cost: Player Determinate (~800,000,000)<br />
* Maximum Cargo Capacity: 10240<br />
* Passengers: 60<br />
* Ship Type: Light Carrier<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Seraph ===<br />
<br />
[[File:Seraph.png|thumb| The Seraph Light Cruiser ]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Player Determinate (~1.600,000,000)<br />
* Maximum Cargo Capacity: 20480<br />
* Passengers: 81<br />
* Ship Type: Light Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Bowhead ===<br />
<br />
The Bowhead is the first pure freighter available in the game. While only requiring the same ship modules as the Class 12 "Seraph" light cruiser, the Bowhead has triple the available hull space, for the steep price of never being able to fit significant weapons, armour or shields. The Bowhead is the first ship to provide thrust in all six directions, providing excellent docking and mining maneuverability, somewhat offset by its slowness, bulk and mass.<br />
<br />
The Bowhead was given to those player that participated in the [[Kickstarter 2014 Campaign]] and can be purchased through Steam Downloaded Content (DLC).<br />
<br />
[[File:bowhead.png|thumb| The Bowhead Freighter]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 12<br />
* Cost: Steam DLC ($90.00) GM(~100,000,000,000)<br />
* Maximum Cargo Capacity: 61974<br />
* Passengers: 81<br />
* Ship Type: Freighter<br />
* Shipyard Availability: None<br />
|<br />
|}<br />
<br />
=== Archon ===<br />
<br />
[[File:archon.png|thumb| The Archon Cruiser]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 13<br />
* Cost: Player Determinate (~3,200,000,000)<br />
* Maximum Cargo Capacity: 40960<br />
* Passengers: 110<br />
* Ship Type: Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Ophan ===<br />
<br />
[[File:Ophan.png|thumb| The Ophan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 14<br />
* Cost: Player Determinate (~6,400,000,000)<br />
* Maximum Cargo Capacity: 81920<br />
* Passengers: 143<br />
* Ship Type: Heavy Cruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
=== Leviathan ===<br />
<br />
[[File:LeviathanShine.png|thumb| The Leviathan]]<br />
Ship specifications:<br />
{|<br />
|<br />
* Class: 15<br />
* Cost: Player Determinate (~12,800,000,000)<br />
* Maximum Cargo Capacity: 163840<br />
* Passengers: 200<br />
* Ship Type: Battlecruiser<br />
* Shipyard Availability: Player-made Only<br />
|<br />
|}<br />
<br />
== Ship Traits ==<br />
<br />
== Renaming Ships ==<br />
<br />
You can rename your ship by selecting the '''Manage Ship''' button at the upper left of the screen (The wrench icon), click '''Rename Ship''' place the new name for the ship in the and click 'rename'.<br />
<br />
== Helping Videos ==<br />
[https://www.youtube.com/watch?v=zTaeOMe5KOY Waervyn's Ship Types Video]<br />
<br />
== Futher Reading ==<br />
# [[Refit Ship]]<br />
# [[Ship Modules]]<br />
<br />
== Gallery ==<br />
<gallery><br />
File:turtle.png| The Turtle Runabout<br />
File:hornet.png| The Hornet Ultralight Fighter<br />
File:hawk.png| The Hawk Ultralight Fighter<br />
File:Sparrow.png| The Sparrow Light Fighter<br />
File:Unicorn.png| The Unicorn Heavy Fighter<br />
File:Manta.png| The Manta Boomer<br />
File:Falcon.png| The Falcon Brig<br />
File:Squid.png| The Squid Light Sloop<br />
File:Kraken.png| The Kraken Heavy Sloop<br />
File:Yeti.png| The Yeti Light Frigate, this ship replaced the Rhino from previous builds..<br />
File:Hammerhead.png| The Hammerhead Frigate, this ship replaced the Orca from previous builds.<br />
File:Mammoth.jpg| The Mammoth Heavy Frigate<br />
File:Guardian.png| The Guardian Destroyer<br />
File:800px-Boomerang.png| The Boomerang Light Carrier<br />
File:Seraph.png| The Seraph Light Cruiser<br />
File:Bowhead.png| The Bowhead Freighter<br />
File:Archon.png| The Archon Cruiser<br />
File:Ophan.png| The Ophan Heavy Cruiser<br />
File:LeviathanShine.png| The Leviathan Battlecruiser<br />
</gallery><br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Ship_ModulesShip Modules2022-12-13T22:22:58Z<p>Robert Martz: /* Class Fitting Restrictions */</p>
<hr />
<div><br />
== Class Fitting Restrictions ==<br />
<br />
Ship class and module class is closely related. The table below shows the relationships between individual modules and relative ship class. Mandatory Modules must have at least one module of that type fitted to the ship. Module Class Allowed is the module class compared to the ship class. For certain modules like the Computer, the Ship Class must be equal the Module Class. For Generator and Capacitor modules, ±1 Ship Class means the module can be fitted on a ship class above or below the module class to be functional or fit with available cargo room.<br />
<br />
{|class="wikitable"<br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Mandatory Module ''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module Class Allowed''</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Gravity Generators</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Propulsion System</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Warp Drive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Electronics</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Computer</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Biocomputer</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Capacitor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Reactor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yttium Reactor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Shield</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Armour Panels</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Cerium-Uranium Armour Panels</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Mining Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Salvage Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ram Scoop</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Hyperdrive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Passenger Quarters</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Axial Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turret Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Broadside Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Light</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Gem Scanner</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Class 1 Only required</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Silicon Filter (DLC only)</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Class 1 Only required</div><br />
|}<br />
<br />
The Gem Scanner will give a message when a Gem Deposit has been found on a planet that has Traces of Gems detected in the Soil Sample. This allows targeting of the Gem Deposit by the ships Mining Beam so that it can be harvested. A Class 1 Gem Scanner is all that is required for this function on a ship of any class.<br />
<br />
The Silicon Filter module is available through Steam as DLC. The purpose of the Silicon Filter is to remove all Silicon from the plasma stream when mining asteroids. The effect of this is to allow more of the useful minerals to be carried; expecially when the yield of the asteroid exceeds the remaining cargo space. A Class 1 Silicon Filter is all that is required for this function on a ship of any class.<br />
<br />
== Keyboard Activation Commands ==<br />
<br />
Some modules require special circumstances or keyboard activation to use:<br />
<br />
{|class="wikitable"<br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Activation Key(s) ''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Activity''</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Mining Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Beam only works when close to named asteroid ([[Asteroid Mining|Kamacite, Colombite, etc.]])</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Salvage Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Beam only works when close to [[Wreckage Salvaging|salvageable wreckage]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">RAM Scoop</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Scoop automatically works when close to [[Gas Giant Skimming|Gas Giant]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Warp Drive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''choose autopilot/settlements menu button''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Works when user selects a [[Space_Travel#Warp|location in the Autopilot or Settlements menu]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Hyperdrive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''M key to show map, choose location''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Works when user selects a [[Space_Travel#Hyperjump|Jump location in the map]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Axial Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser only works when close to [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turret Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser automatically works when targeting an [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Broadside Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser automatically works when targeting an [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Light</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">CTRL-L</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turns light on and off</div><br />
|}<br />
<br />
<br />
==Maximising Cargo Capacity==<br />
Ships purchased from the NPC shipyards have Armour Panels of the ship's Class installed and a Class 1 Axial Carbon Dioxide Laser installed. Neither of these Modules is necessary for a ship that is being used to haul cargo. Although you cannot undock from a Station without Armour, you can replace the ship Class Armour with Class 1 Armour. Ships that are sold by Players will usually have had this modicifaction done when purchased.<br />
<br />
To increase Cargo Capacity further, it is possible to reduce the Class of the Capacitor and the Reactor. This will, however, affect the performance of the vessel. The use of lower Class Capacitors and Reactors is possible, but not recommended, as ship performance is seriously affected. Using a Promethium Capacitor and/or a Yttrium Reactor will alleviate the performance problem slightly, but performance will still not be as good as normal. However, with larger ships, the benefit of the increase in cargo capacity may outweigh the handicap of this impaired performance.<br />
<br />
It is possible to install bigger Capacitors and Reactors to improve flight duration, but this severely reduces available cargo space. However, as long as a Capacitor or Reactor module will fit it can be installed and be functional.<br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Ship_ModulesShip Modules2022-12-13T22:22:14Z<p>Robert Martz: /* Class Fitting Restrictions */</p>
<hr />
<div><br />
== Class Fitting Restrictions ==<br />
<br />
Ship class and module class is closely related. The table below shows the relationships between individual modules and relative ship class. Mandatory Modules must have at least one module of that type fitted to the ship. Module Class Allowed is the module class compared to the ship class. For certain modules like the Computer, the Ship Class must be equal the Module Class. For Generator and Capacitor modules, ±1 Ship Class means the module can be fitted on a ship class above or below the module class to be functional or fit with available cargo room.<br />
<br />
{|class="wikitable"<br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Mandatory Module ''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module Class Allowed''</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Gravity Generators</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Propulsion System</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Warp Drive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Electronics</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Computer</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Biocomputer</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Capacitor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Reactor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yttium Reactor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Shield</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Armour Panels</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Cerium Armour Panels</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Mining Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Salvage Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ram Scoop</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Hyperdrive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Passenger Quarters</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Axial Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turret Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Broadside Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Light</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Gem Scanner</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Class 1 Only required</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Silicon Filter (DLC only)</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Class 1 Only required</div><br />
|}<br />
<br />
The Gem Scanner will give a message when a Gem Deposit has been found on a planet that has Traces of Gems detected in the Soil Sample. This allows targeting of the Gem Deposit by the ships Mining Beam so that it can be harvested. A Class 1 Gem Scanner is all that is required for this function on a ship of any class.<br />
<br />
The Silicon Filter module is available through Steam as DLC. The purpose of the Silicon Filter is to remove all Silicon from the plasma stream when mining asteroids. The effect of this is to allow more of the useful minerals to be carried; expecially when the yield of the asteroid exceeds the remaining cargo space. A Class 1 Silicon Filter is all that is required for this function on a ship of any class.<br />
<br />
== Keyboard Activation Commands ==<br />
<br />
Some modules require special circumstances or keyboard activation to use:<br />
<br />
{|class="wikitable"<br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Activation Key(s) ''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Activity''</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Mining Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Beam only works when close to named asteroid ([[Asteroid Mining|Kamacite, Colombite, etc.]])</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Salvage Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Beam only works when close to [[Wreckage Salvaging|salvageable wreckage]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">RAM Scoop</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Scoop automatically works when close to [[Gas Giant Skimming|Gas Giant]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Warp Drive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''choose autopilot/settlements menu button''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Works when user selects a [[Space_Travel#Warp|location in the Autopilot or Settlements menu]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Hyperdrive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''M key to show map, choose location''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Works when user selects a [[Space_Travel#Hyperjump|Jump location in the map]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Axial Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser only works when close to [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turret Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser automatically works when targeting an [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Broadside Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser automatically works when targeting an [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Light</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">CTRL-L</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turns light on and off</div><br />
|}<br />
<br />
<br />
==Maximising Cargo Capacity==<br />
Ships purchased from the NPC shipyards have Armour Panels of the ship's Class installed and a Class 1 Axial Carbon Dioxide Laser installed. Neither of these Modules is necessary for a ship that is being used to haul cargo. Although you cannot undock from a Station without Armour, you can replace the ship Class Armour with Class 1 Armour. Ships that are sold by Players will usually have had this modicifaction done when purchased.<br />
<br />
To increase Cargo Capacity further, it is possible to reduce the Class of the Capacitor and the Reactor. This will, however, affect the performance of the vessel. The use of lower Class Capacitors and Reactors is possible, but not recommended, as ship performance is seriously affected. Using a Promethium Capacitor and/or a Yttrium Reactor will alleviate the performance problem slightly, but performance will still not be as good as normal. However, with larger ships, the benefit of the increase in cargo capacity may outweigh the handicap of this impaired performance.<br />
<br />
It is possible to install bigger Capacitors and Reactors to improve flight duration, but this severely reduces available cargo space. However, as long as a Capacitor or Reactor module will fit it can be installed and be functional.<br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Ship_ModulesShip Modules2022-12-13T22:20:17Z<p>Robert Martz: /* Class Fitting Restrictions */</p>
<hr />
<div><br />
== Class Fitting Restrictions ==<br />
<br />
Ship class and module class is closely related. The table below shows the relationships between individual modules and relative ship class. Mandatory Modules must have at least one module of that type fitted to the ship. Module Class Allowed is the module class compared to the ship class. For certain modules like the Computer, the Ship Class must be equal the Module Class. For Generator and Capacitor modules, ±1 Ship Class means the module can be fitted on a ship class above or below the module class to be functional or fit with available cargo room.<br />
<br />
{|class="wikitable"<br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Mandatory Module ''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module Class Allowed''</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Gravity Generators</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Propulsion System</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Warp Drive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Electronics</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Computer</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Biocomputer</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Capacitor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Reactor</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Shield</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Armour Panels</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Mining Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Salvage Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ram Scoop</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Yes</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Hyperdrive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Passenger Quarters</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Axial Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turret Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Broadside Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Light</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Any Ship Class</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Gem Scanner</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Class 1 Only required</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Silicon Filter (DLC only)</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">No</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Class 1 Only required</div><br />
|}<br />
<br />
The Gem Scanner will give a message when a Gem Deposit has been found on a planet that has Traces of Gems detected in the Soil Sample. This allows targeting of the Gem Deposit by the ships Mining Beam so that it can be harvested. A Class 1 Gem Scanner is all that is required for this function on a ship of any class.<br />
<br />
The Silicon Filter module is available through Steam as DLC. The purpose of the Silicon Filter is to remove all Silicon from the plasma stream when mining asteroids. The effect of this is to allow more of the useful minerals to be carried; expecially when the yield of the asteroid exceeds the remaining cargo space. A Class 1 Silicon Filter is all that is required for this function on a ship of any class.<br />
<br />
== Keyboard Activation Commands ==<br />
<br />
Some modules require special circumstances or keyboard activation to use:<br />
<br />
{|class="wikitable"<br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Module''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Activation Key(s) ''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'' Activity''</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Mining Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Beam only works when close to named asteroid ([[Asteroid Mining|Kamacite, Colombite, etc.]])</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Salvage Beam</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Beam only works when close to [[Wreckage Salvaging|salvageable wreckage]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">RAM Scoop</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Scoop automatically works when close to [[Gas Giant Skimming|Gas Giant]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Warp Drive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''choose autopilot/settlements menu button''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Works when user selects a [[Space_Travel#Warp|location in the Autopilot or Settlements menu]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Hyperdrive</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''M key to show map, choose location''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Works when user selects a [[Space_Travel#Hyperjump|Jump location in the map]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Axial Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Left Mouse Button</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser only works when close to [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turret Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser automatically works when targeting an [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Broadside Carbon Dioxide Laser</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''None''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Laser automatically works when targeting an [[Space pirates|enemy NPC]]</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Light</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">CTRL-L</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">Turns light on and off</div><br />
|}<br />
<br />
<br />
==Maximising Cargo Capacity==<br />
Ships purchased from the NPC shipyards have Armour Panels of the ship's Class installed and a Class 1 Axial Carbon Dioxide Laser installed. Neither of these Modules is necessary for a ship that is being used to haul cargo. Although you cannot undock from a Station without Armour, you can replace the ship Class Armour with Class 1 Armour. Ships that are sold by Players will usually have had this modicifaction done when purchased.<br />
<br />
To increase Cargo Capacity further, it is possible to reduce the Class of the Capacitor and the Reactor. This will, however, affect the performance of the vessel. The use of lower Class Capacitors and Reactors is possible, but not recommended, as ship performance is seriously affected. Using a Promethium Capacitor and/or a Yttrium Reactor will alleviate the performance problem slightly, but performance will still not be as good as normal. However, with larger ships, the benefit of the increase in cargo capacity may outweigh the handicap of this impaired performance.<br />
<br />
It is possible to install bigger Capacitors and Reactors to improve flight duration, but this severely reduces available cargo space. However, as long as a Capacitor or Reactor module will fit it can be installed and be functional.<br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/TutorialTutorial2021-01-21T04:52:24Z<p>Robert Martz: /* WARNING SPOILERS BELOW PROCEED WITH CAUTION!!! */</p>
<hr />
<div>== Beginning Quest/Mining Robots ==<br />
The tutorial should appear as soon as you start playing the game. <br />
<br />
1.1. The First time you dock at SS Archimedes in Vulcan space, Susan Steele requests you take her and her son to SS Andromeda in the Ceres System.<br />
<br />
[[File:Firstcontract.png]]<br />
<br />
1.2. When you drop off Susan and her son, she gives you 1000 credits and 10 tons of grain with a request that you go sell it at SS Archimedes in Vulcan space to feed the starving people.<br />
<br />
[[File:Firstjump.png]]<br />
<br />
[[File:Amdromdock.png]]<br />
<br />
1.3. Jump back to Vulcan, Dock at SS Archemedes, and open the Local Market. Click MAX next to Sell by the 10 tonnes of grain you are carrying. When you sell the first 10 tons of grain, you get a bonus 5000 credits and Susan asks you to get more grain to help the starving people on Vulcan.<br />
<br />
* Hint:- The food delivered does not have to be grain, any food will fulfill the mission - meat from Apollo should fetch the best profit.<br />
<br />
* Hint:- You can also be buying iron at SS Archimedes and selling it on the return trip, also checking contract board for package deliveries and passengers going your way, never jump empty early in the game.<br />
<br />
1.4. When the Food mission is complete, you get a bonus 5000 credits and Susan asks you to take her Ranch hand to SS Plato in Apollo space.<br />
<br />
[[File:Toapollo.png]]<br />
<br />
Exit Station, open Autopilot and click Jump by Apollo Space, then dock at SS Plato.<br />
<br />
1.5. When you take the Ranch hand to SS Plato in Apollo space, you get a bonus 5000 credits, she thanks you and gives you a package of 300 seeds to take to SS Orion in Ubertas space.<br />
<br />
When you deliver the seeds to SS Orion in Ubertas space, you get 5000 credits, and the next mission which is to buy MINING ROBOTS from SS Archimedes in Vulcan space (so Susan says), SS Elysium in Veritus space, SS Mica in Vestra space and deliver 10 each to SS Plato in Apollo, SS Orion in Ubertas and SS Andromeda in Ceres. You should see these three contracts listed in your Contracts interface in the upper right. Careful buying because there are also FARMING ROBOTS available, while needed, will not complete these contracts.<br />
<br />
[[File:Miningrobots.png]]<br />
<br />
* Note:- To get the mining robots you will need to travel to multiple space stations. SS Vulcan, SS Elysium, SS Mica have the contracts to supply these orders. You have to pay for them, but your reward leaves you with a little profit. <br />
<br />
You will find more mining robots for sale on the Contract Boards. Keep in mind all contracts randomly change at 0, 15 and 45 minutes of every hour.<br />
<br />
<br />
1.6. The 10 Mining robots dropped off at SS Andromeda(Ceres) will get you 10000 credits and blueprints for the grain farm (this is the only way to get this blueprint).<br />
<br />
1.7. The 10 Mining robots dropped off at SS Plato(Apollo) will get you 10000 credits and Deeds to Ceres (this is the only way to get the Ceres deed).<br />
<br />
1.8. The 10 Mining robots dropped off at SS Orion(Ubertas) will get you 10000 credits and 3 farming robots (needed when building a farm).<br />
<br />
*Note - At this point in the game you should have more than 30,000 credits and may wish to browse the Shipyards and General Market in search of an upgrade! The Sparrow should be within your price range.<br />
<br />
1.9 A new Autopilot link will now be available. Clicking "Land" by Ceres Surface will take you to your new deed and you can start your first [[Settlements|Settlement]].<br />
<br />
Feel free to try your hand at [[Asteroid_Mining|Asteroid Mining]] to supply the contract for 5 silicon at Ubertas at this time.<br />
<br />
You can also buy the [[Private_Space_Stations|Star Base]] at Apollo. <br />
<br />
[[File:Isbcontract.png]]<br />
<br />
Once you buy it, you may have to enter and exit the Shipyard or jump out and back, but you will find a new Autopilot link to Apollo Deep Space. <br />
<br />
That is the location of your new [[Private_Space_Stations|Inner Star Base]] (ISB). Click Deep Warp to warp to its location.<br />
<br />
[[File:Isbautopilot.png]]<br />
<br />
== Deep Six Storyline Mission ==<br />
<br />
<br />
2.1. Back in SS Andromeda(Ceres), Susan Steele requests you track down her daughter, last heard of working in a space station near Ubertus. (You can drop your 3 Farming Robots in the SS Storage. They are safe there.)<br />
<br />
[[File:Steeledaughtercontract.png]]<br />
<br />
2.2. In Ubertus space is SS Orion, where you find Susan's daughter, Jessica Steele. Jessica refuses to go home to Ceres to be on a farm and says she is going to Deep Six.<br />
<br />
2.3. On return to Ceres to give Susan the bad news, she is devastated and asks you to go to Deep Six and convince her to return. Not knowing where Deep Six is, Susan says you will have to ask around.<br />
<br />
When you next go to SS Orion in Ubertus space and check the contracts board, you will find someone selling co-ordinated for a wreck at Jam-1. It will cost you 750.000 credits and scanning the wreckage gets you co-ordinates to Deep 6.<br />
<br />
[[File:Infod6.png]]<br />
<br />
[[File:D6contract.png]]<br />
<br />
You will need the Hyperdrive purchased from SS Plato at Apollo space(125,000 credits?) or from the Galactic Market to be able to jump to Jam-1. A class 1 Hyperdrive and can only drive a class 1 ship, either a Hornet or a turtle. When the Hyperdrive is fitted there is only 8 tons of space left for Hydrogen that the Hyperdrive uses for fuel. <br />
<br />
Hyperdrive jump to Jam-1 from either Ceres or Vulcan and check your Autopilot for 'Wreckage Location'.<br />
<br />
[[File:Jam-1wreck.png]]<br />
<br />
PLEASE NOTE: the distance indicated by your Auto Pilot is the distance from your ship to the warp point of the wreck. This is not the distance to the wreck. The wreck is a short distance from the warp point.<br />
<br />
Expanding the radar can be very helpful in searching for the wreck pieces.<br />
<br />
[[File:Radar.png]]<br />
<br />
There are 5 pieces. Once you salvage one piece, you have to find the next on the radar and fly to it to mine. The pieces are very hard to see. Patience and a good eye is very important.<br />
<br />
[[File:Wreckinradar.png]]<br />
<br />
Once the last piece is salvaged, you will get a message that the data has been recovered. At this time, Deep Six will now be accessible in the Autopilot.<br />
<br />
[[File:Deep6autopilot.png]]<br />
<br />
Warp to Deep Six. You can not dock here at present, but the Open Contract Board link on the lower right will become active.<br />
<br />
[[File:Deep6opencontract.png]]<br />
<br />
Jessica Steele asks you to deliver a note to her mother in Ceres and mentions she has some blueprints that you might be interested in.<br />
<br />
[[File:Deep6note.png]]<br />
<br />
The second thing you may notice on the Jam-1 contracts board is the high prices offered for goods, food and materials. Good profit for someone with a bigger Hyperdrive capable ship.<br />
<br />
You can Emergency Jump from Deep Six and you will arrive at SS Andromeda(Ceres). Click the Map link at the top right or hit M. Click Emergency Jump and you will arrive at SS Andromeda. Just click Dock.<br />
<br />
On delivering the note back to Susan Steele at Ceres, you get a message from Jessica thanking you and giving you the blueprints to the Class 1 Hyperdrive.<br />
<br />
== Intermission ==<br />
<br />
Conhratulations! You have completed the Initial Tutorial Missions. You should now be able to build a Settlement on Ceres that will supply ypu with grain and build six modules on your Starbase ring in the Apollo System to supply some Mechanical Parts and Electronics. You will also be able to buy a deed to a Settlement on Vulcan to supply Iron.<br />
<br />
Now you have the opportunity do spend some time accumulating some more cash and doing a little exploration in preparation to further expanding your influence. It is also a good time to consolidate what you have learned so far and practice mining asteroids and trading with the NPC Stations and other player's Stock Markets.<br />
<br />
Before you proceed to the next set of Missions, you will need a colony. This means that you will need to claim your Premium Access. First, however, you should build Settlements on the other six Inner planets and expand your Starbase at Apollo to make sure you have enough resources to build your colonies and starbases in the Outer Systems.<br />
<br />
<br />
== Neptune Project ==<br />
<br />
4.1. On returning to Deep 6, there is more requests from Jessica Steele<br />
<br />
[[File:Jessicasister1.jpg]]<br />
<br />
On selecting the contract, Jessica says <br />
<br />
"I think I know what happened to the Neptune Project and I think my sister is still alive. <br />
<br />
We lost contact with Neptune when everything crashed and we just assumed they were all wiped out like everyone else.<br />
<br />
But I have been having these weird kind of electric dreams lately, visions of the Neptune Project and the wormhole they were investigating.<br />
<br />
When I wake up, fragments of my dream are wading out on the net, at first I thought I was crazy but they keep coming.<br />
<br />
Oh, and some of them are Blueprints.<br />
<br />
I think Alexa jacked into the net somewhere trying to contact me and I need to track her down.<br />
<br />
Will you help find my sister?"<br />
<br />
[[File:Jessicasister2.jpg]]<br />
<br />
When you accept the contract, Jessica says<br />
<br />
"OK, I'm going to give you some blueprints.. lets just say that Deep 6's network access is very interesting.<br />
<br />
You will need to claim a Deed and start a Colony.<br />
<br />
You need a Power Station and a Communications Array and you need to link them up with transport grids.<br />
<br />
I've had my people decode the Blueprints for a new kind of Power Station from the Neptune Project.<br />
<br />
We've modeled it and it seems you can place in almost any environment.<br />
<br />
Once the Array is up and running, we can start to isolate and triangulate these signals"<br />
<br />
At some point after this you will be given the Blueprint for a Class 12 Wormhole Generator. this will enable you to fix a Broken gate in the Jam-1 system.<br />
<br />
== WARNING SPOILERS BELOW PROCEED WITH CAUTION!!! ==<br />
<br />
CREDITS for this Info go to '''davh62''' and '''Bozack'''. without them I will still be trying to Stabilize the Station.<br />
<br />
Okay, now that the new update is (Sort of) out, we have the last leg of the Neptune Mission.<br />
<br />
Remember that gate that you supposedly fixed, yet it never worked? Well, it works now. Jump to Jam-1, and look for the Gate that is labeled "Unknown". When I first arrived it was still broken, but when I clicked on it, it fixed, and I was able to Warp Through.<br />
<br />
[https://www.youtube.com/watch?v=WmvJvwSdKu4 Operation Neptune Video Walkthrough]<br />
<br />
<br />
[[File:Gate01.jpg|1400px|Gate01]]<br />
<br />
Now after a few attempts, and failures... I found this Docking Bubble.<br />
<br />
[[File:Gate02.jpg|1400px|Gate02]]<br />
<br />
Fly into it, and your ship will land at the nearly destroyed Station.<br />
<br />
You will essentially EVA into the station. It is dark and a little unnerving at first, but look for this console and click it to activate.<br />
<br />
[[File:Console01.jpg|1400px|Console01]]<br />
<br />
Now, here come the spoilers so if you're going to cry about it, just stop reading and go back now!!! LAST WARNING!!!<br />
<br />
At '''Console 1''' type the following commands, now wait between them so they can activate.<br />
<br />
'''lights on'''<br />
<br />
'''gravity inner''' (This is so you will have some gravity after this first room.)<br />
<br />
'''door1 open''' (Now you need to move as quickly as possible down the hallway to '''Door 2''')<br />
<br />
[[File:Door02.jpg|1400px|Door02]]<br />
<br />
This door is opened by the big red button on the right side of the door. Click on it, and move through to get access to the next console.<br />
<br />
[[File:Console02.jpg|1400px|Console02]]<br />
<br />
You are going to die of radiation in a very short while if you miss these commands. YES, I said DIE!!! First time ever in this game. Here are the commands to stay alive...<br />
<br />
'''door3 close''' This will stop the radiation from killing you.<br />
<br />
'''communications on''' You must have this activated for a later step when you reassign the gravity to stabilize the station.<br />
<br />
Now, you head back the way you just came, back to '''Console 1'''. Then type these commands...<br />
<br />
'''lights off''' You have to turn them off temporarily to have enough power to activate the Gravity Stabilization field.<br />
<br />
'''gravity stab''' You have now Stabilized the Station.<br />
<br />
'''lights on'''<br />
<br />
Now, back to '''Console 2''' to activate the elevators.<br />
<br />
At '''Console 2''' just command...<br />
<br />
'''elevators on'''<br />
<br />
The only '''Elevator''' that is useable is number 2, back in the first room, and the one on the left. Just walk into it.<br />
<br />
[[File:Elevators.jpg|1400px|Elevators]]<br />
<br />
<br />
You will gently drift down to the second floor and look around for the hallway to '''Console 3'''. It's right there.<br />
<br />
[[File:Console03.jpg|1400px|Console03]]<br />
<br />
This console gives you some pretty cool information, and take your time reading it. It is worth it. Use these commands...<br />
<br />
'''archive open''' Not really needed, but it is a cool addition to the story-line.<br />
<br />
'''archive recover''' This will get you a fragmented section of '''Project Neptune's''' Archive reports. Read it, no hurry.<br />
<br />
'''door4 open''' You have time '''DO NOT GO THROUGH THE DOOR TILL READING FURTHER!'''<br />
<br />
Now, pull back from the console and look around. You see that '''Glowing Green Serum''' on the lab table? Pick it up by clicking on it<br />
<br />
[[File:GreenStuff.jpg|1400px|GreenStuff]]<br />
<br />
You will notice after picking up the serum, that you now have a green laser pointer. Not sure if it is needed, but still cool effect.<br />
<br />
[[File:TargetLaser.jpg|1400px|TargetLaser]]<br />
<br />
As you approach '''Door 4''' be cautious, there is a big nasty alien in there, and he appears to be rather hungry. You might find a better way to accomplish this, and if so, let me know, I will add it in, but I came to the doorway, looked around, saw where he was. To the left as you enter, and behind some crates.<br />
I moved through the door, and to the right. 45 degree angle out and away from him. Spin around and get ready. You have to wait to fire till he is almost on top of you. Too far away, and the serum hits the ground, too close and he kills you. '''You have ONE shot''', make it count. Trial and error, but it's fun.<br />
<br />
[[File:Smoked.jpg|1400px|Smoked]]<br />
<br />
After '''Big Nasty''' is visiting the Alien Afterlife, you move to '''Console 4''' in the same room as he was.<br />
<br />
[[File:Console04.jpg|1400px|Console04]]<br />
<br />
And it opens '''Door 5'''.<br />
<br />
'''door5 open'''<br />
<br />
[[File:Door05.jpg|1400px|Door05]]<br />
<br />
Moving through '''Door 5''' puts you in the '''Cryo-Sleep Chamber'''. You're almost done now. Look around some cool stuff to see, and no threats here.<br />
<br />
[[File:Readout.jpg|1400px|Readout]]<br />
<br />
<br />
<br />
'''Let the story play out, and watch, it takes a few minutes, but it is very cool! CONGRATULATIONS!''' You are done. Alexa's code is 2357911131719. (Prime numbers to 19) to end the project and be jumped back to Jam-1.<br />
<br />
== A Newbie's Experience ==<br />
<br />
Werit, a new player to Ascent in May 2014, blogged his experiences playing Ascent. He gives invaluable information from a newbie's point-of-view which could be helpful to your gaming experience. <br />
<br />
[http://www.weritsblog.com/2014/04/trading-in-ascent.html Trading] <br />
<br />
[http://www.weritsblog.com/2014/05/building-in-ascent.html Building a Colony] <br />
<br />
[http://www.weritsblog.com/2014/05/running-numbers.html Running the Numbers] <br />
<br />
[http://www.weritsblog.com/2014/05/mining-in-ascent.html Mining] <br />
<br />
[http://www.weritsblog.com/2014/05/starbases-and-research-in-ascent.html Private Starbase and Research] <br />
<br />
<br />
== Videos ==<br />
<br />
[https://www.youtube.com/watch?v=WmvJvwSdKu4 Operation Neptune Video Walkthrough]<br />
<br />
[https://www.youtube.com/watch?v=2NOQ5iZ-Xtc Waervyn's Making Money/Credits Video] <br />
<br />
<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Star_SystemsStar Systems2020-10-04T01:40:37Z<p>Robert Martz: </p>
<hr />
<div>[[File:Reflecting1.jpg|right|border|800px|Seraph over the ocean of Asgard in Niu Heimar]]<br />
<br />
After acquiring a Hyperdrive you are able to visit other star systems in the galaxy.<br />
<br />
There some 270 billion star systems in the game.<br />
<br />
Bringing up the map view will show a 3D model of your current and adjacent sectors. Simply right click a star and then click Jump to travel to it (Must have hydrogen for fuel).<br />
<br />
If the star is not yet named, it will get your game name appended with a random 3 digit sequence and then a number incrementing from 1.<br />
<br />
Upon arriving, selecting autopilot will show all the planets, gas giants, moons, asteroid belts and star(s) in the local system.<br />
<br />
When you have warped near a planet or moon, you can fly down close to it, fly along above the surface, land, even splash though under the surface of oceans and re-emerge.<br />
<br />
Gas giants in systems usually contain large areas of Hydrogen, which can be harvested to refuel your Hyperdrive. Note that the Gas Giants in these systems are much larger than the Gas Giants in the core systems, with much more powerful gravity.<br />
<br />
Once landed on a surface of a rocky planet or moon, you can select to have a EVA (Extra-Vehicular Activity). That is, you can don a high-tech space suit and walk around on the surface. During EVA you can take soil samples for analysis.<br />
<br />
Premium players may claim a deed upon payment of 80 stellar credits. Upon claiming the deed you get exclusive rights to build [[Environmental Dome|environmental domes]] and associated buildings within a radius of 200 kilometers of your deed marker (square 0,0)<br />
<br />
A database of systems and sectors is being developed at [http://charts.dataus.net charts.dataus.net]. Data on systems 3 sectors to Apollo and closer are available to all.<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/NPC_PilotsNPC Pilots2020-08-11T04:31:46Z<p>Robert Martz: /* Status */</p>
<hr />
<div>NPC Pilots can be hired to pilot your ships, trading between Stock Markets. They offer limited social chatting.<br />
<br />
<br />
<br />
== Details ==<br />
<br />
The philosophy of the game is that the Player plays the game and not automata.<br />
<br />
However, to aid the Player NPC Pilots were introduced. In game lore they are colonists who, for whatever reason, are unable to control a Warpdrive-euipped ship, but can pilot a ship using thrusters only. This makes their transit times very slow compared to Pilot Citizens. Their primary purpose is to assist in the supply of materiel to a Player's Colonies and Strabases, but they have the ability to trade with other Player's Stock Markets and so can be used to generate samll amounts of income.<br />
<br />
You can hire several. <br />
<br />
Each NPC will count against your ship's Passenger Capacity, and can not be removed except by assigning them to their own ship.<br />
<br />
The NPC is a chat bot, with limited vocabulary and AI. They are currently being educated by R & D, and will be more socially capable in future updates.<br />
<br />
They can be found at any colony with an Entertainment Complex, on the top floor of the Entertainment Complex. <br />
<br />
They travel only between gated systems.<br />
<br />
There is a limit to how much the NPC will buy from a Stock Market, up to one half of any given material. <br />
<br />
NPCs make their own choice about what to buy and sell at each stop. The NPC remembers how much it buys a material for, and will not sell to a stock market unless it will make a profit.<br />
<br />
NPCs begin actions once every 15 minutes. This allows them to fly in formation.<br />
<br />
They do not know where your ISB is located, so will not trade there. They can ONLY trade with [[Colonies]] and [[Outer_Star_Base|Outer Star Bases]] that have a Stock Market Module constructed.<br />
<br />
== WARNINGS ==<br />
<br />
*'''NPC Pilots can NOT trade at the Inner 9 Star Stations. They can only trade at player Stock Markets.'''<br />
<br />
*NPC Pilots are undergoing massive revisions, expect them to be unpredictable and useless for the near future. And cheer when they get something right.<br />
<br />
*NPC Pilots are ruthless traders. They are capable of buying at a Stock Market and selling the item right back to it, if the price is right. This can quickly result in you having no credits if the NPC is not your own employee. <br />
<br />
*NPC Pilots take full control of the ship they are assigned to. You no longer get to Refit that ship, or use it yourself. That NPC and that Ship are one and the same until the end of time, as is. (If you leave a hyperdrive fitted to that ship, the NPC never gets to use that cargo space, and you can not take the hyperdrive off. See NPC Ship Fitout below.)<br />
<br />
*NPC Pilots cannot mine asteroids or conduct combat missions and at this time there is no intention of having them do so.<br />
<br />
At this time NPC Pilots are not very reliable. They will, probably, work for a short time, but will, eventually, just move between the bases on their route without moving any cargo.<br />
<br />
Speculation is that this usually occurs when they thin that the job has been done. That is, when they have moved half the available cargo, or filled half the buy order, in one day. At this point they have nothing more to do that day, but they do not seem to start work again the next day.<br />
<br />
There is no sure and certain solution for this, but sometimes reissuing their trading order will restart them.<br />
<br />
== Instructions ==<br />
To get to them Land in the Landing Bay, disembark, and use the [[Transportation Grid]] to travel to the Entertainment Complex. There is a door at the bottom of the Entertainment Complex with an elevator inside. Go to the top floor. To move faster when walking on the surface, hold down the Shift key.<br />
<br />
=== Hire ===<br />
Click on the NPC you wish to hire, this will bring up a chat box where you can talk with them.<br />
<br />
To hire one, enter these words:<br />
<br />
:You: "I want to hire you."<br />
:NPC: "Are you trying to hire me?"<br />
:You: "yes"<br />
:NPC: "What do you want to hire me to do?"<br />
:You: "Fly ship.<br />
:NPC: "Ok. I'll make my way to your ship I guess, and you can take me to the one you want me to fly."<br />
<br />
=== Assign to Ship ===<br />
<br />
After that, you can assign them to a ship by:<br />
<br />
: Fly to a station where you have an extra ship, or have purchased a new ship. <br />
<br />
: Use the Manage Ship button and you will have a "Crew" and "Pilot" button. <br />
<br />
: Click Manage Crew. Assign the NPC to the ship.<br />
<br />
: Click Manage Pilots. Give the pilot a command.<br />
<br />
=== NPC Ship Fitout ===<br />
<br />
Before you give a ship to an NPC, know that once they get it, you no longer have any control over the ship, or the fitout. If you give them a ship with a Hyperdrive for example, they will forever fly a ship with less cargo space and a Hyperdrive they can't use.<br />
<br />
This fitout works for any ship class and provides the maximum amount of cargo space to the NPC pilot.<br />
<br />
- Build whichever class hull you like, and add the same class Electronics, Gravity Generator, Propulsion, and Computer. You do not need a Warpdrive. As listed, everything else can be class 1.<br />
<br />
*CL 1 Armor<br />
*CL 1 Capacitor<br />
*CL 1 Mining Beam<br />
*CL 1 Ram Scoop<br />
*CL 1 Reactor<br />
*CL 1 Salvage Beam<br />
*CL 1 Shields<br />
*CL xx Computer<br />
*CL xx Electronics<br />
*CL xx Gravity Generator<br />
*CL xx Propulsion<br />
<br />
=== Trading ===<br />
<br />
"Trade between <colony_name> and <colony_name> and <colony_name>."<br />
* Use underscores instead of spaces in each name to prevent language filter errors. <br />
* Do not use system names, only colony names.<br />
* The NPCs can have routes with unlimited stops, just keep adding 'and <colony_name>'.<br />
* If a name of a Solar System is used in place of the colony_name, the results may be undesirable.<br />
<br />
:You: "trade between My_Colony and Caprica"<br />
:NPC: "trade route between My Colony and Caprica?"<br />
:You: "yes"<br />
:NPC: "ok, that's now my trade route!"<br />
<br />
=== Move Ship ===<br />
<br />
To move an NPC ship to a certain location, use the " Go to ..." command.<br />
<br />
:You:"Go to colony_name"<br />
:NPC:"Move to... colony_name?"<br />
:You:"Yes"<br />
:NPC:"Ok, flying to colony_name"<br />
<br />
=== To Clear Orders ===<br />
<br />
:You:"stop"<br />
:NPC:"ok, clearing my orders."<br />
<br />
=== To Clear Cargo ===<br />
<br />
:You:"Dump <item>"<br />
:NPC:"Right"<br />
:NPC:"My Cargo; I will now value <item> at 0 and sell it anywhere that buys it at any price"<br />
<br />
:"Empty Holds" will eject ALL the cargo that NPC is carrying.<br />
<br />
=== Customs Patrol ===<br />
<br />
:You:"Patrol colony_name"<br />
:NPC:"You want me to patrol colony_name as a Customs Ship?"<br />
:You:"Yes"<br />
:NPC:"Ok heading to colony_name"<br />
<br />
The intended function of ''Customs Patrol Ships'' is to combat [[Smuggling#3..09Bring_banned_items_to_a_colony|Smuggling]].<br />
<br />
=== Status ===<br />
<br />
You may need to repeat these questions in order to get useful information since they can give you different answers:<br />
<br />
:"Where are you?"<br />
<br />
:"What are you doing?"<br />
<br />
:"What is your cargo?"<br />
<br />
:"What is your trade route?"<br />
<br />
:"How many passenger quarters?"<br />
<br />
:"Rename your ship _______"<br />
<br />
=== Social ===<br />
<br />
:"Hello"<br />
<br />
:"What is your name?"<br />
<br />
:"How are you?"<br />
<br />
:"Where do you live?"<br />
<br />
:"Where do you work?"<br />
<br />
=== Other ===<br />
<br />
:"My name is <name>." Gives a response, but unknown if it is recorded or used.<br />
<br />
== Preliminary NPC Report ==<br />
<br />
Although there is no way to directly gather statistics on NPCs, we can observe the effects on warehouse inventory, and credit balances.<br />
<br />
It would appear that an NPC flying an Archon can move 200k materials from a colony to it's linked OSB in 1 day. A price difference of 10c was used to inspire the NPC's profit motivated hauling.<br />
<br />
<br />
== Miscellaneous ==<br />
<br />
Travel times for NPC's is based on 0.25 hours (15 minutes) for each loading, travel, and unloading.<br />
<br />
For example, a delivery from New Dawn to Prime would go through this process:<br />
<br />
- In New Dawn at OSB/Colony, load resources (15 minutes)<br />
<br />
- In New Dawn, travel to Vestra (15 minutes) <br />
<br />
- In Vestra, travel to Apollo (15 minutes)<br />
<br />
- In Apollo, travel to Veritas (15 minutes)<br />
<br />
- In Veritas, travel to Prime (15 minutes)<br />
<br />
- In Prime, travel to OSB/Colony (15 minutes)<br />
<br />
- In Prime at OSB/Colony, unload resources (15 minutes)<br />
<br />
Total NPC one-way travel time from New Dawn to Prime: 1.75 hours or 1 hour and 45 minutes or 105 minutes<br />
<br />
== Videos ==<br />
<br />
[https://www.youtube.com/watch?v=dc15QXYD8B8 Waervyn's NPC Traders - Part 1 Video]<br />
<br />
[https://www.youtube.com/watch?v=W8yAMbKfTFE Waervyn's NPC Traders - Part 2 Video]<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/NPC_PilotsNPC Pilots2020-08-11T04:28:18Z<p>Robert Martz: /* To Clear Cargo */</p>
<hr />
<div>NPC Pilots can be hired to pilot your ships, trading between Stock Markets. They offer limited social chatting.<br />
<br />
<br />
<br />
== Details ==<br />
<br />
The philosophy of the game is that the Player plays the game and not automata.<br />
<br />
However, to aid the Player NPC Pilots were introduced. In game lore they are colonists who, for whatever reason, are unable to control a Warpdrive-euipped ship, but can pilot a ship using thrusters only. This makes their transit times very slow compared to Pilot Citizens. Their primary purpose is to assist in the supply of materiel to a Player's Colonies and Strabases, but they have the ability to trade with other Player's Stock Markets and so can be used to generate samll amounts of income.<br />
<br />
You can hire several. <br />
<br />
Each NPC will count against your ship's Passenger Capacity, and can not be removed except by assigning them to their own ship.<br />
<br />
The NPC is a chat bot, with limited vocabulary and AI. They are currently being educated by R & D, and will be more socially capable in future updates.<br />
<br />
They can be found at any colony with an Entertainment Complex, on the top floor of the Entertainment Complex. <br />
<br />
They travel only between gated systems.<br />
<br />
There is a limit to how much the NPC will buy from a Stock Market, up to one half of any given material. <br />
<br />
NPCs make their own choice about what to buy and sell at each stop. The NPC remembers how much it buys a material for, and will not sell to a stock market unless it will make a profit.<br />
<br />
NPCs begin actions once every 15 minutes. This allows them to fly in formation.<br />
<br />
They do not know where your ISB is located, so will not trade there. They can ONLY trade with [[Colonies]] and [[Outer_Star_Base|Outer Star Bases]] that have a Stock Market Module constructed.<br />
<br />
== WARNINGS ==<br />
<br />
*'''NPC Pilots can NOT trade at the Inner 9 Star Stations. They can only trade at player Stock Markets.'''<br />
<br />
*NPC Pilots are undergoing massive revisions, expect them to be unpredictable and useless for the near future. And cheer when they get something right.<br />
<br />
*NPC Pilots are ruthless traders. They are capable of buying at a Stock Market and selling the item right back to it, if the price is right. This can quickly result in you having no credits if the NPC is not your own employee. <br />
<br />
*NPC Pilots take full control of the ship they are assigned to. You no longer get to Refit that ship, or use it yourself. That NPC and that Ship are one and the same until the end of time, as is. (If you leave a hyperdrive fitted to that ship, the NPC never gets to use that cargo space, and you can not take the hyperdrive off. See NPC Ship Fitout below.)<br />
<br />
*NPC Pilots cannot mine asteroids or conduct combat missions and at this time there is no intention of having them do so.<br />
<br />
At this time NPC Pilots are not very reliable. They will, probably, work for a short time, but will, eventually, just move between the bases on their route without moving any cargo.<br />
<br />
Speculation is that this usually occurs when they thin that the job has been done. That is, when they have moved half the available cargo, or filled half the buy order, in one day. At this point they have nothing more to do that day, but they do not seem to start work again the next day.<br />
<br />
There is no sure and certain solution for this, but sometimes reissuing their trading order will restart them.<br />
<br />
== Instructions ==<br />
To get to them Land in the Landing Bay, disembark, and use the [[Transportation Grid]] to travel to the Entertainment Complex. There is a door at the bottom of the Entertainment Complex with an elevator inside. Go to the top floor. To move faster when walking on the surface, hold down the Shift key.<br />
<br />
=== Hire ===<br />
Click on the NPC you wish to hire, this will bring up a chat box where you can talk with them.<br />
<br />
To hire one, enter these words:<br />
<br />
:You: "I want to hire you."<br />
:NPC: "Are you trying to hire me?"<br />
:You: "yes"<br />
:NPC: "What do you want to hire me to do?"<br />
:You: "Fly ship.<br />
:NPC: "Ok. I'll make my way to your ship I guess, and you can take me to the one you want me to fly."<br />
<br />
=== Assign to Ship ===<br />
<br />
After that, you can assign them to a ship by:<br />
<br />
: Fly to a station where you have an extra ship, or have purchased a new ship. <br />
<br />
: Use the Manage Ship button and you will have a "Crew" and "Pilot" button. <br />
<br />
: Click Manage Crew. Assign the NPC to the ship.<br />
<br />
: Click Manage Pilots. Give the pilot a command.<br />
<br />
=== NPC Ship Fitout ===<br />
<br />
Before you give a ship to an NPC, know that once they get it, you no longer have any control over the ship, or the fitout. If you give them a ship with a Hyperdrive for example, they will forever fly a ship with less cargo space and a Hyperdrive they can't use.<br />
<br />
This fitout works for any ship class and provides the maximum amount of cargo space to the NPC pilot.<br />
<br />
- Build whichever class hull you like, and add the same class Electronics, Gravity Generator, Propulsion, and Computer. You do not need a Warpdrive. As listed, everything else can be class 1.<br />
<br />
*CL 1 Armor<br />
*CL 1 Capacitor<br />
*CL 1 Mining Beam<br />
*CL 1 Ram Scoop<br />
*CL 1 Reactor<br />
*CL 1 Salvage Beam<br />
*CL 1 Shields<br />
*CL xx Computer<br />
*CL xx Electronics<br />
*CL xx Gravity Generator<br />
*CL xx Propulsion<br />
<br />
=== Trading ===<br />
<br />
"Trade between <colony_name> and <colony_name> and <colony_name>."<br />
* Use underscores instead of spaces in each name to prevent language filter errors. <br />
* Do not use system names, only colony names.<br />
* The NPCs can have routes with unlimited stops, just keep adding 'and <colony_name>'.<br />
* If a name of a Solar System is used in place of the colony_name, the results may be undesirable.<br />
<br />
:You: "trade between My_Colony and Caprica"<br />
:NPC: "trade route between My Colony and Caprica?"<br />
:You: "yes"<br />
:NPC: "ok, that's now my trade route!"<br />
<br />
=== Move Ship ===<br />
<br />
To move an NPC ship to a certain location, use the " Go to ..." command.<br />
<br />
:You:"Go to colony_name"<br />
:NPC:"Move to... colony_name?"<br />
:You:"Yes"<br />
:NPC:"Ok, flying to colony_name"<br />
<br />
=== To Clear Orders ===<br />
<br />
:You:"stop"<br />
:NPC:"ok, clearing my orders."<br />
<br />
=== To Clear Cargo ===<br />
<br />
:You:"Dump <item>"<br />
:NPC:"Right"<br />
:NPC:"My Cargo; I will now value <item> at 0 and sell it anywhere that buys it at any price"<br />
<br />
:"Empty Holds" will eject ALL the cargo that NPC is carrying.<br />
<br />
=== Customs Patrol ===<br />
<br />
:You:"Patrol colony_name"<br />
:NPC:"You want me to patrol colony_name as a Customs Ship?"<br />
:You:"Yes"<br />
:NPC:"Ok heading to colony_name"<br />
<br />
The intended function of ''Customs Patrol Ships'' is to combat [[Smuggling#3..09Bring_banned_items_to_a_colony|Smuggling]].<br />
<br />
=== Status ===<br />
<br />
You may need to repeat these questions in order to get useful information since they can give you different answers:<br />
<br />
:"Where are you?"<br />
<br />
:"What are you doing?"<br />
<br />
:"What is your cargo?"<br />
<br />
:"What is your trade route?"<br />
<br />
:"How many passenger quarters?"<br />
<br />
=== Social ===<br />
<br />
:"Hello"<br />
<br />
:"What is your name?"<br />
<br />
:"How are you?"<br />
<br />
:"Where do you live?"<br />
<br />
:"Where do you work?"<br />
<br />
=== Other ===<br />
<br />
:"My name is <name>." Gives a response, but unknown if it is recorded or used.<br />
<br />
== Preliminary NPC Report ==<br />
<br />
Although there is no way to directly gather statistics on NPCs, we can observe the effects on warehouse inventory, and credit balances.<br />
<br />
It would appear that an NPC flying an Archon can move 200k materials from a colony to it's linked OSB in 1 day. A price difference of 10c was used to inspire the NPC's profit motivated hauling.<br />
<br />
<br />
== Miscellaneous ==<br />
<br />
Travel times for NPC's is based on 0.25 hours (15 minutes) for each loading, travel, and unloading.<br />
<br />
For example, a delivery from New Dawn to Prime would go through this process:<br />
<br />
- In New Dawn at OSB/Colony, load resources (15 minutes)<br />
<br />
- In New Dawn, travel to Vestra (15 minutes) <br />
<br />
- In Vestra, travel to Apollo (15 minutes)<br />
<br />
- In Apollo, travel to Veritas (15 minutes)<br />
<br />
- In Veritas, travel to Prime (15 minutes)<br />
<br />
- In Prime, travel to OSB/Colony (15 minutes)<br />
<br />
- In Prime at OSB/Colony, unload resources (15 minutes)<br />
<br />
Total NPC one-way travel time from New Dawn to Prime: 1.75 hours or 1 hour and 45 minutes or 105 minutes<br />
<br />
== Videos ==<br />
<br />
[https://www.youtube.com/watch?v=dc15QXYD8B8 Waervyn's NPC Traders - Part 1 Video]<br />
<br />
[https://www.youtube.com/watch?v=W8yAMbKfTFE Waervyn's NPC Traders - Part 2 Video]<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2a.pngFile:ApolloNetworkMapV2a.png2020-07-14T03:54:29Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMapV2a.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Tutorial2Tutorial22020-07-07T21:23:36Z<p>Robert Martz: </p>
<hr />
<div>Beginning Quests/Mining Robots<br />
<br />
1.1. The First time you dock at SS Archimedes in Vulcan space, Susan Steele requests you take her and her son to SS Andromeda in the Ceres System.<br />
<br />
<br />
1.2. When you drop off Susan and her son, she gives you 1000 credits and 10 tons of grain with a request that you go sell it at SS Archimedes in Vulcan space to feed the starving people.<br />
<br />
<br />
1.3. Jump back to Vulcan, Dock at SS Archemedes, and open the Local Market. Click MAX next to Sell by the 10 tonnes of grain you are carrying. When you sell the first 10 tons of grain, you get a bonus 5000 credits and Susan asks you to get more grain to help the starving people on Vulcan.<br />
<br />
* Hint:- The food delivered does not have to be grain, any food will fulfill the mission - meat from Apollo should fetch the best profit.<br />
<br />
* Hint:- You can also be buying iron at SS Archimedes and selling it on the return trip, also checking contract board for package deliveries and passengers going your way, never jump empty early in the game.<br />
<br />
<br />
1.4. When the Food mission is complete, you get a bonus 5000 credits and Susan asks you to take her Ranch hand to SS Plato in Apollo space.<br />
<br />
Exit Station, open Autopilot and click Jump by Apollo Space, then dock at SS Plato.<br />
<br />
<br />
1.5. When you take the Ranch hand to SS Plato in Apollo space, you get a bonus 5000 credits, she thanks you and gives you a package of 300 seeds to take to SS Orion in Ubertas space. When you deliver the seeds to SS Orion in Ubertas space, you get 5000 credits.<br />
<br />
<br />
1.6 The next mission which is to buy MINING ROBOTS. <br />
<br />
You can get 10 from SS Archimedes (Vulcan).<br />
<br />
10 more at SS Elysium (Veritus)<br />
<br />
Another 10 at SS Mica (Vestra).<br />
<br />
Careful buying because there are also FARMING ROBOTS available, while needed, will not complete these contracts.<br />
<br />
You will also find more mining robots for sale (often at higher prices) on the Contract Boards. Keep in mind all contracts randomly change at 0, 15 and 45 minutes of every hour.<br />
<br />
<br />
<br />
1.6a. The 10 Mining robots dropped off at SS Andromeda(Ceres) will get you 10000 credits and blueprints for the grain farm (this is the only way to get this blueprint).<br />
<br />
1.6b. The 10 Mining robots dropped off at SS Plato(Apollo) will get you 10000 credits and Deeds to Ceres (this is the only way to get the Ceres deed).<br />
<br />
1.6c. The 10 Mining robots dropped off at SS Orion(Ubertas) will get you 10000 credits and 3 farming robots (needed when building a farm).<br />
<br />
<br />
1.7 A new Autopilot link will now be available. Clicking "Land" by Ceres Surface will take you to your new deed and you can start your first Settlement.<br />
<br />
Feel free to try your hand at Asteroid Mining to supply the contract for 5 silicon at Ubertas at this time.<br />
<br />
You can also buy the Star Base at Apollo. <br />
<br />
<br />
Once you buy it, you may have to enter and exit the Shipyard or jump out and back, but you will find a new Autopilot link to Apollo Deep Space. <br />
<br />
That is the location of your new [[Private_Space_Stations|Inner Star Base]] (ISB). Click Deep Warp to warp to its location.<br />
<br />
<br />
----<br />
<br />
----<br />
Deep Six Quest<br />
<br />
2.1. Back in SS Andromeda(Ceres), Susan Steele requests you track down her daughter, last heard of working in a space station near Ubertus. (You can drop your 3 Farming Robots in the SS Storage. They are safe there.)<br />
<br />
<br />
2.2. In Ubertus space is SS Orion, where you find Susan's daughter, Jessica Steele. Jessica refuses to go home to Ceres to be on a farm and says she is going to Deep Six.<br />
<br />
<br />
2.3. On return to Ceres to give Susan the bad news, she is devastated and asks you to go to Deep Six and convince her to return. Not knowing where Deep Six is, Susan says you will have to ask around.<br />
<br />
<br />
2.4 When you next go to SS Orion in Ubertus space and check the contracts board, you will find someone selling co-ordinated for a wreck at Jam-1. It will cost you 750.000 credits and scanning the wreckage gets you co-ordinates to Deep 6.<br />
<br />
<br />
2.5 You will need the Hyperdrive purchased from SS Plato at Apollo space or from the Galactic Market to be able to jump to Jam-1. A class 1 Hyperdrive and can only drive a class 1 ship, either a Hornet or a turtle. When the Hyperdrive is fitted there is only 8 tons of space left for Hydrogen that the Hyperdrive uses for fuel. <br />
<br />
<br />
2.6 Hyperdrive jump to Jam-1 from either Ceres or Vulcan and check your Autopilot for 'Wreckage Location'.<br />
<br />
Expanding the radar can be very helpful in searching for the wreck pieces.<br />
<br />
<br />
2.7 There are 5 pieces. Once you salvage one piece, you have to find the next on the radar and fly to it to mine. The pieces are very hard to see. Patience and a good eye is very important. Once the last piece is salvaged, you will get a message that the data has been recovered. At this time, Deep Six will now be accessible in the Autopilot.<br />
<br />
<br />
2.8 Warp to Deep Six. You can not dock here at present, but the Open Contract Board link on the lower right will become active.<br />
<br />
Jessica Steele asks you to deliver a note to her mother in Ceres and mentions she has some blueprints that you might be interested in.<br />
<br />
The second thing you may notice on the Jam-1 contracts board is the high prices offered for goods, food and materials. Good profit for someone with a bigger Hyperdrive capable ship.<br />
<br />
You can Emergency Jump from Deep Six and you will arrive at SS Andromeda(Ceres). Click the Map link at the top right or hit M. Click Emergency Jump and you will arrive at SS Andromeda. Just click Dock.<br />
<br />
<br />
2.9 On delivering the note back to Susan Steele at Ceres, you get a message from Jessica thanking you and giving you the blueprints to the Class 1 Hyperdrive.<br />
<br />
___________________________________________________________________<br />
Ignore data below this line.</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/TutorialTutorial2020-07-07T21:22:32Z<p>Robert Martz: /* Beginning Quest/Mining Robots */</p>
<hr />
<div>== Beginning Quest/Mining Robots ==<br />
The tutorial should appear as soon as you start playing the game. <br />
<br />
1.1. The First time you dock at SS Archimedes in Vulcan space, Susan Steele requests you take her and her son to SS Andromeda in the Ceres System.<br />
<br />
[[File:Firstcontract.png]]<br />
<br />
1.2. When you drop off Susan and her son, she gives you 1000 credits and 10 tons of grain with a request that you go sell it at SS Archimedes in Vulcan space to feed the starving people.<br />
<br />
[[File:Firstjump.png]]<br />
<br />
[[File:Amdromdock.png]]<br />
<br />
1.3. Jump back to Vulcan, Dock at SS Archemedes, and open the Local Market. Click MAX next to Sell by the 10 tonnes of grain you are carrying. When you sell the first 10 tons of grain, you get a bonus 5000 credits and Susan asks you to get more grain to help the starving people on Vulcan.<br />
<br />
* Hint:- The food delivered does not have to be grain, any food will fulfill the mission - meat from Apollo should fetch the best profit.<br />
<br />
* Hint:- You can also be buying iron at SS Archimedes and selling it on the return trip, also checking contract board for package deliveries and passengers going your way, never jump empty early in the game.<br />
<br />
1.4. When the Food mission is complete, you get a bonus 5000 credits and Susan asks you to take her Ranch hand to SS Plato in Apollo space.<br />
<br />
[[File:Toapollo.png]]<br />
<br />
Exit Station, open Autopilot and click Jump by Apollo Space, then dock at SS Plato.<br />
<br />
1.5. When you take the Ranch hand to SS Plato in Apollo space, you get a bonus 5000 credits, she thanks you and gives you a package of 300 seeds to take to SS Orion in Ubertas space.<br />
<br />
When you deliver the seeds to SS Orion in Ubertas space, you get 5000 credits, and the next mission which is to buy MINING ROBOTS from SS Archimedes in Vulcan space (so Susan says), SS Elysium in Veritus space, SS Mica in Vestra space and deliver 10 each to SS Plato in Apollo, SS Orion in Ubertas and SS Andromeda in Ceres. You should see these three contracts listed in your Contracts interface in the upper right. Careful buying because there are also FARMING ROBOTS available, while needed, will not complete these contracts.<br />
<br />
[[File:Miningrobots.png]]<br />
<br />
* Note:- To get the mining robots you will need to travel to multiple space stations. SS Vulcan, SS Elysium, SS Mica have the contracts to supply these orders. You have to pay for them, but your reward leaves you with a little profit. <br />
<br />
You will find more mining robots for sale on the Contract Boards. Keep in mind all contracts randomly change at 0, 15 and 45 minutes of every hour.<br />
<br />
<br />
1.6. The 10 Mining robots dropped off at SS Andromeda(Ceres) will get you 10000 credits and blueprints for the grain farm (this is the only way to get this blueprint).<br />
<br />
1.7. The 10 Mining robots dropped off at SS Plato(Apollo) will get you 10000 credits and Deeds to Ceres (this is the only way to get the Ceres deed).<br />
<br />
1.8. The 10 Mining robots dropped off at SS Orion(Ubertas) will get you 10000 credits and 3 farming robots (needed when building a farm).<br />
<br />
*Note - At this point in the game you should have more than 30,000 credits and may wish to browse the Shipyards and General Market in search of an upgrade! The Sparrow should be within your price range.<br />
<br />
1.9 A new Autopilot link will now be available. Clicking "Land" by Ceres Surface will take you to your new deed and you can start your first [[Settlements|Settlement]].<br />
<br />
Feel free to try your hand at [[Asteroid_Mining|Asteroid Mining]] to supply the contract for 5 silicon at Ubertas at this time.<br />
<br />
You can also buy the [[Private_Space_Stations|Star Base]] at Apollo. <br />
<br />
[[File:Isbcontract.png]]<br />
<br />
Once you buy it, you may have to enter and exit the Shipyard or jump out and back, but you will find a new Autopilot link to Apollo Deep Space. <br />
<br />
That is the location of your new [[Private_Space_Stations|Inner Star Base]] (ISB). Click Deep Warp to warp to its location.<br />
<br />
[[File:Isbautopilot.png]]<br />
<br />
== Deep Six Storyline Mission ==<br />
<br />
<br />
2.1. Back in SS Andromeda(Ceres), Susan Steele requests you track down her daughter, last heard of working in a space station near Ubertus. (You can drop your 3 Farming Robots in the SS Storage. They are safe there.)<br />
<br />
[[File:Steeledaughtercontract.png]]<br />
<br />
2.2. In Ubertus space is SS Orion, where you find Susan's daughter, Jessica Steele. Jessica refuses to go home to Ceres to be on a farm and says she is going to Deep Six.<br />
<br />
2.3. On return to Ceres to give Susan the bad news, she is devastated and asks you to go to Deep Six and convince her to return. Not knowing where Deep Six is, Susan says you will have to ask around.<br />
<br />
When you next go to SS Orion in Ubertus space and check the contracts board, you will find someone selling co-ordinated for a wreck at Jam-1. It will cost you 750.000 credits and scanning the wreckage gets you co-ordinates to Deep 6.<br />
<br />
[[File:Infod6.png]]<br />
<br />
[[File:D6contract.png]]<br />
<br />
You will need the Hyperdrive purchased from SS Plato at Apollo space(125,000 credits?) or from the Galactic Market to be able to jump to Jam-1. A class 1 Hyperdrive and can only drive a class 1 ship, either a Hornet or a turtle. When the Hyperdrive is fitted there is only 8 tons of space left for Hydrogen that the Hyperdrive uses for fuel. <br />
<br />
Hyperdrive jump to Jam-1 from either Ceres or Vulcan and check your Autopilot for 'Wreckage Location'.<br />
<br />
[[File:Jam-1wreck.png]]<br />
<br />
PLEASE NOTE: the distance indicated by your Auto Pilot is the distance from your ship to the warp point of the wreck. This is not the distance to the wreck. The wreck is a short distance from the warp point.<br />
<br />
Expanding the radar can be very helpful in searching for the wreck pieces.<br />
<br />
[[File:Radar.png]]<br />
<br />
There are 5 pieces. Once you salvage one piece, you have to find the next on the radar and fly to it to mine. The pieces are very hard to see. Patience and a good eye is very important.<br />
<br />
[[File:Wreckinradar.png]]<br />
<br />
Once the last piece is salvaged, you will get a message that the data has been recovered. At this time, Deep Six will now be accessible in the Autopilot.<br />
<br />
[[File:Deep6autopilot.png]]<br />
<br />
Warp to Deep Six. You can not dock here at present, but the Open Contract Board link on the lower right will become active.<br />
<br />
[[File:Deep6opencontract.png]]<br />
<br />
Jessica Steele asks you to deliver a note to her mother in Ceres and mentions she has some blueprints that you might be interested in.<br />
<br />
[[File:Deep6note.png]]<br />
<br />
The second thing you may notice on the Jam-1 contracts board is the high prices offered for goods, food and materials. Good profit for someone with a bigger Hyperdrive capable ship.<br />
<br />
You can Emergency Jump from Deep Six and you will arrive at SS Andromeda(Ceres). Click the Map link at the top right or hit M. Click Emergency Jump and you will arrive at SS Andromeda. Just click Dock.<br />
<br />
On delivering the note back to Susan Steele at Ceres, you get a message from Jessica thanking you and giving you the blueprints to the Class 1 Hyperdrive.<br />
<br />
== Intermission ==<br />
<br />
Conhratulations! You have completed the Initial Tutorial Missions. You should now be able to build a Settlement on Ceres that will supply ypu with grain and build six modules on your Starbase ring in the Apollo System to supply some Mechanical Parts and Electronics. You will also be able to buy a deed to a Settlement on Vulcan to supply Iron.<br />
<br />
Now you have the opportunity do spend some time accumulating some more cash and doing a little exploration in preparation to further expanding your influence. It is also a good time to consolidate what you have learned so far and practice mining asteroids and trading with the NPC Stations and other player's Stock Markets.<br />
<br />
Before you proceed to the next set of Missions, you will need a colony. This means that you will need to claim your Premium Access. First, however, you should build Settlements on the other six Inner planets and expand your Starbase at Apollo to make sure you have enough resources to build your colonies and starbases in the Outer Systems.<br />
<br />
<br />
== Neptune Project ==<br />
<br />
4.1. On returning to Deep 6, there is more requests from Jessica Steele<br />
<br />
[[File:Jessicasister1.jpg]]<br />
<br />
On selecting the contract, Jessica says <br />
<br />
"I think I know what happened to the Neptune Project and I think my sister is still alive. <br />
<br />
We lost contact with Neptune when everything crashed and we just assumed they were all wiped out like everyone else.<br />
<br />
But I have been having these weird kind of electric dreams lately, visions of the Neptune Project and the wormhole they were investigating.<br />
<br />
When I wake up, fragments of my dream are wading out on the net, at first I thought I was crazy but they keep coming.<br />
<br />
Oh, and some of them are Blueprints.<br />
<br />
I think Alexa jacked into the net somewhere trying to contact me and I need to track her down.<br />
<br />
Will you help find my sister?"<br />
<br />
[[File:Jessicasister2.jpg]]<br />
<br />
When you accept the contract, Jessica says<br />
<br />
"OK, I'm going to give you some blueprints.. lets just say that Deep 6's network access is very interesting.<br />
<br />
You will need to claim a Deed and start a Colony.<br />
<br />
You need a Power Station and a Communications Array and you need to link them up with transport grids.<br />
<br />
I've had my people decode the Blueprints for a new kind of Power Station from the Neptune Project.<br />
<br />
We've modeled it and it seems you can place in almost any environment.<br />
<br />
Once the Array is up and running, we can start to isolate and triangulate these signals"<br />
<br />
At some point after this you will be given the Blueprint for a Class 12 Wormhole Generator. this will enable you to fix a Broken gate in the Jam-1 system.<br />
<br />
== WARNING SPOILERS BELOW PROCEED WITH CAUTION!!! ==<br />
<br />
CREDITS for this Info go to '''davh62''' and '''Bozack'''. without them I will still be trying to Stabilize the Station.<br />
<br />
Okay, now that the new update is (Sort of) out, we have the last leg of the Neptune Mission.<br />
<br />
Remember that gate that you supposedly fixed, yet it never worked? Well, it works now. Jump to Jam-1, and look for the Gate that is labeled "Unknown". When I first arrived it was still broken, but when I clicked on it, it fixed, and I was able to Warp Through.<br />
<br />
[https://www.youtube.com/watch?v=WmvJvwSdKu4 Operation Neptune Video Walkthrough]<br />
<br />
<br />
[[File:Gate01.jpg|1400px|Gate01]]<br />
<br />
Now after a few attempts, and failures... I found this Docking Bubble.<br />
<br />
[[File:Gate02.jpg|1400px|Gate02]]<br />
<br />
Fly into it, and your ship will land at the nearly destroyed Station.<br />
<br />
You will essentially EVA into the station. It is dark and a little unnerving at first, but look for this console and click it to activate.<br />
<br />
[[File:Console01.jpg|1400px|Console01]]<br />
<br />
Now, here come the spoilers so if you're going to cry about it, just stop reading and go back now!!! LAST WARNING!!!<br />
<br />
At '''Console 1''' type the following commands, now wait between them so they can activate.<br />
<br />
'''lights on'''<br />
<br />
'''gravity inner''' (This is so you will have some gravity after this first room.)<br />
<br />
'''door1 open''' (Now you need to move as quickly as possible down the hallway to '''Door 2''')<br />
<br />
[[File:Door02.jpg|1400px|Door02]]<br />
<br />
This door is opened by the big red button on the right side of the door. Click on it, and move through to get access to the next console.<br />
<br />
[[File:Console02.jpg|1400px|Console02]]<br />
<br />
You are going to die of radiation in a very short while if you miss these commands. YES, I said DIE!!! First time ever in this game. Here are the commands to stay alive...<br />
<br />
'''door3 close''' This will stop the radiation from killing you.<br />
<br />
'''communications on''' You must have this activated for a later step when you reassign the gravity to stabilize the station.<br />
<br />
Now, you head back the way you just came, back to '''Console 1'''. Then type these commands...<br />
<br />
'''lights off''' You have to turn them off temporarily to have enough power to activate the Gravity Stabilization field.<br />
<br />
'''gravity stab''' You have now Stabilized the Station.<br />
<br />
'''lights on'''<br />
<br />
Now, back to '''Console 2''' to activate the elevators.<br />
<br />
At '''Console 2''' just command...<br />
<br />
'''elevators on'''<br />
<br />
The only '''Elevator''' that is useable is number 2, back in the first room, and the one on the left. Just walk into it.<br />
<br />
[[File:Elevators.jpg|1400px|Elevators]]<br />
<br />
<br />
You will gently drift down to the second floor and look around for the hallway to '''Console 3'''. It's right there.<br />
<br />
[[File:Console03.jpg|1400px|Console03]]<br />
<br />
This console gives you some pretty cool information, and take your time reading it. It is worth it. Use these commands...<br />
<br />
'''archive open''' Not really needed, but it is a cool addition to the story-line.<br />
<br />
'''archive recover''' This will get you a fragmented section of '''Project Neptune's''' Archive reports. Read it, no hurry.<br />
<br />
'''door4 open''' You have time '''DO NOT GO THROUGH THE DOOR TILL READING FURTHER!'''<br />
<br />
Now, pull back from the console and look around. You see that '''Glowing Green Serum''' on the lab table? Pick it up by clicking on it<br />
<br />
[[File:GreenStuff.jpg|1400px|GreenStuff]]<br />
<br />
You will notice after picking up the serum, that you now have a green laser pointer. Not sure if it is needed, but still cool effect.<br />
<br />
[[File:TargetLaser.jpg|1400px|TargetLaser]]<br />
<br />
As you approach '''Door 4''' be cautious, there is a big nasty alien in there, and he appears to be rather hungry. You might find a better way to accomplish this, and if so, let me know, I will add it in, but I came to the doorway, looked around, saw where he was. To the left as you enter, and behind some crates.<br />
I moved through the door, and to the right. 45 degree angle out and away from him. Spin around and get ready. You have to wait to fire till he is almost on top of you. Too far away, and the serum hits the ground, too close and he kills you. '''You have ONE shot''', make it count. Trial and error, but it's fun.<br />
<br />
[[File:Smoked.jpg|1400px|Smoked]]<br />
<br />
After '''Big Nasty''' is visiting the Alien Afterlife, you move to '''Console 4''' in the same room as he was.<br />
<br />
[[File:Console04.jpg|1400px|Console04]]<br />
<br />
And it opens '''Door 5'''.<br />
<br />
'''door5 open'''<br />
<br />
[[File:Door05.jpg|1400px|Door05]]<br />
<br />
Moving through '''Door 5''' puts you in the '''Cryo-Sleep Chamber'''. You're almost done now. Look around some sool stuff to see, and no threats here.<br />
<br />
[[File:Readout.jpg|1400px|Readout]]<br />
<br />
<br />
<br />
'''Let the story play out, and watch, it takes a few minutes, but it is very cool! CONGRATULATIONS!''' You are done.<br />
<br />
== A Newbie's Experience ==<br />
<br />
Werit, a new player to Ascent in May 2014, blogged his experiences playing Ascent. He gives invaluable information from a newbie's point-of-view which could be helpful to your gaming experience. <br />
<br />
[http://www.weritsblog.com/2014/04/trading-in-ascent.html Trading] <br />
<br />
[http://www.weritsblog.com/2014/05/building-in-ascent.html Building a Colony] <br />
<br />
[http://www.weritsblog.com/2014/05/running-numbers.html Running the Numbers] <br />
<br />
[http://www.weritsblog.com/2014/05/mining-in-ascent.html Mining] <br />
<br />
[http://www.weritsblog.com/2014/05/starbases-and-research-in-ascent.html Private Starbase and Research] <br />
<br />
<br />
== Videos ==<br />
<br />
[https://www.youtube.com/watch?v=WmvJvwSdKu4 Operation Neptune Video Walkthrough]<br />
<br />
[https://www.youtube.com/watch?v=2NOQ5iZ-Xtc Waervyn's Making Money/Credits Video] <br />
<br />
<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Asteroid_MiningAsteroid Mining2020-06-25T13:22:02Z<p>Robert Martz: /* Asteroid Composition */</p>
<hr />
<div>== Asteroid Mining Etiquette ==<br />
=== The Agreement on Etiquette ===<br />
The following has been agreed by the Players as the etiquette to be used when mining asteroid fields.<br />
<br />
Players should not harvest asteroids in fields that have been discovered by another player.<br />
<br />
The exceptions to this are asteroid fields in systems in the 'Free Zone'.<br />
<br />
A system is in the Free Zone if it is:<br />
* in any sector within three sectors of sector 0,0,0; that is any Sector numbered ±3,±3,±3<br />
* connected to Sector 0,0,0 by the Jump Gate Network<br />
* in the Red Zone<br />
<br />
Bearing in mind that the Red Zone is one eighth of the Galaxy, this gives a lot of scope for harvesting existing fields. There should, also, be enough fields to keep new Players happy until they can develop fields they have discovered. The consequences of not following the etiquette will be upset Players who, at best, no longer tend their fields and, at worst, leave the game. Also there will develop a lack of supply of materials vital for building Jump Gates and Ships, because no-one will leave the fields long enough to get optimum yield; too much risk of raiders.<br />
<br />
It follows that when harvesting asteroids in the Free Zone a few non-NTP (Niobium, Tin and Promethium) asteroids should also be harvested to keep the field viable. Bear in mind that Autunite, Urelite and Chrondrite asteroids contain Uranium and Magnesium which, when sold to the Local Market are a very good source of income.<br />
<br />
=== The Reasoning and History behind the Etiquette ===<br />
<br />
The game has no mechanism for allowing a Player to make a claim on any real estate except space on planetary surfaces for colonies. This means that the game coding does not regulate who can harvest the asteroids in a field. This would not be a problem except that asteroids are spawned with very little yield and increase their yield over time. There does not seem to be a limit on how big an individual asteroid can grow. Therefore the Discoverers of asteroid fields like to leave them unharvested until the material is needed.<br />
<br />
However, it is not as simple as that. The most in demand materials, sourced only from asteroid fields, are Niobium, Tin and Promethium (NTP). Consequently, Angrite, Colombite and Promethicite asteroids are the most sought after and the Discoverer will spend lots of game-time tending to fields which contain them. Most NTP asteroids are in fields with other asteroids. The Discoverer will remove the other asteroids to create more NTP asteroids. When an asteroid is harvested a new asteroid will spawn. However, the new asteroid is not necessarily of the same type as the one harvested; it can be any of the types of asteroid in the field. So, this process has to be repeated until the field mostly, ideally only, contains NTP asteroids. Then the field can be left to grow. When the field is eventually harvested the process has to be repeated. It can be seen from this that, if the Discoverer does not clear the other asteroids, but only harvests the NTP asteroids, the field will eventually contain no NTP asteroids at all.<br />
<br />
Early in the game's history, when the Jump Gate Network was in its infancy, the Players who were building the Jump Gates were working extremely hard to supply NTP to the manufacturers of the modules for the Jump Gates. They were attempting to maximise the yields of NTP, particularly Promethium, and became known as the 'Prom Team'. Unfortunately, other players took advantage of the work done by the Prom Team and harvested their fields for their own use. The excuse being 'The game lets us do it so we are doing it.' So, the 'Prom Team' stopped working and Jump Gate building slowed to a crawl. Eventually an agreement was reached which established the etiquette to be used when harvesting asteroid fields.<br />
<br />
<br />
----<br />
<br />
<br />
[[File:Mining.jpg|right]]<br />
__TOC__<br />
<br />
== Asteroid Mining ==<br />
=== General Information ===<br />
<br />
There are currently two systems with asteroids fields orbiting a planet in the Inner9 systems, Vulcan and Veritas. Many outer systems have asteroid fields which contain some or all of the asteroid types (see [[Maps]] for gated outer systems and belts).<br />
<br />
Asteroid mining can be very productive. When mining minerals it is a good idea to dock at the local space station, and offload your cargo into the item warehouse. This will allow you to mine with little interruptions, and once you have enough materials stored up, you can fly them around to contracts or sell them on the Galactic market. *Note, 100,000 tons of total materials can be stored in a [[Space_Stations|NPC space station]]’s Item hanger. <br />
<br />
Mining is more useful once you have a ship that can hold enough minerals to mine several asteroids in one trip. A Falcon (160 base cargo) or bigger is recommended for mining. *It is common practice to remove higher class armor from ships above class 1, and replace it with class 1 armor. Downgrading the armor class will create more cargo space on the ship and not affect ship function outside of combat.<br />
<br />
In order to mine an asteroid a player must fly to a distance of 1,000m or closer, and maintain that proximity. Turning the gravity anchor on and off to slow down or speed up will help maintain a proper speed. It is best to try and match the speed and direction of the asteroid. *Note, only named asteroids can be mined. <br />
<br />
When targeting the asteroid, use the left mouse button or B key to activate your mining beam. Continue holding until the asteroid reaches the proper temperature for mining. An ideal temperature for asteroid mining is 2200K. Temperature is judged by the color that the mining beam creates on the asteroid and the color the beam changes as temperature raises on the rock. The color for an ideal mining temperature is Blue. Once the asteroid is heated to the desired temperature, release the mouse button to mine it. The video below shows what it should look like when you release the mouse button. <br />
<br />
Your ship comes with a class 1 mining beam; a larger one may be built at your star base shipyard or purchased from other players to get a higher yield from mining. Each mining beam produces yields of its class times 1. So a class 3 mining beam will produce 3 times as much as a class 1, and a class 4 will produce 4 times as much as a class 1.<br />
<br />
As you mine Asteroids, your 'Asteroid Mining Skill' will go up and increase your yield also.<br />
<br />
If using version 1.5102 you can select 'Fastest' Graphics Quality from the Options window and the background will be removed. This gives a clearer definition to the asteroid field making it easier to identify the mineable asteroids.<br />
<br />
=== Asteroid Composition ===<br />
<br />
Several minerals are available for use in research on your star base or sale at the contract boards.<br />
<br />
* Silicon - needed for your Electronics Factory or sold on the contracts board.<br />
* Magnesium - ship yard item construction and can be sold on the contracts board.<br />
* Uranium - land and ship based reactors, can be sold on the contracts board.<br />
* Tin - Used in ship yard item construction and can be sold on contracts board.<br />
* Niobium - Used in ship yard item construction and can be sold on contracts board.<br />
** It is recommended to sell Tin and Niobium to other players, they will pay significantly more than contracts. <br />
<br />
<br />
Other minerals such as Iron, Carbon, Titanium and Aluminum are harvested from various asteroids as well.<br />
Mineable asteroids and their content (+/- 2%) are....<br />
<br />
{| class="wikitable sortable zebra"<br />
|-<br />
! Name !! [[ADNA]] !! [[Aluminium]] !! [[Antimony]] !! [[Carbon]] !! [[Cerium]] !! [[Gold]] !! [[Iron]] !! [[Magnesium]] !! [[Niobium]] !! [[Promethium]] !! [[Silicon]] !! [[Tin]] !! [[Titanium]] !! [[Uranium]] !! [[Yttrium]] !! [[Neurocrystals]] !! Notes<br />
|-<br />
| [[Kamacite]] || || || || || || || 100% || || || || || || || || || ||<br />
|-<br />
| [[Siderolite]] || || || || || || || 33% || || || || 67% || || || || || ||<br />
|- <br />
| [[Ureilite]] || || || || 7% || || || 23.5% || 23.5% || || || 46.5% || || || || || ||<br />
|-<br />
| [[Angrite]] || || 22.8% || || || || || 15.2% || 18% || || || 24.3% || 3% || 16.7% || || || ||<br />
|-<br />
| [[Chrondrite]] || || 12% || || 9.5% || || || 24% || 6.5% || || || 48% || || || || || ||<br />
|-<br />
| [[Autunite]] || || || || || || || || || || || 80% || || || 20% || || ||<br />
|-<br />
| [[Colombite]] || || || || || || || 6% || ||6% || || 88% || || || || || ||<br />
|-<br />
| [[Promethicite]] || || || || || || || || || || 10% || 80% || || || 10% || || ||Is a rare spawn, found in fields where Colombite, Angrite, or Autunite are present. <br />
|-<br />
| [[Bastnaesite]] || || || || 69% || 13.9% || || || || || || || || || || 17.1% || ||Extra rare spawn(1%) of Promethicite.<br />
|-<br />
|-<br />
| [[Neurocrystallite]] || || || || || || || || || || || || || || || ||100% ||Used to make Neurostimulators.<br />
|-<br />
| [[Aurostibite]] || || || 15.38% || || || 7.69% || || || || || 76.92% || || || || || ||<br />
|-<br />
| [[Cyanite]] || 100.00% || || || || || || || || || || || || || || || || ADNA is used in the production of Algae for Terraforming<br />
|} <br />
<br />
[[File:Asteroid_mining.jpg]]<br />
<br />
=== Mining Skill and Mining Skill Bonus ===<br />
<br />
Each time you successfully mine an asteroid, You gain a chance to level up. The formula to level up is 1 in Skill level. This means if you have a mining skill of 1, you have a 1 in 1 chance to gain a level. If you have a mining skill of 10, you have a 1 in 10 chance to gain a level. The higher your level, the less chance you will gain a level. There are no caps to levels, but it does get difficult as you increase. This means if you have a mining skill of 100, you have a 1 in 100 chance, or will have to mine an average of 100 rocks before you will gain a level. Each time a random number is generated, so you can level up to times in a row and go a long time without leveling. It is random, not broken. It will average out over time.<br />
<br />
'''There is no top limit for character skills.'''<br />
<br />
The mining skill gives you a bonus to the yield of the asteroid. The mining skill bonus is figured this way:<br />
<br />
Mining skill bonus = mining skill/(mining skill + 100). <br />
<br />
This means a mining skill of 5 will equal .05. This means it will give you a 5% bonus.<br />
A mining skill of 100 will give a mining skill bonus of .5. The equals a 50% bonus.<br />
A mining skill of 200 will give a mining skill bonus of .66 which is a 66% bonus.<br />
<br />
The total asteroid maximum yield formula is as follows:<br />
<br />
Max Yield = (mining beam class + asteroid age in days) × base yield × (1 + mining level bonus)<br />
<br />
'''Max yield is achieved at 2138 - 2250K(Kelvin).''' If you stop mining at a lower temperature, your yield will go down. We do not have the formula of how that is calculated at this time.<br />
<br />
= Mineral Yield by Aerinite =<br />
<br />
<br />
For what it's worth, the max yield of any asteroid can be calculated as follows:<br />
<br />
Max yield = (mining beam class + asteroid age in days) × base yield × mining level bonus<br />
<br />
* The base yield is the yield you would get from mining a 0 day old asteroid with a class 1 mining beam and 0 mining level.<br />
* Maximum yield assumes a mining temperature of 2137.5 K - 2250 K. Mining at 2000 K only gives around half of the maximum yield.<br />
<br />
<br />
Notice how the mining beam class and asteroid age are added together. The net result is that allowing an asteroid to age one day is equivalent to upclassing a mining beam by one.<br />
<br />
Example:<br />
<br />
Let's say we have a class 14 mining beam, asteroid mining level 100 and mining a 6 day old Promethicite asteroid.<br />
<br />
The base yield of a Promethicite is 80 silicon, 10 uranium and 10 promethium.<br />
<br />
So:<br />
<br />
* Mining beam class = 14<br />
* Asteroid age = 6<br />
* Base yield = 10<br />
* Mining level bonus = 1.5 (50% bonus)<br />
<br />
<br />
Promethium yield = (14 + 6) × 10 × 1.5 = 300 tonnes.<br />
<br />
''Disclaimer: I haven't done much testing on this so I could be completely wrong. It did predict my 428 tonne promethium yield to within 1%, though.''<br />
<br />
=== Appendix by Mooncrest ===<br />
<br />
I have used this formula to calculate reasonably accurate values for the yield of ''Tin and Niobium using a Base Yield of 4''.<br />
<br />
The following is a table of the Base Yield values that can be used in the formula above.<br />
<br />
Using the ''Total'' value, the total yield of the asteroid can be calculated. This can be useful when deciding which ship to use on a mining mission.<br />
<br />
{|class="wikitable"<br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''ADNA''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Aluminium''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Antimony''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Carbon''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Gold''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Iron''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Magnesium''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Niobium''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Promethium''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Silicon''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Tin''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Titanium''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Uranium''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">''Total''</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Angrite'''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">24</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">32</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">4</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">22</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">132</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Aurostibite'''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">6</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">3</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">31</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">40</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Autunite'''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">60</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">15</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">75</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Chrondrite'''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">10</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">8</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">5</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">40</div><br />
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!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">83</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Columbite'''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">4</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">4</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">60</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">68</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Cyanite'''</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
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!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Kamcite'''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">60</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
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!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">60</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Promethicite'''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
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!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">10</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">80</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">10</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">100</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Siderolite'''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
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!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">40</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">60</div><br />
|-<br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Urelite'''</div><br />
|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">6</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">20</div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">40</div><br />
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!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"></div><br />
!<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">86</div><br />
|}<br />
<br />
''I have no data for Bastnaesite asteroids because I have no asteroid fields that have Bastnaesite asteroids in them.''<br />
<br />
= Miscellaneous =<br />
<br />
The unnamed, unglinting and unminable stone textured asteroids are colloquially referred to as "spinners" in game. They serve only aesthetic purposes and will not collide with a player's vessel.<br />
<br />
The process of "growing asteroids" is known as accelerated asteroid [https://en.wikipedia.org/wiki/Accretion_(astrophysics) accretion].<br />
<br />
'''A growing, searchable database of asteroid fields within 3 sectors of Apollo can be found at [http://dataus.net/mg/systemdata/asteroids.php Asteroid Charts]'''<br />
<br />
= Videos =<br />
<br />
To find other asteroid belts, see [https://www.youtube.com/watch?v=W39n4-TLtXA Waervyn's Where to Mine Video ]<br />
<br />
[https://www.youtube.com/watch?v=UrBlmM46f2w Waervyn's Mining Efficiency Video - Part 1]<br />
<br />
[https://www.youtube.com/watch?v=myBd6PGWwZw Waervyn's Mining Efficiency Video - Part 2]<br />
<br />
[https://www.youtube.com/watch?v=5JJrdbYdifY Gerugon's Asteroid Mining Video (German) ]<br />
<br />
[https://www.youtube.com/watch?v=IVu61YBE_vs Waervyn's Ejecting Cargo Video ]<br />
<br />
<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
[[Gem Mining | Gem mining]]<br />
<br />
Back to [[Main Page|Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/ColoniesColonies2020-06-02T13:58:40Z<p>Robert Martz: /* Dome Control Programs */</p>
<hr />
<div>[[File:Domes.png|right]]<br />
== Overview ==<br />
<br />
Colonies can be set up on non-core planets where you have a deed. Environmental domes allow you to establish and manage a habitable environment for colonists and colony buildings on planets or moons that have not yet been terraformed. <br />
<br />
These colonies can produce food and/or minerals which can supplement the resource supply available within the core as well as meet the needs of local expansion. Once a [[Markets#Stock_Market|Stock Market]] has been built, options are available to allow colonies to trade amongst each other.<br />
<br />
== Prerequisites ==<br />
<br />
Stellar Credits (SC) are acquired by purchasing premium content via the options button. SC are awarded at a rate of 100/month/premium.<br />
Deeds require 80 SC to claim and 80 SC per month to maintain. <br />
<br />
Before claiming a deed on a planet that you intend to colonize, you should have already acquired (from [[Deep Six]]) the blueprints for Environmental Domes and Automated Fission Power Plants. <br />
<br />
You will also need the blueprint for the traditional Transport Grids, substantial reserves of minerals for construction, as well as Graphene and Superconducting Coils. You will also need a [[Space Ships|ship]] with a large passenger and cargo capacity, and a suitable [[Hyperdrives|Hyperdrive]] fitted if your new colony is not in a gated system.<br />
<br />
Another page to look over for good information as you start considering a colony is [[Planet_Evaluation_for_Colonization]].<br />
<br />
Having Core Sampling Probes is almost a necessity. It it recommended that you '''probe a planet before you claim a deed'''. Go to the [[Probing Tutorial]] for more information on how to probe the planet you are interested in settling.<br />
<br />
== Deed Placement ==<br />
<br />
Before claiming a deed, ensure that the land under the deed is mostly flat, and has suitable resource levels. This information can be found by [[Probing_Tutorial|probing]] the planet. Colonies should not be placed on extra-hilly moons at all, and you should also avoid building on steep hillsides except where absolutely necessary.<br />
<br />
Once [[Probing_Tutorial|probed]], use the show mb.coresample command on various plots (colored part of a show mb.samplemapoverlay) to determine a good place for the center of the deed. Beware that actual deposits of minerals do not completely correspond to the mb.samplemapoverlay. There is always some overlap. You do not want to invest your limited supplies of Graphene, Superconducting Coils, Titanium, Carbon and Aluminum on a dome when the land under the dome lacks development potential.<br />
<br />
Waervyn shows the basics of picking a location and deed placement: [https://www.youtube.com/watch?v=BXQJ70gsmJ0 Waervyn's Colonization Video]<br />
<br />
<br />
== Claiming a deed==<br />
[[File:Claimdeed.png|200px|right]]<br />
While in [[EVA]] there will be a button that says Claim Deed. If you have landed your ship in the position that you want to be your colony center, just press this button, and accept the confirm popup. <br />
<br />
Once claimed, you will be charged 80 Solar Credits. You can find your Solar Credit amount by clicking Character then click Assets.<br />
<br />
== Dome Placement ==<br />
<br />
Upon claiming a deed, you will want to place your first dome. Ensure the land it is being placed on is flat, or close to flat, and be absolutely sure that it has minerals present under substantial parts of the dome, if not the entire area.<br />
<br />
Upon placing your dome, you will notice a structure at the centre of the dome, at ground level. This is the dome control tower. The commands you can use with the dome control tower console can be found in the latter part of this article.<br />
<br />
=== Underwater Domes ===<br />
[[File:Underwaterdome.png|thumb|200px|right]]<br />
On worlds with oceans the dome may be built either above or below sea level. If the edge of your dome touches the water, it will assume it is submerged and you will have to empty the entire dome of water. It is best to place your dome either entirely underwater or not in the sea at all. <br />
<br />
Note that in an h2o-only ocean, you will have difficulty finding sufficient nitrogen for your undersea dome atmosphere. Nitrogen will have to be "unloaded" from a ship into the dome. Having an underwater dome on worlds with no atmospheric h2o is a benefit. Connecting it through transport lines allows storage of h2o with the underwater dome while storing n and o2 in the above ground domes. Filling these domes just requires transferring the stored nitrogen to the underwater dome. The dome can make o2 from splitting h2o.<br />
<br />
'''Warning: Underwater domes take 10 days to empty.'''<br />
<br />
== Transport Grid Placement ==<br />
[[File:Domelayout2.jpg|400px|right]]<br />
<br />
After placing your dome and supplying its materials, the first thing you will want to build are Transport Grids. Keep them three squares apart creating parallel rows of TG connected on one end. The three square separation allows for two squares of land to be developed in between each Transport Grid. The intersecting grids can be located within the dome boundary, but they do not necessarily have to be.<br />
<br />
== Energy Supply ==<br />
<br />
The next thing to build are your Automated Fission Power Plants. You will need approximately 2-3 power plants before construction is finished to manage the dome's atmosphere, approximately 6 power plants for a single dome farm colony, and substantially more power plants for mining colonies.<br />
<br />
As these power plants are designed for rough environments, they can and should be built outside the dome, though they must be connected using Transport Grids.<br />
<br />
When deleting and adding buildings, any interruptions to supply of energy to the dome control tower (if you accidentally remove a critical transport grid section while attempting to remove a building) will leave the dome controls unpowered. Your polarization and gravity modifications are immediately affected. Other levels could loose levels over time.<br />
<br />
<br />
== '''Dome Control Management''' ==<br />
[[File:Domecontrol.png|right|300px]]<br />
Click on the dome control tower to manage the dome's computer. You will see a console. Commands that you can use to set up your dome's atmosphere are listed below.<br />
<br />
You will want the Radiation, Gravity and Pressure as close to 1 as possible. The Radiation and Gravity are managed in their own right. The pressure is a function of the quantities of gases present within the dome. You will need the gas amounts and water vapour (N2, O2, CO2 and H2O) to sum up to approximately 430,000 tons. They will need to be at proportions similar to Earth's atmosphere.<br />
<br />
'''All dome commands are lower case. Characters like / ' ` can damage dome commands and force a total reset.'''<br />
<br />
<br />
=== del ===<br />
Deletes the specified command line. Each line is numbered. Syntax: del 12 (where 12 is the line to be deleted).<br />
<br />
<br />
=== polarize ===<br />
Sets the level of radiation shielding occurring within the roof glazing of your Environmental Dome. This prevents the radiation, where applicable, from cooking your dome's residents.<br />
The number can also be set to increase the amount of radiation received by your dome, in low radiation environments.<br />
<br />
To calculate your polarization number, divide 1 by the radiation your dome receives. You will not be able to find the Radiation level until you have a completed dome. When you click on a completed dome the first line will show base radiation.<br />
<br />
<br />
=== modgrav ===<br />
Changes the level of gravity within the dome. Ideally this should be set to the difference between external gravity and 1. If a planet has over 1g, modgrav -## (## represents the number to be subtracted) is used where the number is 1 less then the gravity. If the planet is below 1g, then modgrav ## is added to get to 1g.<br />
<br />
Examples:<br />
<br />
'''modgrav -3.044'''<br />
<br />
'''modgrav .627'''<br />
<br />
<br />
=== heat ===<br />
Heats the air/gases within your dome. Can and should be made conditional. All temperatures are in degrees Kelvin. This value should be the coolest you want your dome to get during the night.<br />
Best setting:<br />
<br />
'''heat temp < 296.4'''<br />
<br />
Read as "heat when temp is less than 296.4 K"<br />
<br />
<br />
=== cool ===<br />
Cools the air/gases within your dome. Can and should be made conditional. All temperatures are in degrees Kelvin. This value should be the warmest you want your dome to get during the day.<br />
Best setting:<br />
<br />
'''cool temp > 297'''<br />
<br />
Read as "cool when temp is greater than 297."<br />
<br />
<br />
=== vent ===<br />
Separates and expels specified gas including nh3(Ammonia), ch4(Methane), and co2(Carbon Dioxide), as well as useful gases such as Nitrogen, Oxygen, and water out of the dome atmosphere. Venting can and often should be made conditional, so that these gases are only expelled above your preferred upper limit for each gas.<br />
<br />
All Carbon must be vented. The dome's computer does not do a very good job stabilizing the carbon in its molecular form. The technology to achieve this is unlikely to ever be developed during our lifetimes.<br />
<br />
All surplus gases must be conditionally vented above the levels you want in your atmosphere. Where a gas is also needed for split or combine functions, make the vent command conditional at a slightly higher quantity than the condition set on the split or combine function. The vent command should also follow any combine or split command. This is the only command that order matters. If you vent a molecule before you combine it, there will be nothing to combine.<br />
<br />
Examples:<br />
<br />
'''vent n2 n2 > 300000'''<br />
<br />
Read as "vent n2 when n2 is greater than 300,000." This will only vent nitrogen after the dome has 300,000 tons in the atmosphere.<br />
<br />
'''vent c'''<br />
<br />
This vents all loose carbon in the dome atmosphere. Carbon can not be stored and is toxic even at lower levels. Adding this at the bottom of your commands insures clean healthy air for colonists.<br />
<br />
The vent command is the most powerful command. It moves approximately 30 tons per second. It takes time, but it will empty your domes of all unwanted gases, and keep the good gases at the right balance.<br />
<br />
<br />
=== store ===<br />
Stores a quantity of unwanted gases from the dome into a warehouse. There must be space available in a warehouse that is connected to the dome by Transport Grids.<br />
<br />
Codes of gases that can be stored are, h, n2, o2, h2o, ch4, nh3, and co2. <br />
<br />
Examples:<br />
<br />
To store 100,000 units of hydrogen (h): '''store h 100000'''<br />
<br />
To store 12,345 units of oxygen (o2): '''store o2 12345'''<br />
<br />
To store one million units of nitrogen (n2): '''store n2 1000000'''<br />
<br />
To store 5 units of water (h2o): '''store h2o 5'''<br />
<br />
To store 10 units of carbon dioxide (co2): '''store co2 10'''<br />
<br />
To store 10 units of ammonia (nh3): '''store nh3 10'''<br />
<br />
To store 25 units of methane (ch4): '''store ch4 25'''<br />
<br />
=== split ===<br />
Separates out the molecular bonds between various atmospheric gases, to yield potentially useful gases. For example, you can create a conditional rule to split NH3 into Nitrogen (required for atmosphere) and Hydrogen (can be stored and/or vented and/or recombined into water). <br />
<br />
This can be a conditional command allowing splitting as it detects levels.<br />
<br />
'''split co2 o2 < 92000'''<br />
<br />
Read as "split co2 when o2 is less then 92,000."<br />
<br />
This will split and produce c (to be vented) and o2 for dome atmosphere until 92,000 tons of o2 are in the dome atmosphere then stop.<br />
<br />
<br />
=== combine ===<br />
Recombines split gases or gases obtained using intake. For example, if you have H2 from an intake or a split command, and you have O2 from another split command, you can combine the two to make water. The 'Combine' command does not support conditional parameters.<br />
<br />
To make water (H2O): '''combine h o2'''<br />
<br />
'''*** Combine command is not conditional. It will free run and ignore any conditions added to it.''' If left in without the proper settings, it will use up available oxygen ant make a dome take much longer to become habitable, or use up oxygen and make it uninhabitable or never reach habitability.<br />
<br />
<br />
=== intake ===<br />
Sets the dome controls to retrieve a specific gas from the atmosphere.<br />
<br />
To see what gases can be retrieved from the atmosphere, use the computer command '''show rs.composition''' while you are in the atmosphere. The available gases are also listed in the Dome Control window at the bottom.<br />
<br />
[[File:Guild_Prime_-_show_rs.composition_1.jpg|border|345px|Commands]]<br />
<br />
<br />
Examples:<br />
<br />
Intake water gas (H2O): intake h2o<br />
<br />
Intake nitrogen (N2): intake n2<br />
<br />
Intake oxygen (O2): intake o2<br />
<br />
These commands can and most times should be conditional. This allows the dome to only intake what is needed. The correct syntax is as follows:<br />
<br />
'''intake n2 n2 < 300000'''<br />
<br />
Read as "intake n2 when n2 is less than 300,000. Seldom is '>' used in an intake since this will free run once the level has been reached, yet not intake any until that level is achieved.<br />
<br />
=== unload ===<br />
Allows a player to drop nitrogen, oxygen, and water directly into the dome from your ship's cargo hold. Most domes will not need this feature as it's infinitely more efficient to intake and use gases that are present locally. You would normally only use this command if your dome is on a planet with no atmosphere or where a specific element is missing from the atmosphere. This is a one-off feature: it will not continue to raid your ship's hold for atmospheric gases the next time you visit your dome.<br />
<br />
A dome only needs 3 gasses to become habitable: water, oxygen and nitrogen, the rest are not needed and cannot be unloaded in a dome.<br />
<br />
Example: '''unload 500 Water'''<br />
<br />
'''unload 100000 nitrogen''' will unload UP TO 100,000 nitrogen. If you have less, it will unload the amount you have in your cargo.<br />
<br />
=== copy x y ===<br />
<br />
This will copy the commands of the dome at coordinates x, y and input them into the current dome. <br />
*This command is undocumented in the Dome Control Interface at present.<br />
<br />
[[File:DomeCopy.png]]<br />
<br />
=== reset yesimsure ===<br />
<br />
This command will completely reset your dome and the gasses inside to planetary conditions. '''Only use as a last resort!'''<br />
<br />
Example: '''reset yesimsure'''<br />
<br />
== Sample Environmental Controls ==<br />
<br />
Here is a generic set of dome instructions that will generally work on most planets. A few things need to be tweaked at times to adjust for no h2o in atmosphere. Often, it is easier to buy h2o at colonies for 1 credit a ton, haul and unload in each dome. 1000 will easily get you habitability if everything else is correct. The only thing that needs to be changed to fit the planet is the polarize and modgrav. It is already set to store 10000 tons of hydrogen as soon as there is warehouse space. This number can be raised or line deleted if you did not want to store hydrogen and the rest of the settings will work. co2 is actually not required at all at present even if you get the warning "co2 levels are too low for plant growth." It is good to keep it in when this is corrected in the future. <br />
<br />
<br />
polarize 1.0000 (replace with result of 1/Radiation Level)<br />
<br />
modgrav 0.000 (replace with planet gravity level -1)<br />
<br />
heat temp < 296.4 <br />
<br />
cool temp > 297 <br />
<br />
intake n2 n2 < 333000 <br />
<br />
intake co2 co2 < 250 <br />
<br />
intake h2o h2o < 1000 <br />
<br />
intake nh3 nh3 < 50 <br />
<br />
split nh3 <br />
<br />
split co2 o2 < 92000 <br />
<br />
vent h2o h2o > 2000 <br />
<br />
vent nh3 nh3 > 100 <br />
<br />
vent n2 n2 > 333500 <br />
<br />
vent ch4 <br />
<br />
vent co2 co2 > 300 <br />
<br />
vent o2 o2 > 92500 <br />
<br />
vent c <br />
<br />
store h 10000 (replace 10000 with amount you want stored or delete line to not store. If you add it back later, it must be above the vent h command.)<br />
<br />
vent h <br />
<br />
<br />
<br />
[[Achibot-3 Rocky Planet 4|Epoch, Neolithica]]<br />
<br />
[[Johneaux-19 Rocky Planet 14|Prime, Guild Prime]]<br />
<br />
[[seikatsukira-72 Rocky Planet 7|Primo Spe, Septem]]<br />
<br />
== Dome Control Programs ==<br />
<br />
A player made dome control program is available to assist in setting the controls in new domes. It also has a delete feature to delete a series of lines as needed. 32 and 64 bit versions can be downloaded at the links below.<br />
<br />
[[http://dataus.net/ascentextras/downloads/ 64-Bit Dome Control Program]]<br />
<br />
[[http://dataus.net/ascentextras/downloads/32bitRAMdomev1.exe 32-Bit Dome Control Program]]<br />
<br />
== Dome Extras ==<br />
<br />
[[Hobo's Dome Habitability Tutorial|Hobo's Dome Habitability Tutorial]]<br />
<br />
'''Bolter's Dome observations:'''<br />
<br />
*A dome can be made habitable with 20% Oxygen and 80% of non toxic filler (Nitrogen and water are non toxic).<br />
*A dome is habitable between 0.7 and 1.3 atm.<br />
*A dome is habitable between 0.5% and 30% of water.<br />
*A dome can split faster than it can intake.<br />
*A dome can vent faster than it can split.<br />
*Splitting output follows molecular ratios.<br />
*Domes without population can serve as gas storage when connected by grid to warehouses.<br />
<br />
<br />
The most important factor in determining brewing time, is the amount of gases in the proposed dome. If the atmosphere is thin, you have to bring gases in to reach at least 0.7atm. If you have a heavy atmosphere, then you'll have to vent down to no more than 1.3atm. While you can vent quicker than you can intake, anything over 2atm is slower to vent than building up.<br />
<br />
<br />
The second most important factor is the composition of the world's atmosphere, as that defines both the degree of correction needed, as well as the potential fuel output rate of the dome. The hard number is the O2 which ranges from 60k to 120k tons between the pressure limits. Since splitting rates follow molecular ratios, CO2 yields twice the O2 per tick than water does. So given two equal worlds, the one with CO2 will brew up faster than the H2O one. Water, however, can make up to 30% of the non-toxic filler, so a world with 50%N2 and 30%H2O only needs 20%O2 and it's the fastest prospect for habitability. Also, since domes split faster than they intake you can get a higher rate of O2 production from splitting an excess of CO2, than bringing it in to be split. Finally, if you only have one available, CH4 > NH3 > H2O in fuel potential.<br />
<br />
== Colony Buildings and Colonists ==<br />
<br />
You will already have blueprints for the basic colony buildings such as Water Tower, Residential Tower, Warehouse, Entertainment Complex, Mines and Farms, if you have built successful [[Settlements|settlements]] on core planets and moons. Dome colonies are larger and slightly harder to build versions of these, though dome colonies are potentially far more lucrative.<br />
<br />
All buildings must adjoin at least one transport grid section to operate correctly.<br />
<br />
All buildings must have workers to operate correctly. In the core there are millions of unemployed residents, and thus finding labor is not difficult. On colonies you will only have workers present if you transport them yourself.<br />
<br />
(We can only hope their presence is entirely voluntary. At present this is unclear, especially since the UNCA is paid per colonist but there is no evidence that the colonists themselves are being paid for their presence or their labor.)<br />
<br />
You should recruit colonists (by clicking Manage Settlement -> Recruit Colonists), while within 100,000km of your colony, once your dome is habitable and you have completed buildings for colonists to work, rest and play. You will be told which system you need to go to upon each allocation, and how much you will need to pay the UNCA for that allocation.<br />
<br />
You should continue to recruit and transport more colonists until your colony has reached full employment.<br />
<br />
A typical dome full of mines or farms and a few towers will require approximately 2,000 colonists. Spaceships can expand passenger space by attaching Passenger Quarter modules. A Class 7 Passenger Quarter module can fit an additional 107 passengers and you can fit as many Passenger Quarter modules onto your ship as long as you have cargo space. Higher class Passenger Quarter modules carry more passengers on your ship.<br />
<br />
==== Colonist Delivery ====<br />
<br />
Colonists must be brought to within 5,000 meters of the center of your deed, often called the Deed Stake. It is the right hand bottom corner of the colony name plate. They will find their own way to your colony from there. This gameplay feature will change once sufficiently large airlocks are developed.<br />
<br />
==== Tertiary Workers ====<br />
Tertiary workers are colonists that have had a University education, Postgraduates.<br><br />
Tertiary Workers are needed to operate various structures efficiently; see the [[Structures List & Build Costs]] page for the details<br><br />
There is a limit to the number of colonists that can become Tertiary workers. The limit is 20% of total population of the Colony.<br><br />
A University can produce 3 Tertiary Workers in 24 hours.<br />
<br />
==== Farm and Mine Control Offices ====<br />
Farm and Mine Control Offices are two of the structures that require Tertiary Workers.<br><br />
Farm and Mine Control Offices, as their name implies, control production of Farms and Mines respectively.<br><br />
If you do not have any Control Offices, Farm and Mine production will be at 75% of Yield.<br><br />
Having control Offices will slowly increase production to 120% of Yield.<br><br />
Yield being calculated by adding any production bonuses to the base yield of the plot the Farm or Mine is located in.<br><br />
<br />
Screenshot from RAM's Colony Analyser showing Tertiary Worker detail<br><br />
[[File:TertiaryWorkers.png]]<br />
<br />
The Ratio of Control Offices to the total number of Farms or Mines determines the rate at which the production will increase from 75% to 120% of Yield.<br><br />
The Optimum Ratio is generally agreed to be between 1:5 and 1:10, but will also depend the percentage of jobs that require Tertiary Workers that have been filled.<br><br />
Note in the example above that Although the limit of 20% of total population has been reached, only 75% of the Tertiary Jobs available have been filled.<br><br />
Note, also, that the Universities are now redundant and that there are also some redundant Control Offices.<br />
<br />
== '''Pictures''' ==<br />
<br />
'''[[Pictures|Click here]]'''<br />
<br />
<br />
= Videos =<br />
<br />
[https://www.youtube.com/watch?v=MpiVL4wzRII Waervyn's Building a Dome Video]<br />
<br />
[https://www.youtube.com/watch?v=X24D9vq3uUI Waervyn's Dome Commands Video]<br />
<br />
[https://www.youtube.com/watch?v=dB_PyRQN3L8 Waervyn's Resource Offsets Video]<br />
<br />
[https://www.youtube.com/watch?v=doTvBLrk2Ys Waervyn's Colonists Video]<br />
<br />
[https://www.youtube.com/watch?v=224U0toOS04 Waervyn's Stock Market Video]<br />
<br />
[https://www.youtube.com/watch?v=x2t5mquD7Ys Waervyn's Building Optimization Video]<br />
<br />
[https://www.youtube.com/watch?v=UE7L0bn0VQw Waervyn's Structure Count Video]<br />
<br />
[https://www.youtube.com/watch?v=qxw6uK_IUgA Waervyn's Automatic Dome Commands Video]<br />
<br />
[https://youtu.be/3MywTHl6dCE Waervyn's Sewage, Fertilizer & Farm efficiency Video]<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]<br />
<br />
[[Category:Pages_needing_updated_screenshots]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2a.pngFile:ApolloNetworkMapV2a.png2019-06-05T17:02:21Z<p>Robert Martz: </p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/User_talk:Cornelius_BozemanUser talk:Cornelius Bozeman2018-05-27T18:41:13Z<p>Robert Martz: Welcome!</p>
<hr />
<div>'''Welcome to ''The Space Game''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [[Help:Contents|help pages]].<br />
Again, welcome and have fun! [[User:Robert Martz|RAM]] ([[User talk:Robert Martz|talk]]) 18:41, 27 May 2018 (UTC)</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/User:Cornelius_BozemanUser:Cornelius Bozeman2018-05-27T18:41:13Z<p>Robert Martz: Creating user page for new user.</p>
<hr />
<div>Born Hawkinsville Georgia. Lived in a Georgia Baptist Childrens Home for seven years near Meansville Georgia. Moved back to Hawkinsville for 2 years until highschool graduation. Joined USAF and spent 2 years in South Korea, 2 years Okinawa, 5 years Spokane Washington, 5 years Las Vegas Nevada, 4 years Warner Robins Georgia and a couple deployed various locations. Retired after twenty years and live in Hawkinsville Georgia.</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/NPC_PilotsNPC Pilots2018-02-24T15:34:48Z<p>Robert Martz: /* To Clear Cargo */</p>
<hr />
<div>NPC Pilots can be hired to pilot your ships, trading between Stock Markets. They offer limited social chatting.<br />
<br />
<br />
<br />
== Details ==<br />
<br />
The philosophy of the game is that the Player plays the game and not automata.<br />
<br />
However, to aid the Player NPC Pilots were introduced. In game lore they are colonists who, for whatever reason, are unable to control a Warpdrive-euipped ship, but can pilot a ship using thrusters only. This makes their transit times very slow compared to Pilot Citizens. Their primary purpose is to assist in the supply of materiel to a Player's Colonies and Strabases, but they have the ability to trade with other Player's Stock Markets and so can be used to generate samll amounts of income.<br />
<br />
You can hire several. <br />
<br />
Each NPC will count against your ship's Passenger Capacity, and can not be removed except by assigning them to their own ship.<br />
<br />
The NPC is a chat bot, with limited vocabulary and AI. They are currently being educated by R & D, and will be more socially capable in future updates.<br />
<br />
They can be found at any colony with an Entertainment Complex, on the top floor of the Entertainment Complex. <br />
<br />
They travel only between gated systems.<br />
<br />
There is a limit to how much the NPC will buy from a Stock Market, up to one half of any given material. <br />
<br />
NPCs make their own choice about what to buy and sell at each stop. The NPC remembers how much it buys a material for, and will not sell to a stock market unless it will make a profit.<br />
<br />
NPCs begin actions once every 15 minutes. This allows them to fly in formation.<br />
<br />
They do not know where your ISB is located, so will not trade there. They can ONLY trade with [[Colonies]] and [[Outer_Star_Base|Outer Star Bases]] that have a Stock Market Module constructed.<br />
<br />
== WARNINGS ==<br />
<br />
*'''NPC Pilots can NOT trade at the Inner 9 Star Stations. They can only trade at player Stock Markets.'''<br />
<br />
*NPC Pilots are undergoing massive revisions, expect them to be unpredictable and useless for the near future. And cheer when they get something right.<br />
<br />
*NPC Pilots are ruthless traders. They are capable of buying at a Stock Market and selling the item right back to it, if the price is right. This can quickly result in you having no credits if the NPC is not your own employee. <br />
<br />
*NPC Pilots take full control of the ship they are assigned to. You no longer get to Refit that ship, or use it yourself. That NPC and that Ship are one and the same until the end of time, as is. (If you leave a hyperdrive fitted to that ship, the NPC never gets to use that cargo space, and you can not take the hyperdrive off. See NPC Ship Fitout below.)<br />
<br />
*NPC Pilots cannot mine asteroids or conduct combat missions and at this time there is no intention of having them do so.<br />
<br />
== Instructions ==<br />
To get to them Land in the Landing Bay, disembark, and use the [[Transportation Grid]] to travel to the Entertainment Complex. There is a door at the bottom of the Entertainment Complex with an elevator inside. Go to the top floor. To move faster when walking on the surface, hold down the Shift key.<br />
<br />
=== Hire ===<br />
Click on the NPC you wish to hire, this will bring up a chat box where you can talk with them.<br />
<br />
To hire one, enter these words:<br />
<br />
:You: "I want to hire you."<br />
:NPC: "Are you trying to hire me?"<br />
:You: "yes"<br />
:NPC: "What do you want to hire me to do?"<br />
:You: "Fly ship.<br />
:NPC: "Ok. I'll make my way to your ship I guess, and you can take me to the one you want me to fly."<br />
<br />
=== Assign to Ship ===<br />
<br />
After that, you can assign them to a ship by:<br />
<br />
: Fly to a station where you have an extra ship, or have purchased a new ship. <br />
<br />
: Use the Manage Ship button and you will have a "Crew" and "Pilot" button. <br />
<br />
: Click Manage Crew. Assign the NPC to the ship.<br />
<br />
: Click Manage Pilots. Give the pilot a command.<br />
<br />
=== NPC Ship Fitout ===<br />
<br />
Before you give a ship to an NPC, know that once they get it, you no longer have any control over the ship, or the fitout. If you give them a ship with a Hyperdrive for example, they will forever fly a ship with less cargo space and a Hyperdrive they can't use.<br />
<br />
This fitout works for any ship class and provides the maximum amount of cargo space to the NPC pilot.<br />
<br />
- Build whichever class hull you like, and add the same class Electronics, Gravity Generator, Propulsion, and Computer. You do not need a Warpdrive. As listed, everything else can be class 1.<br />
<br />
*CL 1 Armor<br />
*CL 1 Capacitor<br />
*CL 1 Mining Beam<br />
*CL 1 Ram Scoop<br />
*CL 1 Reactor<br />
*CL 1 Salvage Beam<br />
*CL 1 Shields<br />
*CL xx Computer<br />
*CL xx Electronics<br />
*CL xx Gravity Generator<br />
*CL xx Propulsion<br />
<br />
=== Trading ===<br />
<br />
"Trade between <colony_name> and <colony_name> and <colony_name>."<br />
* Use underscores instead of spaces in each name to prevent language filter errors. <br />
* Do not use system names, only colony names.<br />
* The NPCs can have routes with unlimited stops, just keep adding 'and <colony_name>'.<br />
* If a name of a Solar System is used in place of the colony_name, the results may be undesirable.<br />
<br />
:You: "trade between My_Colony and Caprica"<br />
:NPC: "trade route between My Colony and Caprica?"<br />
:You: "yes"<br />
:NPC: "ok, that's now my trade route!"<br />
<br />
=== Move Ship ===<br />
<br />
To move an NPC ship to a certain location, use the " Go to ..." command.<br />
<br />
:You:"Go to colony_name"<br />
:NPC:"Move to... colony_name?"<br />
:You:"Yes"<br />
:NPC:"Ok, flying to colony_name"<br />
<br />
=== To Clear Orders ===<br />
<br />
:You:"stop"<br />
:NPC:"ok, clearing my orders."<br />
<br />
=== To Clear Cargo ===<br />
<br />
:You:"Dump <item>"<br />
:NPC:"Right"<br />
:NPC:"My Cargo; I will now value <item> at 0 and sell it anywhere that buys it at any price"<br />
<br />
:"Eject Cargo" will eject ALL the cargo that NPC is carrying.<br />
<br />
=== Customs Patrol ===<br />
<br />
:You:"Patrol colony_name"<br />
:NPC:"You want me to patrol colony_name as a Customs Ship?"<br />
:You:"Yes"<br />
:NPC:"Ok heading to colony_name"<br />
<br />
The intended function of ''Customs Patrol Ships'' is to combat [[Smuggling#3..09Bring_banned_items_to_a_colony|Smuggling]].<br />
<br />
=== Status ===<br />
<br />
You may need to repeat these questions in order to get useful information since they can give you different answers:<br />
<br />
:"Where are you?"<br />
<br />
:"What are you doing?"<br />
<br />
:"What is your cargo?"<br />
<br />
:"What is your trade route?"<br />
<br />
:"How many passenger quarters?"<br />
<br />
=== Social ===<br />
<br />
:"Hello"<br />
<br />
:"What is your name?"<br />
<br />
:"How are you?"<br />
<br />
:"Where do you live?"<br />
<br />
:"Where do you work?"<br />
<br />
=== Other ===<br />
<br />
:"My name is <name>." Gives a response, but unknown if it is recorded or used.<br />
<br />
== Preliminary NPC Report ==<br />
<br />
Although there is no way to directly gather statistics on NPCs, we can observe the effects on warehouse inventory, and credit balances.<br />
<br />
It would appear that an NPC flying an Archon can move 200k materials from a colony to it's linked OSB in 1 day. A price difference of 10c was used to inspire the NPC's profit motivated hauling.<br />
<br />
<br />
== Miscellaneous ==<br />
<br />
Travel times for NPC's is based on 0.25 hours (15 minutes) for each loading, travel, and unloading.<br />
<br />
For example, a delivery from New Dawn to Prime would go through this process:<br />
<br />
- In New Dawn at OSB/Colony, load resources (15 minutes)<br />
<br />
- In New Dawn, travel to Vestra (15 minutes) <br />
<br />
- In Vestra, travel to Apollo (15 minutes)<br />
<br />
- In Apollo, travel to Veritas (15 minutes)<br />
<br />
- In Veritas, travel to Prime (15 minutes)<br />
<br />
- In Prime, travel to OSB/Colony (15 minutes)<br />
<br />
- In Prime at OSB/Colony, unload resources (15 minutes)<br />
<br />
Total NPC one-way travel time from New Dawn to Prime: 1.75 hours or 1 hour and 45 minutes or 105 minutes<br />
<br />
== Videos ==<br />
<br />
[https://www.youtube.com/watch?v=dc15QXYD8B8 Waervyn's NPC Traders - Part 1 Video]<br />
<br />
[https://www.youtube.com/watch?v=W8yAMbKfTFE Waervyn's NPC Traders - Part 2 Video]<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/NPC_PilotsNPC Pilots2018-02-24T14:57:52Z<p>Robert Martz: /* Instructions */</p>
<hr />
<div>NPC Pilots can be hired to pilot your ships, trading between Stock Markets. They offer limited social chatting.<br />
<br />
<br />
<br />
== Details ==<br />
<br />
The philosophy of the game is that the Player plays the game and not automata.<br />
<br />
However, to aid the Player NPC Pilots were introduced. In game lore they are colonists who, for whatever reason, are unable to control a Warpdrive-euipped ship, but can pilot a ship using thrusters only. This makes their transit times very slow compared to Pilot Citizens. Their primary purpose is to assist in the supply of materiel to a Player's Colonies and Strabases, but they have the ability to trade with other Player's Stock Markets and so can be used to generate samll amounts of income.<br />
<br />
You can hire several. <br />
<br />
Each NPC will count against your ship's Passenger Capacity, and can not be removed except by assigning them to their own ship.<br />
<br />
The NPC is a chat bot, with limited vocabulary and AI. They are currently being educated by R & D, and will be more socially capable in future updates.<br />
<br />
They can be found at any colony with an Entertainment Complex, on the top floor of the Entertainment Complex. <br />
<br />
They travel only between gated systems.<br />
<br />
There is a limit to how much the NPC will buy from a Stock Market, up to one half of any given material. <br />
<br />
NPCs make their own choice about what to buy and sell at each stop. The NPC remembers how much it buys a material for, and will not sell to a stock market unless it will make a profit.<br />
<br />
NPCs begin actions once every 15 minutes. This allows them to fly in formation.<br />
<br />
They do not know where your ISB is located, so will not trade there. They can ONLY trade with [[Colonies]] and [[Outer_Star_Base|Outer Star Bases]] that have a Stock Market Module constructed.<br />
<br />
== WARNINGS ==<br />
<br />
*'''NPC Pilots can NOT trade at the Inner 9 Star Stations. They can only trade at player Stock Markets.'''<br />
<br />
*NPC Pilots are undergoing massive revisions, expect them to be unpredictable and useless for the near future. And cheer when they get something right.<br />
<br />
*NPC Pilots are ruthless traders. They are capable of buying at a Stock Market and selling the item right back to it, if the price is right. This can quickly result in you having no credits if the NPC is not your own employee. <br />
<br />
*NPC Pilots take full control of the ship they are assigned to. You no longer get to Refit that ship, or use it yourself. That NPC and that Ship are one and the same until the end of time, as is. (If you leave a hyperdrive fitted to that ship, the NPC never gets to use that cargo space, and you can not take the hyperdrive off. See NPC Ship Fitout below.)<br />
<br />
*NPC Pilots cannot mine asteroids or conduct combat missions and at this time there is no intention of having them do so.<br />
<br />
== Instructions ==<br />
To get to them Land in the Landing Bay, disembark, and use the [[Transportation Grid]] to travel to the Entertainment Complex. There is a door at the bottom of the Entertainment Complex with an elevator inside. Go to the top floor. To move faster when walking on the surface, hold down the Shift key.<br />
<br />
=== Hire ===<br />
Click on the NPC you wish to hire, this will bring up a chat box where you can talk with them.<br />
<br />
To hire one, enter these words:<br />
<br />
:You: "I want to hire you."<br />
:NPC: "Are you trying to hire me?"<br />
:You: "yes"<br />
:NPC: "What do you want to hire me to do?"<br />
:You: "Fly ship.<br />
:NPC: "Ok. I'll make my way to your ship I guess, and you can take me to the one you want me to fly."<br />
<br />
=== Assign to Ship ===<br />
<br />
After that, you can assign them to a ship by:<br />
<br />
: Fly to a station where you have an extra ship, or have purchased a new ship. <br />
<br />
: Use the Manage Ship button and you will have a "Crew" and "Pilot" button. <br />
<br />
: Click Manage Crew. Assign the NPC to the ship.<br />
<br />
: Click Manage Pilots. Give the pilot a command.<br />
<br />
=== NPC Ship Fitout ===<br />
<br />
Before you give a ship to an NPC, know that once they get it, you no longer have any control over the ship, or the fitout. If you give them a ship with a Hyperdrive for example, they will forever fly a ship with less cargo space and a Hyperdrive they can't use.<br />
<br />
This fitout works for any ship class and provides the maximum amount of cargo space to the NPC pilot.<br />
<br />
- Build whichever class hull you like, and add the same class Electronics, Gravity Generator, Propulsion, and Computer. You do not need a Warpdrive. As listed, everything else can be class 1.<br />
<br />
*CL 1 Armor<br />
*CL 1 Capacitor<br />
*CL 1 Mining Beam<br />
*CL 1 Ram Scoop<br />
*CL 1 Reactor<br />
*CL 1 Salvage Beam<br />
*CL 1 Shields<br />
*CL xx Computer<br />
*CL xx Electronics<br />
*CL xx Gravity Generator<br />
*CL xx Propulsion<br />
<br />
=== Trading ===<br />
<br />
"Trade between <colony_name> and <colony_name> and <colony_name>."<br />
* Use underscores instead of spaces in each name to prevent language filter errors. <br />
* Do not use system names, only colony names.<br />
* The NPCs can have routes with unlimited stops, just keep adding 'and <colony_name>'.<br />
* If a name of a Solar System is used in place of the colony_name, the results may be undesirable.<br />
<br />
:You: "trade between My_Colony and Caprica"<br />
:NPC: "trade route between My Colony and Caprica?"<br />
:You: "yes"<br />
:NPC: "ok, that's now my trade route!"<br />
<br />
=== Move Ship ===<br />
<br />
To move an NPC ship to a certain location, use the " Go to ..." command.<br />
<br />
:You:"Go to colony_name"<br />
:NPC:"Move to... colony_name?"<br />
:You:"Yes"<br />
:NPC:"Ok, flying to colony_name"<br />
<br />
=== To Clear Orders ===<br />
<br />
:You:"stop"<br />
:NPC:"ok, clearing my orders."<br />
<br />
=== To Clear Cargo ===<br />
<br />
:You:"Dump <item>"<br />
:NPC:"Right"<br />
:NPC:"My Cargo; I will now value <item> at 0 and sell it anywhere that buys it at any price"<br />
<br />
:"Eject Cargo" will eject all the cargo that NPC is carrying.<br />
<br />
=== Customs Patrol ===<br />
<br />
:You:"Patrol colony_name"<br />
:NPC:"You want me to patrol colony_name as a Customs Ship?"<br />
:You:"Yes"<br />
:NPC:"Ok heading to colony_name"<br />
<br />
The intended function of ''Customs Patrol Ships'' is to combat [[Smuggling#3..09Bring_banned_items_to_a_colony|Smuggling]].<br />
<br />
=== Status ===<br />
<br />
You may need to repeat these questions in order to get useful information since they can give you different answers:<br />
<br />
:"Where are you?"<br />
<br />
:"What are you doing?"<br />
<br />
:"What is your cargo?"<br />
<br />
:"What is your trade route?"<br />
<br />
:"How many passenger quarters?"<br />
<br />
=== Social ===<br />
<br />
:"Hello"<br />
<br />
:"What is your name?"<br />
<br />
:"How are you?"<br />
<br />
:"Where do you live?"<br />
<br />
:"Where do you work?"<br />
<br />
=== Other ===<br />
<br />
:"My name is <name>." Gives a response, but unknown if it is recorded or used.<br />
<br />
== Preliminary NPC Report ==<br />
<br />
Although there is no way to directly gather statistics on NPCs, we can observe the effects on warehouse inventory, and credit balances.<br />
<br />
It would appear that an NPC flying an Archon can move 200k materials from a colony to it's linked OSB in 1 day. A price difference of 10c was used to inspire the NPC's profit motivated hauling.<br />
<br />
<br />
== Miscellaneous ==<br />
<br />
Travel times for NPC's is based on 0.25 hours (15 minutes) for each loading, travel, and unloading.<br />
<br />
For example, a delivery from New Dawn to Prime would go through this process:<br />
<br />
- In New Dawn at OSB/Colony, load resources (15 minutes)<br />
<br />
- In New Dawn, travel to Vestra (15 minutes) <br />
<br />
- In Vestra, travel to Apollo (15 minutes)<br />
<br />
- In Apollo, travel to Veritas (15 minutes)<br />
<br />
- In Veritas, travel to Prime (15 minutes)<br />
<br />
- In Prime, travel to OSB/Colony (15 minutes)<br />
<br />
- In Prime at OSB/Colony, unload resources (15 minutes)<br />
<br />
Total NPC one-way travel time from New Dawn to Prime: 1.75 hours or 1 hour and 45 minutes or 105 minutes<br />
<br />
== Videos ==<br />
<br />
[https://www.youtube.com/watch?v=dc15QXYD8B8 Waervyn's NPC Traders - Part 1 Video]<br />
<br />
[https://www.youtube.com/watch?v=W8yAMbKfTFE Waervyn's NPC Traders - Part 2 Video]<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Main_PageMain Page2018-01-22T18:48:49Z<p>Robert Martz: </p>
<hr />
<div>__NOTOC__<br />
[[File:Ascentlogo3.png|right|600px]]<br />
=== [http://www.thespacegame.com Ascent The Space Game] [[Terms_of_Use|(Terms of Use)]] === <br />
Ascent:TSG is a fully 3-Dimensional PC space game developed by Fluffy Kitten Studios using the Unity5 engine containing 270 billion explorable star systems. Players can trade, explore, manufacture modules, colonize planets and moons, build massive Outer Star Bases (OSB), and fight with NPC pirates. The game is continually updated. <br />
<br />
<br />
The wiki is an extension of game lore. Most knowledge and information was lost during the collapse. Part of the object of the game is to reclaim that knowledge. The wiki is the repository of much of that knowledge we, the "Pilot Citizens" (PC), are actively reclaiming. The wiki is supplied and updated by the Ascent community. While it may be a little behind in some areas, multiple players voluntarily work to keep it as update as possible so all others can have access to whatever game details we have gathered to date. Game [[Lore]] can be found here.<br />
<br />
<br />
[[File:ApolloNetworkMapV2a.png]]<br />
<br />
Official new game lore also slowly emerges primarily on the game forums in the [http://forum.thespacegame.com/viewforum.php?f=11 Politics] section. Like in any culture that is struggling, there are rumors galore. Be careful trusting everything you hear on the COMMS. "Just because they say it, it doesn't make it so." Those who work on the wiki strive to record only validated information to build a solid base to reclaim our knowledge, history, and technology.<br />
<br />
== Links ==<br />
*[[Social Media Links]]<br />
<br />
*[http://forum.thespacegame.com/index.php Ascent:TSG forums]<br />
<br />
*[https://youtu.be/R2ANX66hoY4 GinGurGurl's NEW UI Videos for beginners!]<br />
<br />
*[http://www.youtube.com/watch?v=qhlwTeSl85o&list=PLa53kfJdPTHCnVW7jAsLARIF1mVWwWxsx Waervyn's tutorial videos]<br />
<br />
*[http://www.youtube.com/watch?v=9pfvt0kwM5M&list=PLkTBXOUzrR0nZMEwmR4PSh_B8ItnBoqV5 Sinstrite's play-by-play videos]<br />
<br />
*[http://www.youtube.com/channel/UC2ycwOTLaXR9DjBRgUl_eYw davh Fighters Guild Video Channel]<br />
<br />
* [[Frequently Asked Questions]]<br />
<br />
* [[Premium Access]]<br />
<br />
* [[Steam|Steamâ„¢]]<br />
----<br />
<br />
Go to [[Maps]] page for expanded planet information.<br />
<br />
[[Sitemap | Site Map]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Inner_Star_BaseInner Star Base2018-01-22T18:29:22Z<p>Robert Martz: /* Additional Rings */</p>
<hr />
<div>[[File:ApolloDeepSpace.png|right|500px]]<br />
[[File:ISBStart.png|right|500px]]<br />
__TOC__<br />
<br />
There a two types of private space stations, this article describes the inner one available in Apollo space (Inner Star Base (ISB)).<br />
[[File:ISBPlanModule.png|right|500px]]<br />
On SS Plato in Apollo space you can purchase a basic starter Space Station for 10,000 credits, once you have completed several missions for Susan Steele.<br />
<br />
After purchasing it and undocking at SS Plato, you will find your Star Base by warping into "Apollo Deep Space" from the Autopilot menu when in the Apollo system. It is a warp location. No hyperdrive is needed.<br />
<br />
There are 6 positions around the space station's first ring and several modules available.<br />
[[File:ISBlocations.png|right|500px]]<br />
You will need to purchase Blueprints for the modules that are built onto the space station. Research Lab, Starbase Warehouse, Electronics Factory, Mechanical Parts Factory, Farming Robot Factory and Mining Robot Factory blueprints are all available randomly listed in the [[Completing_Contracts#Blueprints|SS Contract Boards]].<br />
<br />
Not all blueprints are needed at once. The two primary ones are Starbase Warehouse (different than the Warehouse used in Settlements/Colonies), and Research lab.<br />
<br />
Even though the modules say they need power, water and people, these are provided by the Inner Star Base and don't need special modules to be built at this stage.<br />
<br />
A fusion power plant will increase productivity and putting food in the warehouse will increase production slightly.<br />
<br />
<br />
Waervyn's explains the basics of a Private Space Station / Star Base: [https://www.youtube.com/watch?v=bIiePGaOQhg Waervyn's Star Base Video]<br />
<br />
<br />
= Space Station Menu =<br />
<br />
The menu system to the left of the screen includes:<br />
<br />
<br />
=== Paint Ship ===<br />
This button brings up a panel with 10 sliders.<br />
<br />
The colours are based on the red/green/blue standard of colour selection<br />
<br />
Main ship body colour also has a 'Tint Strength' slider to increase/decrease the intensity of the colour<br />
<br />
Main body colour, Window colour and Stripe colour can be changed<br />
<br />
When you have made your selection, click paint to apply, or if not right, click clear to reset to original<br />
<br />
<br />
=== Hangar ===<br />
This is where you swap to other ships you have built in the shipyard<br />
<br />
You will not be permitted to leave your space station local space until you have fully fitted out with all required modules<br />
<br />
<br />
=== Shipyard Construction ===<br />
This is where you select the item to be constructed from the list of researched or purchased blueprints<br />
<br />
The materials required to make the item will be displayed and construction will not start until the warehouse contains all materials required<br />
<br />
<br />
=== Refit Ship ===<br />
This is where you can remove and place modules on your current ship<br />
<br />
You will not be permitted to leave your space station local space until you have fully fitted out with all required modules<br />
<br />
Note - Adding extra modules or higher class module will take up cargo space<br />
<br />
<br />
=== Plan Module ===<br />
This is where you select space station module blueprints and then select on the space station ring where you would like that module to be built<br />
<br />
After placing the module in its location you must then have the materials in you ship hull to supply the module to start the build, this is similar to planet surface module planning and construction starting<br />
<br />
<br />
=== Remove Module ===<br />
If a module has been placed and not wanted, you can delete it here, you will loose any materials supplied for construction<br />
<br />
<br />
=== Power On/Off ===<br />
Clicking this button will make it turn red to let you know it is active<br />
<br />
Once active, you can then click on space station modules to power them down so they no longer produce.<br />
<br />
This is most useful when you have made all the parts and robots you need and no longer want those factories using up resources<br />
<br />
<br />
=== Place Sell Order ===<br />
'''Available only at Inner Star Base.'''<br />
<br />
This is where you place items on the galactic market for sale<br />
<br />
* [Not Available] Material - Select goods you have in the item hangar to place onto the galactic market stating amount and price per item. [At present you cannot sell such items at a Private Space Station]<br />
* Ship modules - Sell those modules you have built in your space station or removed from ships that have been upgraded. As modules can only be moved about by being fitted to a ship, they will need to be removed from your ship in the 'Refit Ship' submenu in the 'Shipyard'. <br />
* Ship - Sell your unused space craft or space craft built at you shipyard. they will need to be in your 'Hangar'.<br />
<br />
<br />
=== Galactic Market ===<br />
'''Available only at Inner Star Base'''<br />
<br />
This is where you can buy goods put up for sale by other players. Being Galactic means you view item located anywhere in the galactic system. <br />
<br />
You will have to travel to where the goods are so '''take note of the location'''.<br />
<br />
* Material - You can buy any item that can be carried in your cargo hold, The items will become available in the 'Item Hangar'.<br />
* Ship Modules - Purchase upgrades for your ship, they will appear in the 'refit ship' menu withing the shipyard menu.<br />
* Ships - Purchase whole complete ships other players are selling, they will become available in you 'Hangar'.<br />
<br />
<br />
=== Open Warehouse ===<br />
'''Available only at Inner Star Base'''<br />
<br />
This button opens the warehouse for access.<br />
<br />
<br />
=== Repair Ship ===<br />
After a Battle with Pirates, your ship will be damaged and when you have a Hyperdrive fitted ship, it *will* deteriorate with use and need repair. A popup will tell you what materials will be used from your warehouse and the 'repair Ship' button will repair your ship<br />
<br />
<br />
= Additional Space Station Functions =<br />
<br />
=== Module status ===<br />
Mousing over modules on you space station will pop up a box showing its current status. eg mech parts built per day and materials required / offline<br />
<br />
=== Warehouse access ===<br />
Mousing over your warehouse (if you have one) will bring up a box showing inventory.<br />
Clicking on the your warehouse will allow you to load or unload items and materials. A warehouse can hold 100,000 tons of items.<br />
<br />
=== Research ===<br />
Mousing over your Research Facility (if you have one) will bring up a box stating current research item and percentage completed.<br />
Clicking on your Research Facility will bring up a box where you can select a fragment to be researched or a blueprint to be up-classed.<br />
<br />
=== Shipyard ===<br />
Mousing over your shipyard (if you have one) will show your ship module inventory and current item construction with time to completion (ETA)<br />
<br />
<br />
= Available Space Station Modules =<br />
Blue prints for 8 modules can be purchased on the contracts market and are:-<br />
<br />
=== Farming Robot Factory ===<br />
Build farming robots to sell on the contract market and use on farms<br />
<br />
Requires Aluminium, Electronics and Mechanical parts to build robots<br />
<br />
Blueprint price aprox - 150k<br />
<br />
<br />
=== Mining Robot Factory ===<br />
Build mining robots to sell on the contract market and use in mines<br />
<br />
Requires Aluminium, Electronics and mechanical parts to build robots.<br />
<br />
<br />
=== Mechanical Parts Factory ===<br />
Build mechanical Parts used in other modules and land based buildings.<br />
<br />
Requires Carbon and Iron to produce the Mechanical Parts.<br />
<br />
Blueprint price aprox - 90 - 130k<br />
<br />
<br />
=== Electronics factory ===<br />
Build Electronics for use in other modules and land based buildings.<br />
<br />
Requires Aluminium, Silicon and Iron to produce Electronics.<br />
<br />
Blueprint price aprox - 110k<br />
<br />
<br />
=== Star base warehouse ===<br />
Provide storage of manufactured goods, manufacturing raw Materials and food for your workers.<br />
<br />
Needs to be kept stocked with other modules requirements.<br />
<br />
Also great for offloading excess minerals from asteroid mining until you have enough to fill a contract.<br />
<br />
<br />
=== Research Facility ===<br />
[[Research|Research]] improvements to Blueprints as well as new blueprints from fragments scanned from wreckage.<br />
<br />
Only one can be built per account.<br />
<br />
<br />
===SB Entertainment Complex===<br />
Provides additional morale to starbase employees to increase production<br />
<br />
Will show stats about morale, food security, housing security, employment security, health care, socialization and Ambition satisfaction.<br />
<br />
Providing all 4 food types in your warehouse will provide 100% food security.<br />
<br />
Providing ample residential modules will give 100% housing security.<br />
<br />
Ensuring employment for all onboard colonists will enable 100% employment security.<br />
<br />
Health care % is a combination of basic medical supplies, advanced medical supplies and trained doctors.<br />
<br />
Basic medical supplies can be manufactured on land based colonies and supplied to your starbase.<br />
.<br />
Multiple SB Entertainment Complexes may be needed to get 100% socialization. The inner starbase only needs one.<br />
<br />
<br />
===Residential Module===<br />
Provides housing for starbase workers.<br />
<br />
Each module houses 3000 workers therefore several modules are required as more colonists are recruited.<br />
<br />
<br />
= Additional Modules =<br />
Blue prints for additional modules that are researched in the Research facility include the following<br />
<br />
<br />
=== Fusion Power plant ===<br />
Space station based facility provides added productivity to space station factories<br />
<br />
Needs to be researched at the research facility<br />
<br />
<br />
=== Shipyard ===<br />
Needs to be researched at the research facility.<br />
<br />
This facility is used to make ship hulls and ship components (modules) for the hulls.<br />
<br />
The class of module generally has to match the class of ship, eg a class 6 hull requires a class 6 warp drive to operate.<br />
<br />
Required same class modules are:- Reactor *, Capacitor *, Warp drive, Electronics, Computer, Gravity Generator and Propulsion System.<br />
<br />
Required modules that only need to be class 1 for any ship class are:- Shields, Armour, Mining Beam, Salvage Beam, Axial Laser and Ram Scoop.<br />
<br />
Additional modules that are not required for basic flight include:- Turret Lasers, Broadside Lasers, Hyperdrives or Passenger Quarters.<br />
<br />
The Shipyard can also be used to make upgraded modules for existing ships, eg you could put a class 10 mining Beam on your class 8 ship to get greatly increased yield from asteroid mining, but loose a lot of cargo space because of the tonnage of the larger mining beam.<br />
<br />
Blueprints for the hulls and modules have to be either purchased or researched from wreck salvage partial blueprints.<br />
<br />
* Note - Technically capacitor and Reactor do NOT need to be same class but performance is reduced greatly if less than 1 class lower. Each class lower is half the capacity and performance is reduced accordingly. Eg. A player may have a class 10 Mammoth with class 11 Mining Beam attached that stays at Elysium and never leaves, in this case a class 9 reactor works fine as it doesn't do any long jumps. The advantage is freeing up cargo space. On the other hand, 1 class bigger is twice the size and a ship with one class bigger reactor can jump non stop without depleting the capacitor. The downside is reduced cargo space.<br />
<br />
<br />
=== Graphene Factory ===<br />
Construction time: 60000 (seconds)<br />
<br />
Powerdraw: 1000<br />
<br />
Materials: Al 150, Fe 300, Ti 1, C 10.<br />
<br />
1 carbon makes 1 graphene<br />
<br />
5,000 Graphene to build 1 dome. <br />
<br />
<br />
=== Superconducting Coils Factory===<br />
Construction time: 60000 (seconds)<br />
<br />
Powerdraw: 1000<br />
<br />
Materials: Al 150, Fe 300, Ti 1, C 10<br />
<br />
.05 electronics, .05 Mechanical Parts, .4 Niobium, .4 Tin, .2 Carbon makes 1 Superconducting Coils.<br />
<br />
500 Superconducting Coils to build 1 dome.<br />
<br />
<br />
=== Stock Market (for OSB)===<br />
Research time: 24 hours<br />
<br />
Construction time: 22 hours, 10 minutes<br />
<br />
Materials: Al 170, Fe 1,500, Ti 30, C 100, 50 ele<br />
<br />
<br />
= Module layout =<br />
When starting a space station, Mechanical parts and Electronics will be needed in large quantities. Along with a warehouse and research lab, these are the recommended first modules to be built. <br />
<br />
''Note:'' it is favorable to have a research lab, shipyard and warehouse on the first ring, for easy access. <br />
<br />
Mining and Farming robots are of very little use until colonizing distant planets. They should not be built until the time that super coils and graphene are built. <br />
<br />
Water is not needed in the Inner Star Base (Apollo). It is required for the Outer Star Bases (OSB).<br />
<br />
<br />
'''''These are recommended setups and can be extremely varied, depending on play style or personal goals.'''''<br />
<br />
'''1 Ring setup'''<br />
<br />
1 Starbase warehouse, 1 Shipyard, 1 Research laboratory, 1 Electronics Factory and 1 Mechanical Parts Factory.<br />
<br />
<br />
'''100 Ring setup''' – ''requires premium industry, 0.99 USD/month''<br />
<br />
''Note:'' The station works as one unit and not dependent on specific rings. If you are constructing the station ring-by-ring, a recommended ring set-up is one power plant and five other modules per ring. If you are aiming for a 100-ring Starbase, construct the 100-rings first, stack all your extra power plants and extra warehouses at the back, and manufacturing factories near the front (where you warp in) so you can monitor and upgrade production. One warehouse, one shipyard, and one research lab is recommended on the first ring for quick materials storage and progress check. <br />
<br />
1 Starbase warehouse, 1 Shipyard, 1 Research laboratory, 1 Entertainment Complex(EC) on the first ring. 1 rings used<br />
<br />
25 Electronics Factories base level with power – 400 per day. 5 rings.<br />
<br />
75 Mechanical Parts Factories base level with power – 1200 per day. 15 rings.<br />
<br />
320 Graphene Factories base level with power – 5120 per day. 64 rings used<br />
<br />
32 Superconducting Coils Factories base level with power – 512 per day. 6.4 rings used<br />
<br />
1 Farming Robot Factories base level with power – 16 per day. (This can be omitted unless building a large Agro colony.)<br />
<br />
5 Mining Robot Factories base level with power – 80 per day. 1 ring. <br />
<br />
5 Core Sampling Probe Factories base level with power - 80 per day. 1 ring. <br />
<br />
10 Starbase warehouses, 2 rings. <br />
<br />
1 Residential Module for every 5 rings. (When EC and res modules are added, it will almost double productions listed above.)<br />
<br />
100 Basic Fusion Plants. <br />
<br />
~6 rings open for new modules or warehouse expansion.<br />
<br />
<br />
= Additional Rings =<br />
With a Premium payment of $1/month for premium industry, you may research additional rings to expand the space station to provide more modules, up to 100 rings total to provide space for 600 modules. Each ring requires 75 units of power and 10 workers each.<br />
<br />
= Costs =<br />
{| class = "wikitable"<br />
!<br />
! style="background-color:#D1DDFF;" colspan = "9"|Initial Build Cost<br />
! colspan = "3"|Drain on Services<br />
|-<br />
! align = "left" | Module<br />
! style="background-color:#D1DDFF;" align = "center" | Blueprint<br />
! style="background-color:#D1DDFF;" align = "center" | Construction Time<br />(h hours, m minutes)<br />
! style="background-color:#D1DDFF;" align = "center" | Al<br />
! style="background-color:#D1DDFF;" align = "center" | Fe<br />
! style="background-color:#D1DDFF;" align = "center" | Ti<br />
! style="background-color:#D1DDFF;" align = "center" | C<br />
! style="background-color:#D1DDFF;" align = "center" | H<br />
! style="background-color:#D1DDFF;" align = "center" | MP<br />
! style="background-color:#D1DDFF;" align = "center" | E<br />
! align = "center" |Power<br />
! align = "center" |Water<br />
! align = "center" |Housing<br />
|-<br />
| align = "left" |Warehouse<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |22h 13m<br />
| style="background-color:#E6ECFF;" align = "center" |100<br />
| style="background-color:#E6ECFF;" align = "center" |2000<br />
| style="background-color:#E6ECFF;" align = "center" |1<br />
| style="background-color:#E6ECFF;" align = "center" |20<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -500<br />
| align = "center"|-50<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Electronics Factory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -1000<br />
| align = "center"|-10<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Farming Robot Factory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |100<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -10<br />
| align = "center"| -10<br />
| align = "center"| -100<br />
|-<br />
| align = "left" |Mining Robot Factory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |100<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -10<br />
| align = "center"| -10<br />
| align = "center"| -100<br />
|-<br />
| align = "left" |Research Laboratory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| align = "center"| -1000<br />
| align = "center"|-10<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Mechanical Parts Factory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |1<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -1000<br />
| align = "center"|-10<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Basic Fusion Plant<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |24h<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| align = "center"|5000<br />
| align = "center"|-10<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Core Sampling Probe Factory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |1<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -1000<br />
| align = "center"|-10<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Graphene Factory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |1<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -1000<br />
| align = "center"|-10<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Superconducting Coils Factory<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |16h 40m<br />
| style="background-color:#E6ECFF;" align = "center" |150<br />
| style="background-color:#E6ECFF;" align = "center" |300<br />
| style="background-color:#E6ECFF;" align = "center" |1<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -1000<br />
| align = "center"|-10<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Shipyard<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |2h 24m<br />
| style="background-color:#E6ECFF;" align = "center" |1500<br />
| style="background-color:#E6ECFF;" align = "center" |8192<br />
| style="background-color:#E6ECFF;" align = "center" |1000<br />
| style="background-color:#E6ECFF;" align = "center" |1000<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |500<br />
| style="background-color:#E6ECFF;" align = "center" |500<br />
| align = "center"| -750<br />
| align = "center"|-20<br />
| align = "center"|-100<br />
|-<br />
| align = "left" |Starbase Ring<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |1392<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |5<br />
| align = "center"|<br />
| align = "center"|<br />
| align = "center"|<br />
|-<br />
| align = "left" |Residential Module<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |8h 20m<br />
| style="background-color:#E6ECFF;" align = "center" |1000<br />
| style="background-color:#E6ECFF;" align = "center" |2500<br />
| style="background-color:#E6ECFF;" align = "center" |100<br />
| style="background-color:#E6ECFF;" align = "center" |30<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -500<br />
| align = "center"| -500<br />
| align = "center"| +3000<br />
|-<br />
| align = "left" |SB Entertainment Complex<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |24h<br />
| style="background-color:#E6ECFF;" align = "center" |200<br />
| style="background-color:#E6ECFF;" align = "center" |1000<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |10<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| align = "center"| -500<br />
| align = "center"| -500<br />
| align = "center"| -50<br />
|-<br />
| align = "left" |Stock Market (OSB)<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |22h 10m<br />
| style="background-color:#E6ECFF;" align = "center" |170<br />
| style="background-color:#E6ECFF;" align = "center" |1500<br />
| style="background-color:#E6ECFF;" align = "center" |30<br />
| style="background-color:#E6ECFF;" align = "center" |100<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |<br />
| style="background-color:#E6ECFF;" align = "center" |50<br />
| align = "center"| <br />
| align = "center"| <br />
| align = "center"| <br />
|}<br />
Al = Aluminum, Fe = Iron, Ti = Titanium, Ca = Carbon, H = Hydrogen, MP = Mechanical Parts, E = Electronics<br><br><br />
<br />
= A Word on Factories =<br />
<br />
Factory Modules built into an Inner Starbase would appear to produce more than factory Modules built into an Outer Starbase. In fact they operate in exactly the same way. The difference in actual production is a question of Morale and the bonuses that good Morale brings. Eventually, when the Morale of your colonists in your Outer Starbase reaches the same level as that of your workers at your Inner Starbase the producton per factory will be the same. Until then you can compensate by building a great deal more factories at an Outer Starbase than you can at your Inner Starbase.<br />
<br />
= Videos =<br />
<br />
[https://www.youtube.com/watch?v=hXGKbq799QM Waervyn's Optimizing your Star Base Video]<br />
<br />
[https://www.youtube.com/watch?v=xlj96-pSuqU Waervyn's Research: Enhanced Production Video]<br />
<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/MapsMaps2017-12-07T18:50:54Z<p>Robert Martz: /* Inner Systems Map - Extended */</p>
<hr />
<div>== Inner Systems Map - Extended ==<br />
<br />
[[File:ApolloNetworkMapV2a.png]]<br />
[[File:MIPYO_Systems_Link.png]]<br />
[[File:Ascent - the space game -- gate map.jpg]]<br />
[[File:GateMapLowContrast.png|1000px]]<br />
[[File:Mapinfo.png]]<br />
<br />
== Known Sector Map ==<br />
<br />
[[File:Ascent map detail.png|1200px]]<br />
<br />
<br />
<br />
<br />
Back to [[Main Page|Main Page]]<br />
<br />
[[Sitemap | Site Map]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Main_PageMain Page2017-12-07T18:50:16Z<p>Robert Martz: </p>
<hr />
<div>__NOTOC__<br />
[[File:Ascentlogo3.png|right|600px]]<br />
=== [http://www.thespacegame.com Ascent The Space Game] [[Terms_of_Use|(Terms of Use)]] === <br />
Ascent:TSG is a fully 3-Dimensional PC space game developed by Fluffy Kitten Studios using the Unity5 engine containing 270 billion explorable star systems. Players can trade, explore, manufacture modules, colonize planets and moons, build massive Outer Star Bases (OSB), and fight with NPC pirates. The game is continually updated and new features are added often weekly. <br />
<br />
<br />
The wiki is an extension of game lore. Most knowledge and information was lost during the collapse. Part of the object of the game is to reclaim that knowledge. The wiki is the repository of much of that knowledge we, the "Pilot Citizens" (PC), are actively reclaiming. The wiki is supplied and updated by the Ascent community. While it may be a little behind in some areas, multiple players voluntarily work to keep it as update as possible so all others can have access to whatever game details we have gathered to date. Game [[Lore]] can be found here.<br />
<br />
<br />
[[File:ApolloNetworkMapV2a.png]]<br />
<br />
Official new game lore also slowly emerges primarily on the game forums in the [http://forum.thespacegame.com/viewforum.php?f=11 Politics] section. Like in any culture that is struggling, there are rumors galore. Be careful trusting everything you hear on the COMMS. "Just because they say it, it doesn't make it so." Those who work on the wiki strive to record only validated information to build a solid base to reclaim our knowledge, history, and technology.<br />
<br />
== Links ==<br />
*[[Social Media Links]]<br />
<br />
*[http://forum.thespacegame.com/index.php Ascent:TSG forums]<br />
<br />
*[https://youtu.be/R2ANX66hoY4 GinGurGurl's NEW UI Videos for beginners!]<br />
<br />
*[http://www.youtube.com/watch?v=qhlwTeSl85o&list=PLa53kfJdPTHCnVW7jAsLARIF1mVWwWxsx Waervyn's tutorial videos]<br />
<br />
*[http://www.youtube.com/watch?v=9pfvt0kwM5M&list=PLkTBXOUzrR0nZMEwmR4PSh_B8ItnBoqV5 Sinstrite's play-by-play videos]<br />
<br />
*[http://www.youtube.com/channel/UC2ycwOTLaXR9DjBRgUl_eYw davh Fighters Guild Video Channel]<br />
<br />
* [[Frequently Asked Questions]]<br />
<br />
* [[Premium Access]]<br />
<br />
* [[Steam|Steamâ„¢]]<br />
----<br />
<br />
Go to [[Maps]] page for expanded planet information.<br />
<br />
[[Sitemap | Site Map]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Ship_ComputerShip Computer2017-11-14T03:34:16Z<p>Robert Martz: /* dump soilsamples */</p>
<hr />
<div>The Ships computer can be accessed by clicking the '''Manage Ship''' button at the upper left of the screen then clicking the '''Computer''' button (or keyboard command CTRL-C).<br />
<br />
A text mode type console will appear with display at top and input at the bottom.<br />
<br />
Computer commands involving probing planets can be viewed in the [[Probing Tutorial]].<br />
<br />
Typing '?' will get a list of commands.<br />
:'''NOTE:''' When typing commands into the computer, capitalization is important.<br />
<br />
__TOC__<br />
[[File:Computerlist.png]]<br />
== Show ==<br />
<br />
Typing 'show ?'. will get help on the show command<br />
<br />
[[File:Computershow.png]]<br />
<br />
Using the Show command<br />
<br />
<br />
* rs. relates to the Ram Scoop and takes pressure, temperature composition readings when landed<br />
=== show rs.pressure ===<br />
Will give you the atmospheric pressure in bar (1 bar = 1 earth atmospheric pressure)<br />
<br />
<br />
=== show rs.temperaturec ===<br />
Will give the current temperature in degrees Celsius<br />
<br />
<br />
=== show rs.temperaturek ===<br />
Will give the current temperature in degrees Kelvin<br />
<br />
<br />
=== show rs.composition ===<br />
Will give you the gas composition of the atmosphere<br />
<br />
<br />
<br />
* gg. related to the Gravity Generator<br />
=== show gg.g ===<br />
Will give you the gravity in g (1g = 1 earth gravity)<br />
<br />
<br />
* pm. relates to power module<br />
=== show pm.reactorpower ===<br />
Gives the reactor output<br />
<br />
<br />
=== show pm.capacity ===<br />
Gives give maximum capacitor capacity<br />
<br />
<br />
=== show pm.energy ===<br />
Gives current capacitor energy level<br />
<br />
<br />
* mb. relates to the Mining Beam and is used to make core samples deep into the planet surface and to analyse the soil sample taken at EVA. <br />
<br />
<br />
=== show mb.samplemaps ===<br />
Will give a listing of planets with core sampling probes and their current status.<br />
:'show mb.samplemaps Johneaux6' will list all samplemaps in your database from the johneaux-6 system along with the percent mapped by the probes released.<br />
[[File:Samplemapj6.png]]<br />
<br />
<br />
=== show mb.samplemapoverlay on ===<br />
Shows the sample probes final results overlaid on the relevant planet<br />
: Filtering of resources is now available. To display color from a single resource, enter 'show mb.samplemapoverlay on iron' replacing iron for the resource you want to find.<br />
: Multiple resources can be displayed by listing them separated by a comma. 'show mb.samplemapoverlay on iron,carbon' will display only iron and carbon deposits.<br />
<br />
<br />
=== show mb.samples ===<br />
Will list all the soil samples you have obtained.<br />
:The soil sample reading will be indicative of the overall planet resources. It varies from location to location depending on conditions.<br />
<br />
<br />
=== show mb.analyse <sample name> ===<br />
Will analyse a soil sample and give a result. eg: '''show mb.analyse Jam1 Rocky Planet (3)'''<br />
:The system and object name most be entered exactly as it is displayed in the 'show mb.samples' list.<br />
<br />
<br />
=== show mb.coresample ===<br />
Will activate the mining beam to sample the planet deeper below the surface. <br />
:Your ship will need to be above the surface, close to the surface, totally stopped, and facing the surface to take readings.<br />
:The core sample reading will be indicative of the one spot(tile) where the sample was taken.<br />
<br />
<br />
=== show mb.measure ===<br />
Will activate a laser beam on your ship and measure the distance of an object in front of you.<br />
<br />
<br />
<br />
=== show asp.gravimetricalt ===<br />
Will display the altitude you are from the object you are close to.<br />
:Adding this to a [[Ship_Computer#Maininstruction|maininstruction]] will allow you to fly up and see your altitude to place an OSB much easier.<br />
<br />
== Alias ==<br />
<br />
Typing 'alias ?' will give you help on the alias command<br />
<br />
Alias is used to make shortcuts for the long commands in the above 'show' section<br />
<br />
'''NOTE''': If you make an alias title as a key word, commands with those key words will not work anymore as intended. An example would be "show", you can't use the show command anymore as it is aliased to something else.<br />
alias add show show mb.samples<br />
<br />
What you could do is then make an alias which is "sh" instead of show so you can use "sh" instead of show.<br />
<br />
Given that nested aliases don't work and maininstructions don't parse for aliases, this could be quite workable. It's probably a lot more intuitive to avoid using "show" or other command keywords for aliases however.<br />
<br />
<br />
=== Add ===<br />
<br />
Adding an alias takes the format of 'alias add name instruction'<br />
<br />
eg 'alias add list show mb.samples' will alow you to just type list in future to show all your soil samples<br />
<br />
Linking to ctrl 1 through ctrl 0<br />
<br />
alias add ctrl#<br />
<br />
*example- alias add ctrl1 ch eject 999999 silicon - will make it so any time you press ctrl-1 ( both keys) you will eject all silicon up to 999999. Once the alias is set, you can close the Ship Computer (crtl -c) and still eject.<br />
<br />
Numbers are 1,2,3,4,5,6,7,8,9 and 0. <br />
<br />
<br />
=== List ===<br />
<br />
typing 'alias list' will list the aliases you have programmed<br />
<br />
<br />
=== Remove ===<br />
<br />
Typing 'alias remove <name>' will remove the alias you programed with that name<br />
<br />
<br />
== Maininstruction ==<br />
<br />
Typing 'maininstruction ?' will give you help on the maininstruction command<br />
<br />
maininstruction lets you run other instructions continuously, displaying the results on you main interface.<br />
<br />
There are 5 boxes on your main interface that can display data, labeled 0 - 4, just above your speed indicator.<br />
<br />
NOTE:- You cannot have a multiline output as a maininstruction, <br />
<br />
[[Maininstruction Tutorial]]<br />
<br />
[https://www.youtube.com/watch?v=_EpEPk939ZA Waervyn's maininstruction Video]<br />
<br />
<br />
=== Add ===<br />
<br />
To add a display module use the format 'maininstruction add display (0-4) suffix instruction'<br />
<br />
0-4 being one of 5 locations<br />
<br />
suffix being some text behind the output to tell you what it is about<br />
<br />
instruction is one of the 'show' instructions from above<br />
<br />
note:- need to use plain text, no special characters.. no : etc<br />
<br />
<br />
Examples:<br />
<br />
To display the current outside temperature in the first slot above the speed indicator: '''maininstruction add display 0 Celsius show rs.temperaturec'''<br />
<br />
Show the planetoid gravity level: '''maininstruction add display 1 grav show gg.g'''<br />
<br />
<br />
=== List ===<br />
<br />
this will list the current running instructions with the number so you can remove the correct one when required<br />
<br />
type 'maininstruction list'<br />
<br />
<br />
=== Remove ===<br />
<br />
removes one of the running instructions <br />
<br />
eg after you listed the instructions, you want to remove the first instuction.. instruction 0, type ''''maininstruction remove 0''''<br />
<br />
== ch ==<br />
*ch relates to Cargo Hold<br />
=== ch eject <quantity> <item> ===<br />
Is used to eject stuff out of the cargo hold, such as unwanted minerals and passengers<br />
<br />
Examples:<br />
<br />
'''ch eject 100 silicon''' Ejects up to 100 silicon in the cargo hold.<br />
<br />
'''ch eject 100 core sampling probe''' This command is also used to deploy 100 Core Sampling Probes to scan planet surfaces for minerals.<br />
<br />
== clear ==<br />
<br />
Used to clear collected planet data. You may want to use the dump command first to save your data if you want to delete soil samples. The '''clear overlay''' command removes the current overlay if the overlay is active (it does '''not''' delete your map data).<br />
<br />
=== clear soilsamples ===<br />
Will clear all soil samples from your ship database. It is highly recommended that you [[Ship_Computer#dump|'dump soilsamples']] before using this command. This will create a text file of raw soil sample data that can be converted by several player tools.<br />
:After collecting hundreds of soil samples, your ship computer can lag while recording more. By clearing soil samples, it will speed the recording process and remove the several second delay that develops.<br />
<br />
=== clear overlay ===<br />
Will clear the color map overlay so they planet or moon will appear as it normally does.<br />
<br />
== dump ==<br />
<br />
Soil samples can be dumped into a file on your hard drive. <br />
=== dump soilsamples ===<br />
When executed, it will tell you the path to find the file and a file prefix of soilsampledump-######.txt, where ###### is a big number(Unix date stamp).<br />
<br />
File dump location could be in:<br />
<br />
C:\Users\{WindowsUserName}\AppData\LocalLow\Fluffy Kitten Studios\Ascent_ The Space Game\<br />
<br />
This is a hidden folder and you will need to set your folder options to show hidden folders before you can access the folder.<br />
<br />
[[File:11-13-116.png]]<br />
<br />
OR<br />
<br />
[[File:11-13-117.png]]<br />
<br />
== nobounty ==<br />
<br />
When a player takes a soil sample, the user has the option to automatically share their discovery with players through a bounty system. If your soil sample matches the parameters of a bounty, then you are paid the bounty with credits and your soil sample discovery information is shared with the bounty payer(another player). The bounty payer will receive Mail with the soil sample details displayed on screen when you took the soil sample. Default is 'nobounty off', which means every soil sample you gather will be checked with the bounty database. To turn off the soil sample sharing, type in 'nobounty on'.<br />
<br />
=== nobounty on ===<br />
When on, you will not receive bounties for any soil samples that match bounties placed by other players. By doing this, this means no one except yourself will see the soil samples are you taking. This will keep all your soil samples secure only in your database.<br />
<br />
=== nobounty off ===<br />
When off, you will be paid bounties from the UNCA AND players who have paid bounties for systems that match the soil sample levels they set when placing the bounty.<br />
<br />
== gg.nameobject ==<br />
<br />
Allows an [[Election_History|elected Governor]] of a system object to rename object from Rocky Planet ## to a familiar, personalized name when the Governor of the object is in gravitational range (View Range or closer) to the object. Players entering the system will see the name in place of the object type and number in the Autopilot.<br />
<br />
== gg.namesystem ==<br />
<br />
Allows the elected Senator of the system to rename the star system. It will take up to 24 hours, but the Map will update and all will see the new name listed on the Map.<br />
<br />
<br />
== gg.plangate ==<br />
<br />
Allows the elected Senator of current system to plan a gate to another system. This command will be executed in originating system where player is the Senator. The Senator then jumps to the system they would like to plan a gate pair to connect. This command is executed again in the arrived in system. This will create two proposed gates in each system. The Senator of the second system will get '''Mail''' asking for approval. Once approved, gates will immediately switch to planned gates and be ready to accept materials.<br />
<br />
For material requirements to build gates, visit [[http://gate.AscentExtras.com]] to get a detailed breakdown.<br />
<br />
<br />
== gg.planstarbase ==<br />
<br />
This command allows the player to plan an [[Outer_Star_Base|Outer Star Base(OSB)]].<br />
<br />
The player must be at least 200,000 meters above an existing colony to successfully link an OSB to the existing colony. When linked, the OSB is free of Stellar Credit costs.<br />
<br />
A OSB can be planned unlinked from a player colony with this command also. If unlinked, it will cost 80 Steller Credits to plan it and 40 Steller Credits each successive month afterwards to maintain the lease on it.<br />
<br />
== offsetoverlay ==<br />
<br />
Command Syntax: '''''offsetoverlay .0000,.0000''''' <br />
<br />
No spaces before or after the comma. Always use .0000 to make small enough adjustments. The adjustments can be reset by entering ''offsetoverlay 0,0''<br />
<br />
Once the mb.samplemapoverlay is called up, a unique problem often occurs. The core of this issue is because the color overlay draws rectangles on a spherical object. The Unity engine that is used has no way to compensate for this on a global scale. Because of this, often the rectangular boxes we often call plots are skewed and out of line with the actual resources on the planet. The closer a colony is to a pole, the worse it becomes. <br />
<br />
[[File:overlaystart.jpg |750px]]<br />
<br />
In the image, it is easy to see that the color overlay is not parallel with the individual lines we place structures upon. To help compensate for this a ship computer command has been implemented called "offsetoverlay." It will adjust the overlay to better match the boundaries of the resources. While it will not be perfect, it will get you much closer once adjusted. The adjustment is also remembered, so you will only need to figure it out once. Below is a basic tutorial to help give you a place to start.<br />
<br />
Below is an image after ''show mb.samplemapoverlay on'' has been called. This can be built into a simple alias. For this tutorial, the alias ''plot'' is being used to call the command ''show mb.samplemapoverlay on''.<br />
<br />
[[File:Offset1.jpg |750px]]<br />
<br />
The aiming recticle in the center of the screen in 1st person view has been positioned on the line between the carbon rich plot on the left and the iron rich plot on the right. At this location, the line has shifted 8 tiles to the right. For this tutorial, we will move the plot to the left, then move it down a little afterwards. Both can be done at once, or individually, whichever is easier. We will first adjust the x coordinates. Direction is often difficult to determine, yet for this tutorial, north is up and west is left. We need to move the plot to the left 8 tiles. We do this with the offset command followed by the amount we want to adjust. Care MUST be used while adjusting. To move it small amounts, numbers in the ten thousandths must be used. This is means any number you add should have a .0000 leading any number. This also means .00002 is actually more than .000015 for those not used to decimals. If this is confusing you, enter the same amount of numbers for each decimal. This means .00002 will be .000020 to match the 6 decimal length of .000015. Hiding the .0000 will allow you to see that 20 is higher than 15. So 20 will move the offset more than 15. Lets take a look at this in practice. "offset .00002,0" was entered to move the offset left. It moved it about 10 tiles. The 0 after the comma is for the y coordinates. We will adjust that later.<br />
<br />
[[File:Offset2.jpg |750px]]<br />
<br />
Again, the recticle is pointing right on the boundary between these two plots. We can see that it was adjusted a little too far. This can be corrected by entering the command again lowering the number a little. If the plot needed to be moved to the east, right in this instance, we would use a negative number like -.000020. By slowly reentering the offsetoverlay command we can easily adjust this. <br />
<br />
[[File:Offset3.jpg |750px]]<br />
<br />
Adjusting the x coordinate to .000015 moved the color overlay right on the boundary. The great thing about this command is the color overlay adjustment happens immediately. A new overlay does not need to be created, it just adjusts the existing overlay instantly. Once you enter the command, you can see the results right away. <br />
<br />
The image below shows that the offset adjustment is remembered. Once it was set at .000015, the "plot" alias was called which executes the "show mb.smaplemapoverlay on" again. After it was redrawn, it can be seen that it is in the same place as the previous adjustment without the need to add any more numbers.<br />
<br />
[[File:Offset4.jpg |750px]]<br />
<br />
Now let us move on to the y coordinate. With adding .00001 on the y coordinate, the plot adjusted down 3 tiles and lined up well with the plot color. Because of the curved longitudinal and latitudinal lines, the adjustment might be perfect in one area of the colony and slightly off in another, but it will be much closer than what is found without the offset adjustment.<br />
<br />
[[File:Offset5.jpg |750px]]<br />
<br />
Hopefully, this will assist you in taking advantage of a great feature. If this is still confusing, feel free to ask for help in the help channel in game. There are others who can help you work though this. <br />
<br />
== close ==<br />
<br />
<br />
Typing 'close' will close the computer console.<br />
<br />
== ? ==<br />
<br />
Enter '''?''' and receive the list in the image above.<br />
<br />
<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]<br />
<br />
[[Category:Pages_needing_updated_screenshots]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:11-13-117.pngFile:11-13-117.png2017-11-14T03:33:45Z<p>Robert Martz: </p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Ship_ComputerShip Computer2017-11-14T03:30:28Z<p>Robert Martz: /* dump soilsamples */</p>
<hr />
<div>The Ships computer can be accessed by clicking the '''Manage Ship''' button at the upper left of the screen then clicking the '''Computer''' button (or keyboard command CTRL-C).<br />
<br />
A text mode type console will appear with display at top and input at the bottom.<br />
<br />
Computer commands involving probing planets can be viewed in the [[Probing Tutorial]].<br />
<br />
Typing '?' will get a list of commands.<br />
:'''NOTE:''' When typing commands into the computer, capitalization is important.<br />
<br />
__TOC__<br />
[[File:Computerlist.png]]<br />
== Show ==<br />
<br />
Typing 'show ?'. will get help on the show command<br />
<br />
[[File:Computershow.png]]<br />
<br />
Using the Show command<br />
<br />
<br />
* rs. relates to the Ram Scoop and takes pressure, temperature composition readings when landed<br />
=== show rs.pressure ===<br />
Will give you the atmospheric pressure in bar (1 bar = 1 earth atmospheric pressure)<br />
<br />
<br />
=== show rs.temperaturec ===<br />
Will give the current temperature in degrees Celsius<br />
<br />
<br />
=== show rs.temperaturek ===<br />
Will give the current temperature in degrees Kelvin<br />
<br />
<br />
=== show rs.composition ===<br />
Will give you the gas composition of the atmosphere<br />
<br />
<br />
<br />
* gg. related to the Gravity Generator<br />
=== show gg.g ===<br />
Will give you the gravity in g (1g = 1 earth gravity)<br />
<br />
<br />
* pm. relates to power module<br />
=== show pm.reactorpower ===<br />
Gives the reactor output<br />
<br />
<br />
=== show pm.capacity ===<br />
Gives give maximum capacitor capacity<br />
<br />
<br />
=== show pm.energy ===<br />
Gives current capacitor energy level<br />
<br />
<br />
* mb. relates to the Mining Beam and is used to make core samples deep into the planet surface and to analyse the soil sample taken at EVA. <br />
<br />
<br />
=== show mb.samplemaps ===<br />
Will give a listing of planets with core sampling probes and their current status.<br />
:'show mb.samplemaps Johneaux6' will list all samplemaps in your database from the johneaux-6 system along with the percent mapped by the probes released.<br />
[[File:Samplemapj6.png]]<br />
<br />
<br />
=== show mb.samplemapoverlay on ===<br />
Shows the sample probes final results overlaid on the relevant planet<br />
: Filtering of resources is now available. To display color from a single resource, enter 'show mb.samplemapoverlay on iron' replacing iron for the resource you want to find.<br />
: Multiple resources can be displayed by listing them separated by a comma. 'show mb.samplemapoverlay on iron,carbon' will display only iron and carbon deposits.<br />
<br />
<br />
=== show mb.samples ===<br />
Will list all the soil samples you have obtained.<br />
:The soil sample reading will be indicative of the overall planet resources. It varies from location to location depending on conditions.<br />
<br />
<br />
=== show mb.analyse <sample name> ===<br />
Will analyse a soil sample and give a result. eg: '''show mb.analyse Jam1 Rocky Planet (3)'''<br />
:The system and object name most be entered exactly as it is displayed in the 'show mb.samples' list.<br />
<br />
<br />
=== show mb.coresample ===<br />
Will activate the mining beam to sample the planet deeper below the surface. <br />
:Your ship will need to be above the surface, close to the surface, totally stopped, and facing the surface to take readings.<br />
:The core sample reading will be indicative of the one spot(tile) where the sample was taken.<br />
<br />
<br />
=== show mb.measure ===<br />
Will activate a laser beam on your ship and measure the distance of an object in front of you.<br />
<br />
<br />
<br />
=== show asp.gravimetricalt ===<br />
Will display the altitude you are from the object you are close to.<br />
:Adding this to a [[Ship_Computer#Maininstruction|maininstruction]] will allow you to fly up and see your altitude to place an OSB much easier.<br />
<br />
== Alias ==<br />
<br />
Typing 'alias ?' will give you help on the alias command<br />
<br />
Alias is used to make shortcuts for the long commands in the above 'show' section<br />
<br />
'''NOTE''': If you make an alias title as a key word, commands with those key words will not work anymore as intended. An example would be "show", you can't use the show command anymore as it is aliased to something else.<br />
alias add show show mb.samples<br />
<br />
What you could do is then make an alias which is "sh" instead of show so you can use "sh" instead of show.<br />
<br />
Given that nested aliases don't work and maininstructions don't parse for aliases, this could be quite workable. It's probably a lot more intuitive to avoid using "show" or other command keywords for aliases however.<br />
<br />
<br />
=== Add ===<br />
<br />
Adding an alias takes the format of 'alias add name instruction'<br />
<br />
eg 'alias add list show mb.samples' will alow you to just type list in future to show all your soil samples<br />
<br />
Linking to ctrl 1 through ctrl 0<br />
<br />
alias add ctrl#<br />
<br />
*example- alias add ctrl1 ch eject 999999 silicon - will make it so any time you press ctrl-1 ( both keys) you will eject all silicon up to 999999. Once the alias is set, you can close the Ship Computer (crtl -c) and still eject.<br />
<br />
Numbers are 1,2,3,4,5,6,7,8,9 and 0. <br />
<br />
<br />
=== List ===<br />
<br />
typing 'alias list' will list the aliases you have programmed<br />
<br />
<br />
=== Remove ===<br />
<br />
Typing 'alias remove <name>' will remove the alias you programed with that name<br />
<br />
<br />
== Maininstruction ==<br />
<br />
Typing 'maininstruction ?' will give you help on the maininstruction command<br />
<br />
maininstruction lets you run other instructions continuously, displaying the results on you main interface.<br />
<br />
There are 5 boxes on your main interface that can display data, labeled 0 - 4, just above your speed indicator.<br />
<br />
NOTE:- You cannot have a multiline output as a maininstruction, <br />
<br />
[[Maininstruction Tutorial]]<br />
<br />
[https://www.youtube.com/watch?v=_EpEPk939ZA Waervyn's maininstruction Video]<br />
<br />
<br />
=== Add ===<br />
<br />
To add a display module use the format 'maininstruction add display (0-4) suffix instruction'<br />
<br />
0-4 being one of 5 locations<br />
<br />
suffix being some text behind the output to tell you what it is about<br />
<br />
instruction is one of the 'show' instructions from above<br />
<br />
note:- need to use plain text, no special characters.. no : etc<br />
<br />
<br />
Examples:<br />
<br />
To display the current outside temperature in the first slot above the speed indicator: '''maininstruction add display 0 Celsius show rs.temperaturec'''<br />
<br />
Show the planetoid gravity level: '''maininstruction add display 1 grav show gg.g'''<br />
<br />
<br />
=== List ===<br />
<br />
this will list the current running instructions with the number so you can remove the correct one when required<br />
<br />
type 'maininstruction list'<br />
<br />
<br />
=== Remove ===<br />
<br />
removes one of the running instructions <br />
<br />
eg after you listed the instructions, you want to remove the first instuction.. instruction 0, type ''''maininstruction remove 0''''<br />
<br />
== ch ==<br />
*ch relates to Cargo Hold<br />
=== ch eject <quantity> <item> ===<br />
Is used to eject stuff out of the cargo hold, such as unwanted minerals and passengers<br />
<br />
Examples:<br />
<br />
'''ch eject 100 silicon''' Ejects up to 100 silicon in the cargo hold.<br />
<br />
'''ch eject 100 core sampling probe''' This command is also used to deploy 100 Core Sampling Probes to scan planet surfaces for minerals.<br />
<br />
== clear ==<br />
<br />
Used to clear collected planet data. You may want to use the dump command first to save your data if you want to delete soil samples. The '''clear overlay''' command removes the current overlay if the overlay is active (it does '''not''' delete your map data).<br />
<br />
=== clear soilsamples ===<br />
Will clear all soil samples from your ship database. It is highly recommended that you [[Ship_Computer#dump|'dump soilsamples']] before using this command. This will create a text file of raw soil sample data that can be converted by several player tools.<br />
:After collecting hundreds of soil samples, your ship computer can lag while recording more. By clearing soil samples, it will speed the recording process and remove the several second delay that develops.<br />
<br />
=== clear overlay ===<br />
Will clear the color map overlay so they planet or moon will appear as it normally does.<br />
<br />
== dump ==<br />
<br />
Soil samples can be dumped into a file on your hard drive. <br />
=== dump soilsamples ===<br />
When executed, it will tell you the path to find the file and a file prefix of soilsampledump-######.txt, where ###### is a big number(Unix date stamp).<br />
<br />
File dump location could be in:<br />
<br />
C:\Users\{WindowsUserName}\AppData\LocalLow\Fluffy Kitten Studios\Ascent_ The Space Game\<br />
<br />
This is a hidden folder and you will need to set your folder options to show hidden folders before you can access the folder.<br />
<br />
[[File:11-13-116.png]]<br />
<br />
== nobounty ==<br />
<br />
When a player takes a soil sample, the user has the option to automatically share their discovery with players through a bounty system. If your soil sample matches the parameters of a bounty, then you are paid the bounty with credits and your soil sample discovery information is shared with the bounty payer(another player). The bounty payer will receive Mail with the soil sample details displayed on screen when you took the soil sample. Default is 'nobounty off', which means every soil sample you gather will be checked with the bounty database. To turn off the soil sample sharing, type in 'nobounty on'.<br />
<br />
=== nobounty on ===<br />
When on, you will not receive bounties for any soil samples that match bounties placed by other players. By doing this, this means no one except yourself will see the soil samples are you taking. This will keep all your soil samples secure only in your database.<br />
<br />
=== nobounty off ===<br />
When off, you will be paid bounties from the UNCA AND players who have paid bounties for systems that match the soil sample levels they set when placing the bounty.<br />
<br />
== gg.nameobject ==<br />
<br />
Allows an [[Election_History|elected Governor]] of a system object to rename object from Rocky Planet ## to a familiar, personalized name when the Governor of the object is in gravitational range (View Range or closer) to the object. Players entering the system will see the name in place of the object type and number in the Autopilot.<br />
<br />
== gg.namesystem ==<br />
<br />
Allows the elected Senator of the system to rename the star system. It will take up to 24 hours, but the Map will update and all will see the new name listed on the Map.<br />
<br />
<br />
== gg.plangate ==<br />
<br />
Allows the elected Senator of current system to plan a gate to another system. This command will be executed in originating system where player is the Senator. The Senator then jumps to the system they would like to plan a gate pair to connect. This command is executed again in the arrived in system. This will create two proposed gates in each system. The Senator of the second system will get '''Mail''' asking for approval. Once approved, gates will immediately switch to planned gates and be ready to accept materials.<br />
<br />
For material requirements to build gates, visit [[http://gate.AscentExtras.com]] to get a detailed breakdown.<br />
<br />
<br />
== gg.planstarbase ==<br />
<br />
This command allows the player to plan an [[Outer_Star_Base|Outer Star Base(OSB)]].<br />
<br />
The player must be at least 200,000 meters above an existing colony to successfully link an OSB to the existing colony. When linked, the OSB is free of Stellar Credit costs.<br />
<br />
A OSB can be planned unlinked from a player colony with this command also. If unlinked, it will cost 80 Steller Credits to plan it and 40 Steller Credits each successive month afterwards to maintain the lease on it.<br />
<br />
== offsetoverlay ==<br />
<br />
Command Syntax: '''''offsetoverlay .0000,.0000''''' <br />
<br />
No spaces before or after the comma. Always use .0000 to make small enough adjustments. The adjustments can be reset by entering ''offsetoverlay 0,0''<br />
<br />
Once the mb.samplemapoverlay is called up, a unique problem often occurs. The core of this issue is because the color overlay draws rectangles on a spherical object. The Unity engine that is used has no way to compensate for this on a global scale. Because of this, often the rectangular boxes we often call plots are skewed and out of line with the actual resources on the planet. The closer a colony is to a pole, the worse it becomes. <br />
<br />
[[File:overlaystart.jpg |750px]]<br />
<br />
In the image, it is easy to see that the color overlay is not parallel with the individual lines we place structures upon. To help compensate for this a ship computer command has been implemented called "offsetoverlay." It will adjust the overlay to better match the boundaries of the resources. While it will not be perfect, it will get you much closer once adjusted. The adjustment is also remembered, so you will only need to figure it out once. Below is a basic tutorial to help give you a place to start.<br />
<br />
Below is an image after ''show mb.samplemapoverlay on'' has been called. This can be built into a simple alias. For this tutorial, the alias ''plot'' is being used to call the command ''show mb.samplemapoverlay on''.<br />
<br />
[[File:Offset1.jpg |750px]]<br />
<br />
The aiming recticle in the center of the screen in 1st person view has been positioned on the line between the carbon rich plot on the left and the iron rich plot on the right. At this location, the line has shifted 8 tiles to the right. For this tutorial, we will move the plot to the left, then move it down a little afterwards. Both can be done at once, or individually, whichever is easier. We will first adjust the x coordinates. Direction is often difficult to determine, yet for this tutorial, north is up and west is left. We need to move the plot to the left 8 tiles. We do this with the offset command followed by the amount we want to adjust. Care MUST be used while adjusting. To move it small amounts, numbers in the ten thousandths must be used. This is means any number you add should have a .0000 leading any number. This also means .00002 is actually more than .000015 for those not used to decimals. If this is confusing you, enter the same amount of numbers for each decimal. This means .00002 will be .000020 to match the 6 decimal length of .000015. Hiding the .0000 will allow you to see that 20 is higher than 15. So 20 will move the offset more than 15. Lets take a look at this in practice. "offset .00002,0" was entered to move the offset left. It moved it about 10 tiles. The 0 after the comma is for the y coordinates. We will adjust that later.<br />
<br />
[[File:Offset2.jpg |750px]]<br />
<br />
Again, the recticle is pointing right on the boundary between these two plots. We can see that it was adjusted a little too far. This can be corrected by entering the command again lowering the number a little. If the plot needed to be moved to the east, right in this instance, we would use a negative number like -.000020. By slowly reentering the offsetoverlay command we can easily adjust this. <br />
<br />
[[File:Offset3.jpg |750px]]<br />
<br />
Adjusting the x coordinate to .000015 moved the color overlay right on the boundary. The great thing about this command is the color overlay adjustment happens immediately. A new overlay does not need to be created, it just adjusts the existing overlay instantly. Once you enter the command, you can see the results right away. <br />
<br />
The image below shows that the offset adjustment is remembered. Once it was set at .000015, the "plot" alias was called which executes the "show mb.smaplemapoverlay on" again. After it was redrawn, it can be seen that it is in the same place as the previous adjustment without the need to add any more numbers.<br />
<br />
[[File:Offset4.jpg |750px]]<br />
<br />
Now let us move on to the y coordinate. With adding .00001 on the y coordinate, the plot adjusted down 3 tiles and lined up well with the plot color. Because of the curved longitudinal and latitudinal lines, the adjustment might be perfect in one area of the colony and slightly off in another, but it will be much closer than what is found without the offset adjustment.<br />
<br />
[[File:Offset5.jpg |750px]]<br />
<br />
Hopefully, this will assist you in taking advantage of a great feature. If this is still confusing, feel free to ask for help in the help channel in game. There are others who can help you work though this. <br />
<br />
== close ==<br />
<br />
<br />
Typing 'close' will close the computer console.<br />
<br />
== ? ==<br />
<br />
Enter '''?''' and receive the list in the image above.<br />
<br />
<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]<br />
<br />
[[Category:Pages_needing_updated_screenshots]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:11-13-116.pngFile:11-13-116.png2017-11-14T03:29:48Z<p>Robert Martz: </p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Ship_ComputerShip Computer2017-11-14T03:27:22Z<p>Robert Martz: /* dump soilsamples */</p>
<hr />
<div>The Ships computer can be accessed by clicking the '''Manage Ship''' button at the upper left of the screen then clicking the '''Computer''' button (or keyboard command CTRL-C).<br />
<br />
A text mode type console will appear with display at top and input at the bottom.<br />
<br />
Computer commands involving probing planets can be viewed in the [[Probing Tutorial]].<br />
<br />
Typing '?' will get a list of commands.<br />
:'''NOTE:''' When typing commands into the computer, capitalization is important.<br />
<br />
__TOC__<br />
[[File:Computerlist.png]]<br />
== Show ==<br />
<br />
Typing 'show ?'. will get help on the show command<br />
<br />
[[File:Computershow.png]]<br />
<br />
Using the Show command<br />
<br />
<br />
* rs. relates to the Ram Scoop and takes pressure, temperature composition readings when landed<br />
=== show rs.pressure ===<br />
Will give you the atmospheric pressure in bar (1 bar = 1 earth atmospheric pressure)<br />
<br />
<br />
=== show rs.temperaturec ===<br />
Will give the current temperature in degrees Celsius<br />
<br />
<br />
=== show rs.temperaturek ===<br />
Will give the current temperature in degrees Kelvin<br />
<br />
<br />
=== show rs.composition ===<br />
Will give you the gas composition of the atmosphere<br />
<br />
<br />
<br />
* gg. related to the Gravity Generator<br />
=== show gg.g ===<br />
Will give you the gravity in g (1g = 1 earth gravity)<br />
<br />
<br />
* pm. relates to power module<br />
=== show pm.reactorpower ===<br />
Gives the reactor output<br />
<br />
<br />
=== show pm.capacity ===<br />
Gives give maximum capacitor capacity<br />
<br />
<br />
=== show pm.energy ===<br />
Gives current capacitor energy level<br />
<br />
<br />
* mb. relates to the Mining Beam and is used to make core samples deep into the planet surface and to analyse the soil sample taken at EVA. <br />
<br />
<br />
=== show mb.samplemaps ===<br />
Will give a listing of planets with core sampling probes and their current status.<br />
:'show mb.samplemaps Johneaux6' will list all samplemaps in your database from the johneaux-6 system along with the percent mapped by the probes released.<br />
[[File:Samplemapj6.png]]<br />
<br />
<br />
=== show mb.samplemapoverlay on ===<br />
Shows the sample probes final results overlaid on the relevant planet<br />
: Filtering of resources is now available. To display color from a single resource, enter 'show mb.samplemapoverlay on iron' replacing iron for the resource you want to find.<br />
: Multiple resources can be displayed by listing them separated by a comma. 'show mb.samplemapoverlay on iron,carbon' will display only iron and carbon deposits.<br />
<br />
<br />
=== show mb.samples ===<br />
Will list all the soil samples you have obtained.<br />
:The soil sample reading will be indicative of the overall planet resources. It varies from location to location depending on conditions.<br />
<br />
<br />
=== show mb.analyse <sample name> ===<br />
Will analyse a soil sample and give a result. eg: '''show mb.analyse Jam1 Rocky Planet (3)'''<br />
:The system and object name most be entered exactly as it is displayed in the 'show mb.samples' list.<br />
<br />
<br />
=== show mb.coresample ===<br />
Will activate the mining beam to sample the planet deeper below the surface. <br />
:Your ship will need to be above the surface, close to the surface, totally stopped, and facing the surface to take readings.<br />
:The core sample reading will be indicative of the one spot(tile) where the sample was taken.<br />
<br />
<br />
=== show mb.measure ===<br />
Will activate a laser beam on your ship and measure the distance of an object in front of you.<br />
<br />
<br />
<br />
=== show asp.gravimetricalt ===<br />
Will display the altitude you are from the object you are close to.<br />
:Adding this to a [[Ship_Computer#Maininstruction|maininstruction]] will allow you to fly up and see your altitude to place an OSB much easier.<br />
<br />
== Alias ==<br />
<br />
Typing 'alias ?' will give you help on the alias command<br />
<br />
Alias is used to make shortcuts for the long commands in the above 'show' section<br />
<br />
'''NOTE''': If you make an alias title as a key word, commands with those key words will not work anymore as intended. An example would be "show", you can't use the show command anymore as it is aliased to something else.<br />
alias add show show mb.samples<br />
<br />
What you could do is then make an alias which is "sh" instead of show so you can use "sh" instead of show.<br />
<br />
Given that nested aliases don't work and maininstructions don't parse for aliases, this could be quite workable. It's probably a lot more intuitive to avoid using "show" or other command keywords for aliases however.<br />
<br />
<br />
=== Add ===<br />
<br />
Adding an alias takes the format of 'alias add name instruction'<br />
<br />
eg 'alias add list show mb.samples' will alow you to just type list in future to show all your soil samples<br />
<br />
Linking to ctrl 1 through ctrl 0<br />
<br />
alias add ctrl#<br />
<br />
*example- alias add ctrl1 ch eject 999999 silicon - will make it so any time you press ctrl-1 ( both keys) you will eject all silicon up to 999999. Once the alias is set, you can close the Ship Computer (crtl -c) and still eject.<br />
<br />
Numbers are 1,2,3,4,5,6,7,8,9 and 0. <br />
<br />
<br />
=== List ===<br />
<br />
typing 'alias list' will list the aliases you have programmed<br />
<br />
<br />
=== Remove ===<br />
<br />
Typing 'alias remove <name>' will remove the alias you programed with that name<br />
<br />
<br />
== Maininstruction ==<br />
<br />
Typing 'maininstruction ?' will give you help on the maininstruction command<br />
<br />
maininstruction lets you run other instructions continuously, displaying the results on you main interface.<br />
<br />
There are 5 boxes on your main interface that can display data, labeled 0 - 4, just above your speed indicator.<br />
<br />
NOTE:- You cannot have a multiline output as a maininstruction, <br />
<br />
[[Maininstruction Tutorial]]<br />
<br />
[https://www.youtube.com/watch?v=_EpEPk939ZA Waervyn's maininstruction Video]<br />
<br />
<br />
=== Add ===<br />
<br />
To add a display module use the format 'maininstruction add display (0-4) suffix instruction'<br />
<br />
0-4 being one of 5 locations<br />
<br />
suffix being some text behind the output to tell you what it is about<br />
<br />
instruction is one of the 'show' instructions from above<br />
<br />
note:- need to use plain text, no special characters.. no : etc<br />
<br />
<br />
Examples:<br />
<br />
To display the current outside temperature in the first slot above the speed indicator: '''maininstruction add display 0 Celsius show rs.temperaturec'''<br />
<br />
Show the planetoid gravity level: '''maininstruction add display 1 grav show gg.g'''<br />
<br />
<br />
=== List ===<br />
<br />
this will list the current running instructions with the number so you can remove the correct one when required<br />
<br />
type 'maininstruction list'<br />
<br />
<br />
=== Remove ===<br />
<br />
removes one of the running instructions <br />
<br />
eg after you listed the instructions, you want to remove the first instuction.. instruction 0, type ''''maininstruction remove 0''''<br />
<br />
== ch ==<br />
*ch relates to Cargo Hold<br />
=== ch eject <quantity> <item> ===<br />
Is used to eject stuff out of the cargo hold, such as unwanted minerals and passengers<br />
<br />
Examples:<br />
<br />
'''ch eject 100 silicon''' Ejects up to 100 silicon in the cargo hold.<br />
<br />
'''ch eject 100 core sampling probe''' This command is also used to deploy 100 Core Sampling Probes to scan planet surfaces for minerals.<br />
<br />
== clear ==<br />
<br />
Used to clear collected planet data. You may want to use the dump command first to save your data if you want to delete soil samples. The '''clear overlay''' command removes the current overlay if the overlay is active (it does '''not''' delete your map data).<br />
<br />
=== clear soilsamples ===<br />
Will clear all soil samples from your ship database. It is highly recommended that you [[Ship_Computer#dump|'dump soilsamples']] before using this command. This will create a text file of raw soil sample data that can be converted by several player tools.<br />
:After collecting hundreds of soil samples, your ship computer can lag while recording more. By clearing soil samples, it will speed the recording process and remove the several second delay that develops.<br />
<br />
=== clear overlay ===<br />
Will clear the color map overlay so they planet or moon will appear as it normally does.<br />
<br />
== dump ==<br />
<br />
Soil samples can be dumped into a file on your hard drive. <br />
=== dump soilsamples ===<br />
When executed, it will tell you the path to find the file and a file prefix of soilsampledump-######.txt, where ###### is a big number(Unix date stamp).<br />
<br />
File dump location could be in:<br />
<br />
C:\Users\{WindowsUserName}\AppData\LocalLow\Fluffy Kitten Studios\Ascent_ The Space Game\<br />
<br />
This is a hidden folder and you will need to set your folder options to show hidden folders before you can access the folder.<br />
<br />
== nobounty ==<br />
<br />
When a player takes a soil sample, the user has the option to automatically share their discovery with players through a bounty system. If your soil sample matches the parameters of a bounty, then you are paid the bounty with credits and your soil sample discovery information is shared with the bounty payer(another player). The bounty payer will receive Mail with the soil sample details displayed on screen when you took the soil sample. Default is 'nobounty off', which means every soil sample you gather will be checked with the bounty database. To turn off the soil sample sharing, type in 'nobounty on'.<br />
<br />
=== nobounty on ===<br />
When on, you will not receive bounties for any soil samples that match bounties placed by other players. By doing this, this means no one except yourself will see the soil samples are you taking. This will keep all your soil samples secure only in your database.<br />
<br />
=== nobounty off ===<br />
When off, you will be paid bounties from the UNCA AND players who have paid bounties for systems that match the soil sample levels they set when placing the bounty.<br />
<br />
== gg.nameobject ==<br />
<br />
Allows an [[Election_History|elected Governor]] of a system object to rename object from Rocky Planet ## to a familiar, personalized name when the Governor of the object is in gravitational range (View Range or closer) to the object. Players entering the system will see the name in place of the object type and number in the Autopilot.<br />
<br />
== gg.namesystem ==<br />
<br />
Allows the elected Senator of the system to rename the star system. It will take up to 24 hours, but the Map will update and all will see the new name listed on the Map.<br />
<br />
<br />
== gg.plangate ==<br />
<br />
Allows the elected Senator of current system to plan a gate to another system. This command will be executed in originating system where player is the Senator. The Senator then jumps to the system they would like to plan a gate pair to connect. This command is executed again in the arrived in system. This will create two proposed gates in each system. The Senator of the second system will get '''Mail''' asking for approval. Once approved, gates will immediately switch to planned gates and be ready to accept materials.<br />
<br />
For material requirements to build gates, visit [[http://gate.AscentExtras.com]] to get a detailed breakdown.<br />
<br />
<br />
== gg.planstarbase ==<br />
<br />
This command allows the player to plan an [[Outer_Star_Base|Outer Star Base(OSB)]].<br />
<br />
The player must be at least 200,000 meters above an existing colony to successfully link an OSB to the existing colony. When linked, the OSB is free of Stellar Credit costs.<br />
<br />
A OSB can be planned unlinked from a player colony with this command also. If unlinked, it will cost 80 Steller Credits to plan it and 40 Steller Credits each successive month afterwards to maintain the lease on it.<br />
<br />
== offsetoverlay ==<br />
<br />
Command Syntax: '''''offsetoverlay .0000,.0000''''' <br />
<br />
No spaces before or after the comma. Always use .0000 to make small enough adjustments. The adjustments can be reset by entering ''offsetoverlay 0,0''<br />
<br />
Once the mb.samplemapoverlay is called up, a unique problem often occurs. The core of this issue is because the color overlay draws rectangles on a spherical object. The Unity engine that is used has no way to compensate for this on a global scale. Because of this, often the rectangular boxes we often call plots are skewed and out of line with the actual resources on the planet. The closer a colony is to a pole, the worse it becomes. <br />
<br />
[[File:overlaystart.jpg |750px]]<br />
<br />
In the image, it is easy to see that the color overlay is not parallel with the individual lines we place structures upon. To help compensate for this a ship computer command has been implemented called "offsetoverlay." It will adjust the overlay to better match the boundaries of the resources. While it will not be perfect, it will get you much closer once adjusted. The adjustment is also remembered, so you will only need to figure it out once. Below is a basic tutorial to help give you a place to start.<br />
<br />
Below is an image after ''show mb.samplemapoverlay on'' has been called. This can be built into a simple alias. For this tutorial, the alias ''plot'' is being used to call the command ''show mb.samplemapoverlay on''.<br />
<br />
[[File:Offset1.jpg |750px]]<br />
<br />
The aiming recticle in the center of the screen in 1st person view has been positioned on the line between the carbon rich plot on the left and the iron rich plot on the right. At this location, the line has shifted 8 tiles to the right. For this tutorial, we will move the plot to the left, then move it down a little afterwards. Both can be done at once, or individually, whichever is easier. We will first adjust the x coordinates. Direction is often difficult to determine, yet for this tutorial, north is up and west is left. We need to move the plot to the left 8 tiles. We do this with the offset command followed by the amount we want to adjust. Care MUST be used while adjusting. To move it small amounts, numbers in the ten thousandths must be used. This is means any number you add should have a .0000 leading any number. This also means .00002 is actually more than .000015 for those not used to decimals. If this is confusing you, enter the same amount of numbers for each decimal. This means .00002 will be .000020 to match the 6 decimal length of .000015. Hiding the .0000 will allow you to see that 20 is higher than 15. So 20 will move the offset more than 15. Lets take a look at this in practice. "offset .00002,0" was entered to move the offset left. It moved it about 10 tiles. The 0 after the comma is for the y coordinates. We will adjust that later.<br />
<br />
[[File:Offset2.jpg |750px]]<br />
<br />
Again, the recticle is pointing right on the boundary between these two plots. We can see that it was adjusted a little too far. This can be corrected by entering the command again lowering the number a little. If the plot needed to be moved to the east, right in this instance, we would use a negative number like -.000020. By slowly reentering the offsetoverlay command we can easily adjust this. <br />
<br />
[[File:Offset3.jpg |750px]]<br />
<br />
Adjusting the x coordinate to .000015 moved the color overlay right on the boundary. The great thing about this command is the color overlay adjustment happens immediately. A new overlay does not need to be created, it just adjusts the existing overlay instantly. Once you enter the command, you can see the results right away. <br />
<br />
The image below shows that the offset adjustment is remembered. Once it was set at .000015, the "plot" alias was called which executes the "show mb.smaplemapoverlay on" again. After it was redrawn, it can be seen that it is in the same place as the previous adjustment without the need to add any more numbers.<br />
<br />
[[File:Offset4.jpg |750px]]<br />
<br />
Now let us move on to the y coordinate. With adding .00001 on the y coordinate, the plot adjusted down 3 tiles and lined up well with the plot color. Because of the curved longitudinal and latitudinal lines, the adjustment might be perfect in one area of the colony and slightly off in another, but it will be much closer than what is found without the offset adjustment.<br />
<br />
[[File:Offset5.jpg |750px]]<br />
<br />
Hopefully, this will assist you in taking advantage of a great feature. If this is still confusing, feel free to ask for help in the help channel in game. There are others who can help you work though this. <br />
<br />
== close ==<br />
<br />
<br />
Typing 'close' will close the computer console.<br />
<br />
== ? ==<br />
<br />
Enter '''?''' and receive the list in the image above.<br />
<br />
<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]<br />
<br />
[[Category:Pages_needing_updated_screenshots]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2.pngFile:ApolloNetworkMapV2.png2017-10-05T22:22:53Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMapV2.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2.pngFile:ApolloNetworkMapV2.png2017-10-05T16:36:37Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMapV2.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2.pngFile:ApolloNetworkMapV2.png2017-10-04T04:29:33Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMapV2.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2.pngFile:ApolloNetworkMapV2.png2017-10-04T04:20:36Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMapV2.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Main_PageMain Page2017-10-03T16:22:08Z<p>Robert Martz: </p>
<hr />
<div>__NOTOC__<br />
[[File:Ascentlogo3.png|right|600px]]<br />
=== [http://www.thespacegame.com Ascent The Space Game] [[Terms_of_Use|(Terms of Use)]] === <br />
Ascent:TSG is a fully 3-Dimensional PC space game developed by Fluffy Kitten Studios using the Unity5 engine containing 270 billion explorable star systems. Players can trade, explore, manufacture modules, colonize planets and moons, build massive Outer Star Bases (OSB), and fight with NPC pirates. The game is continually updated and new features are added often weekly. <br />
<br />
<br />
The wiki is an extension of game lore. Most knowledge and information was lost during the collapse. Part of the object of the game is to reclaim that knowledge. The wiki is the repository of much of that knowledge we, the "Pilot Citizens" (PC), are actively reclaiming. The wiki is supplied and updated by the Ascent community. While it may be a little behind in some areas, multiple players voluntarily work to keep it as update as possible so all others can have access to whatever game details we have gathered to date. Game [[Lore]] can be found here.<br />
<br />
<br />
[[File:ApolloNetworkMapV2.png]]<br />
<br />
Official new game lore also slowly emerges primarily on the game forums in the [http://forum.thespacegame.com/viewforum.php?f=11 Politics] section. Like in any culture that is struggling, there are rumors galore. Be careful trusting everything you hear on the COMMS. "Just because they say it, it doesn't make it so." Those who work on the wiki strive to record only validated information to build a solid base to reclaim our knowledge, history, and technology.<br />
<br />
== Links ==<br />
*[[Social Media Links]]<br />
<br />
*[http://forum.thespacegame.com/index.php Ascent:TSG forums]<br />
<br />
*[https://youtu.be/R2ANX66hoY4 GinGurGurl's NEW UI Videos for beginners!]<br />
<br />
*[http://www.youtube.com/watch?v=qhlwTeSl85o&list=PLa53kfJdPTHCnVW7jAsLARIF1mVWwWxsx Waervyn's tutorial videos]<br />
<br />
*[http://www.youtube.com/watch?v=9pfvt0kwM5M&list=PLkTBXOUzrR0nZMEwmR4PSh_B8ItnBoqV5 Sinstrite's play-by-play videos]<br />
<br />
*[http://www.youtube.com/channel/UC2ycwOTLaXR9DjBRgUl_eYw davh Fighters Guild Video Channel]<br />
<br />
* [[Frequently Asked Questions]]<br />
<br />
* [[Premium Access]]<br />
<br />
* [[Steam|Steamâ„¢]]<br />
----<br />
<br />
Go to [[Maps]] page for expanded planet information.<br />
<br />
[[Sitemap | Site Map]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2.pngFile:ApolloNetworkMapV2.png2017-10-03T15:03:14Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMapV2.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMapV2.pngFile:ApolloNetworkMapV2.png2017-10-03T02:35:39Z<p>Robert Martz: </p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Main_PageMain Page2017-08-16T15:27:38Z<p>Robert Martz: /* Ascent The Space Game (Terms of Use) */</p>
<hr />
<div>__NOTOC__<br />
[[File:Ascentlogo3.png|right|600px]]<br />
=== [http://www.thespacegame.com Ascent The Space Game] [[Terms_of_Use|(Terms of Use)]] === <br />
Ascent:TSG is a fully 3-Dimensional PC space game developed by Fluffy Kitten Studios using the Unity5 engine containing 270 billion explorable star systems. Players can trade, explore, manufacture modules, colonize planets and moons, build massive Outer Star Bases (OSB), and fight with NPC pirates. The game is continually updated and new features are added often weekly. <br />
<br />
<br />
The wiki is an extension of game lore. Most knowledge and information was lost during the collapse. Part of the object of the game is to reclaim that knowledge. The wiki is the repository of much of that knowledge we, the "Pilot Citizens" (PC), are actively reclaiming. The wiki is supplied and updated by the Ascent community. While it may be a little behind in some areas, multiple players voluntarily work to keep it as update as possible so all others can have access to whatever game details we have gathered to date. Game [[Lore]] can be found here.<br />
<br />
<br />
[[File:ApolloNetworkMap.png]]<br />
<br />
Official new game lore also slowly emerges primarily on the game forums in the [http://forum.thespacegame.com/viewforum.php?f=11 Politics] section. Like in any culture that is struggling, there are rumors galore. Be careful trusting everything you hear on the COMMS. "Just because they say it, it doesn't make it so." Those who work on the wiki strive to record only validated information to build a solid base to reclaim our knowledge, history, and technology.<br />
<br />
== Links ==<br />
*[[Social Media Links]]<br />
<br />
*[http://forum.thespacegame.com/index.php Ascent:TSG forums]<br />
<br />
*[https://youtu.be/R2ANX66hoY4 GinGurGurl's NEW UI Videos for beginners!]<br />
<br />
*[http://www.youtube.com/watch?v=qhlwTeSl85o&list=PLa53kfJdPTHCnVW7jAsLARIF1mVWwWxsx Waervyn's tutorial videos]<br />
<br />
*[http://www.youtube.com/watch?v=9pfvt0kwM5M&list=PLkTBXOUzrR0nZMEwmR4PSh_B8ItnBoqV5 Sinstrite's play-by-play videos]<br />
<br />
*[http://www.youtube.com/channel/UC2ycwOTLaXR9DjBRgUl_eYw davh Fighters Guild Video Channel]<br />
<br />
* [[Frequently Asked Questions]]<br />
<br />
* [[Premium Access]]<br />
<br />
* [[Steam|Steamâ„¢]]<br />
----<br />
<br />
Go to [[Maps]] page for expanded planet information.<br />
<br />
[[Sitemap | Site Map]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/User_talk:Bryan_FrazierUser talk:Bryan Frazier2017-07-03T14:11:18Z<p>Robert Martz: Welcome!</p>
<hr />
<div>'''Welcome to ''The Space Game''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [[Help:Contents|help pages]].<br />
Again, welcome and have fun! [[User:Robert Martz|RAM]] ([[User talk:Robert Martz|talk]]) 14:11, 3 July 2017 (UTC)</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/User:Bryan_FrazierUser:Bryan Frazier2017-07-03T14:11:17Z<p>Robert Martz: Creating user page for new user.</p>
<hr />
<div>When I'm in a sober mood I worry work and think<br />
and when I'm in a drunken mood I play and screw and drink<br />
but when my moods are all gone and my time has come to pass<br />
I hope they bury me up-side-down so the world can kiss my a..</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Ship_ComputerShip Computer2017-07-03T03:15:47Z<p>Robert Martz: /* dump soilsamples */</p>
<hr />
<div>The Ships computer can be accessed by clicking the '''Manage Ship''' button at the upper left of the screen then clicking the '''Computer''' button (or keyboard command CTRL-C).<br />
<br />
A text mode type console will appear with display at top and input at the bottom.<br />
<br />
Computer commands involving probing planets can be viewed in the [[Probing Tutorial]].<br />
<br />
Typing '?' will get a list of commands.<br />
:'''NOTE:''' When typing commands into the computer, capitalization is important.<br />
<br />
__TOC__<br />
[[File:Computerlist.png]]<br />
== Show ==<br />
<br />
Typing 'show ?'. will get help on the show command<br />
<br />
[[File:Computershow.png]]<br />
<br />
Using the Show command<br />
<br />
<br />
* rs. relates to the Ram Scoop and takes pressure, temperature composition readings when landed<br />
=== show rs.pressure ===<br />
Will give you the atmospheric pressure in bar (1 bar = 1 earth atmospheric pressure)<br />
<br />
<br />
=== show rs.temperaturec ===<br />
Will give the current temperature in degrees Celsius<br />
<br />
<br />
=== show rs.temperaturek ===<br />
Will give the current temperature in degrees Kelvin<br />
<br />
<br />
=== show rs.composition ===<br />
Will give you the gas composition of the atmosphere<br />
<br />
<br />
<br />
* gg. related to the Gravity Generator<br />
=== show gg.g ===<br />
Will give you the gravity in g (1g = 1 earth gravity)<br />
<br />
<br />
* pm. relates to power module<br />
=== show pm.reactorpower ===<br />
Gives the reactor output<br />
<br />
<br />
=== show pm.capacity ===<br />
Gives give maximum capacitor capacity<br />
<br />
<br />
=== show pm.energy ===<br />
Gives current capacitor energy level<br />
<br />
<br />
* mb. relates to the Mining Beam and is used to make core samples deep into the planet surface and to analyse the soil sample taken at EVA. <br />
<br />
<br />
=== show mb.samplemaps ===<br />
Will give a listing of planets with core sampling probes and their current status.<br />
:'show mb.samplemaps Johneaux6' will list all samplemaps in your database from the johneaux-6 system along with the percent mapped by the probes released.<br />
[[File:Samplemapj6.png]]<br />
<br />
<br />
=== show mb.samplemapoverlay on ===<br />
Shows the sample probes final results overlaid on the relevant planet<br />
: Filtering of resources is now available. To display color from a single resource, enter 'show mb.samplemapoverlay on iron' replacing iron for the resource you want to find.<br />
: Multiple resources can be displayed by listing them separated by a comma. 'show mb.samplemapoverlay on iron,carbon' will display only iron and carbon deposits.<br />
<br />
<br />
=== show mb.samples ===<br />
Will list all the soil samples you have obtained.<br />
:The soil sample reading will be indicative of the overall planet resources. It varies from location to location depending on conditions.<br />
<br />
<br />
=== show mb.analyse <sample name> ===<br />
Will analyse a soil sample and give a result. eg: '''show mb.analyse Jam1 Rocky Planet (3)'''<br />
:The system and object name most be entered exactly as it is displayed in the 'show mb.samples' list.<br />
<br />
<br />
=== show mb.coresample ===<br />
Will activate the mining beam to sample the planet deeper below the surface. <br />
:Your ship will need to be above the surface, close to the surface, totally stopped, and facing the surface to take readings.<br />
:The core sample reading will be indicative of the one spot(tile) where the sample was taken.<br />
<br />
<br />
=== show mb.measure ===<br />
Will activate a laser beam on your ship and measure the distance of an object in front of you.<br />
<br />
<br />
<br />
=== show asp.gravimetricalt ===<br />
Will display the altitude you are from the object you are close to.<br />
:Adding this to a [[Ship_Computer#Maininstruction|maininstruction]] will allow you to fly up and see your altitude to place an OSB much easier.<br />
<br />
== Alias ==<br />
<br />
Typing 'alias ?' will give you help on the alias command<br />
<br />
Alias is used to make shortcuts for the long commands in the above 'show' section<br />
<br />
'''NOTE''': If you make an alias title as a key word, commands with those key words will not work anymore as intended. An example would be "show", you can't use the show command anymore as it is aliased to something else.<br />
alias add show show mb.samples<br />
<br />
What you could do is then make an alias which is "sh" instead of show so you can use "sh" instead of show.<br />
<br />
Given that nested aliases don't work and maininstructions don't parse for aliases, this could be quite workable. It's probably a lot more intuitive to avoid using "show" or other command keywords for aliases however.<br />
<br />
<br />
=== Add ===<br />
<br />
Adding an alias takes the format of 'alias add name instruction'<br />
<br />
eg 'alias add list show mb.samples' will alow you to just type list in future to show all your soil samples<br />
<br />
Linking to ctrl 1 through ctrl 0<br />
<br />
alias add ctrl#<br />
<br />
*example- alias add ctrl1 ch eject 999999 silicon - will make it so any time you press ctrl-1 ( both keys) you will eject all silicon up to 999999. Once the alias is set, you can close the Ship Computer (crtl -c) and still eject.<br />
<br />
Numbers are 1,2,3,4,5,6,7,8,9 and 0. <br />
<br />
<br />
=== List ===<br />
<br />
typing 'alias list' will list the aliases you have programmed<br />
<br />
<br />
=== Remove ===<br />
<br />
Typing 'alias remove <name>' will remove the alias you programed with that name<br />
<br />
<br />
== Maininstruction ==<br />
<br />
Typing 'maininstruction ?' will give you help on the maininstruction command<br />
<br />
maininstruction lets you run other instructions continuously, displaying the results on you main interface.<br />
<br />
There are 5 boxes on your main interface that can display data, labeled 0 - 4, just above your speed indicator.<br />
<br />
NOTE:- You cannot have a multiline output as a maininstruction, <br />
<br />
[[Maininstruction Tutorial]]<br />
<br />
[https://www.youtube.com/watch?v=_EpEPk939ZA Waervyn's maininstruction Video]<br />
<br />
<br />
=== Add ===<br />
<br />
To add a display module use the format 'maininstruction add display (0-4) suffix instruction'<br />
<br />
0-4 being one of 5 locations<br />
<br />
suffix being some text behind the output to tell you what it is about<br />
<br />
instruction is one of the 'show' instructions from above<br />
<br />
note:- need to use plain text, no special characters.. no : etc<br />
<br />
<br />
Examples:<br />
<br />
To display the current outside temperature in the first slot above the speed indicator: '''maininstruction add display 0 Celsius show rs.temperaturec'''<br />
<br />
Show the planetoid gravity level: '''maininstruction add display 1 grav show gg.g'''<br />
<br />
<br />
=== List ===<br />
<br />
this will list the current running instructions with the number so you can remove the correct one when required<br />
<br />
type 'maininstruction list'<br />
<br />
<br />
=== Remove ===<br />
<br />
removes one of the running instructions <br />
<br />
eg after you listed the instructions, you want to remove the first instuction.. instruction 0, type ''''maininstruction remove 0''''<br />
<br />
== ch ==<br />
*ch relates to Cargo Hold<br />
=== ch eject <quantity> <item> ===<br />
Is used to eject stuff out of the cargo hold, such as unwanted minerals and passengers<br />
<br />
Examples:<br />
<br />
'''ch eject 100 silicon''' Ejects up to 100 silicon in the cargo hold.<br />
<br />
'''ch eject 100 core sampling probe''' This command is also used to deploy 100 Core Sampling Probes to scan planet surfaces for minerals.<br />
<br />
== clear ==<br />
<br />
Used to clear collected planet data. You may want to use the dump command first to save your data if you want to delete soil samples. The '''clear overlay''' command removes the current overlay if the overlay is active (it does '''not''' delete your map data).<br />
<br />
=== clear soilsamples ===<br />
Will clear all soil samples from your ship database. It is highly recommended that you [[Ship_Computer#dump|'dump soilsamples']] before using this command. This will create a text file of raw soil sample data that can be converted by several player tools.<br />
:After collecting hundreds of soil samples, your ship computer can lag while recording more. By clearing soil samples, it will speed the recording process and remove the several second delay that develops.<br />
<br />
=== clear overlay ===<br />
Will clear the color map overlay so they planet or moon will appear as it normally does.<br />
<br />
== dump ==<br />
<br />
Soil samples can be dumped into a file on your hard drive. <br />
=== dump soilsamples ===<br />
When executed, it will tell you the path to find the file and a file prefix of soilsampledump-######.txt, where ###### is a big number(Unix date stamp).<br />
<br />
File dump location could be in:<br />
<br />
C:\Users\{WindowsUserName}\AppData\LocalLow\Fluffy Kitten Studios\Ascent_ The Space Game\<br />
<br />
== nobounty ==<br />
<br />
When a player takes a soil sample, the user has the option to automatically share their discovery with players through a bounty system. If your soil sample matches the parameters of a bounty, then you are paid the bounty with credits and your soil sample discovery information is shared with the bounty payer(another player). The bounty payer will receive Mail with the soil sample details displayed on screen when you took the soil sample. Default is 'nobounty off', which means every soil sample you gather will be checked with the bounty database. To turn off the soil sample sharing, type in 'nobounty on'.<br />
<br />
=== nobounty on ===<br />
When on, you will not receive bounties for any soil samples that match bounties placed by other players. By doing this, this means no one except yourself will see the soil samples are you taking. This will keep all your soil samples secure only in your database.<br />
<br />
=== nobounty off ===<br />
When off, you will be paid bounties from the UNCA AND players who have paid bounties for systems that match the soil sample levels they set when placing the bounty.<br />
<br />
== gg.nameobject ==<br />
<br />
Allows an [[Election_History|elected Governor]] of a system object to rename object from Rocky Planet ## to a familiar, personalized name when the Governor of the object is in gravitational range (View Range or closer) to the object. Players entering the system will see the name in place of the object type and number in the Autopilot.<br />
<br />
== gg.namesystem ==<br />
<br />
Allows the elected Senator of the system to rename the star system. It will take up to 24 hours, but the Map will update and all will see the new name listed on the Map.<br />
<br />
<br />
== gg.plangate ==<br />
<br />
Allows the elected Senator of current system to plan a gate to another system. This command will be executed in originating system where player is the Senator. The Senator then jumps to the system they would like to plan a gate pair to connect. This command is executed again in the arrived in system. This will create two proposed gates in each system. The Senator of the second system will get '''Mail''' asking for approval. Once approved, gates will immediately switch to planned gates and be ready to accept materials.<br />
<br />
For material requirements to build gates, visit [[http://gate.AscentExtras.com]] to get a detailed breakdown.<br />
<br />
<br />
== gg.planstarbase ==<br />
<br />
This command allows the player to plan an [[Outer_Star_Base|Outer Star Base(OSB)]].<br />
<br />
The player must be at least 200,000 meters above an existing colony to successfully link an OSB to the existing colony. When linked, the OSB is free of Stellar Credit costs.<br />
<br />
A OSB can be planned unlinked from a player colony with this command also. If unlinked, it will cost 80 Steller Credits to plan it and 40 Steller Credits each successive month afterwards to maintain the lease on it.<br />
<br />
== offsetoverlay ==<br />
<br />
Command Syntax: '''''offsetoverlay .0000,.0000''''' <br />
<br />
No spaces before or after the comma. Always use .0000 to make small enough adjustments. The adjustments can be reset by entering ''offsetoverlay 0,0''<br />
<br />
Once the mb.samplemapoverlay is called up, a unique problem often occurs. The core of this issue is because the color overlay draws rectangles on a spherical object. The Unity engine that is used has no way to compensate for this on a global scale. Because of this, often the rectangular boxes we often call plots are skewed and out of line with the actual resources on the planet. The closer a colony is to a pole, the worse it becomes. <br />
<br />
[[File:overlaystart.jpg |750px]]<br />
<br />
In the image, it is easy to see that the color overlay is not parallel with the individual lines we place structures upon. To help compensate for this a ship computer command has been implemented called "offsetoverlay." It will adjust the overlay to better match the boundaries of the resources. While it will not be perfect, it will get you much closer once adjusted. The adjustment is also remembered, so you will only need to figure it out once. Below is a basic tutorial to help give you a place to start.<br />
<br />
Below is an image after ''show mb.samplemapoverlay on'' has been called. This can be built into a simple alias. For this tutorial, the alias ''plot'' is being used to call the command ''show mb.samplemapoverlay on''.<br />
<br />
[[File:Offset1.jpg |750px]]<br />
<br />
The aiming recticle in the center of the screen in 1st person view has been positioned on the line between the carbon rich plot on the left and the iron rich plot on the right. At this location, the line has shifted 8 tiles to the right. For this tutorial, we will move the plot to the left, then move it down a little afterwards. Both can be done at once, or individually, whichever is easier. We will first adjust the x coordinates. Direction is often difficult to determine, yet for this tutorial, north is up and west is left. We need to move the plot to the left 8 tiles. We do this with the offset command followed by the amount we want to adjust. Care MUST be used while adjusting. To move it small amounts, numbers in the ten thousandths must be used. This is means any number you add should have a .0000 leading any number. This also means .00002 is actually more than .000015 for those not used to decimals. If this is confusing you, enter the same amount of numbers for each decimal. This means .00002 will be .000020 to match the 6 decimal length of .000015. Hiding the .0000 will allow you to see that 20 is higher than 15. So 20 will move the offset more than 15. Lets take a look at this in practice. "offset .00002,0" was entered to move the offset left. It moved it about 10 tiles. The 0 after the comma is for the y coordinates. We will adjust that later.<br />
<br />
[[File:Offset2.jpg |750px]]<br />
<br />
Again, the recticle is pointing right on the boundary between these two plots. We can see that it was adjusted a little too far. This can be corrected by entering the command again lowering the number a little. If the plot needed to be moved to the east, right in this instance, we would use a negative number like -.000020. By slowly reentering the offsetoverlay command we can easily adjust this. <br />
<br />
[[File:Offset3.jpg |750px]]<br />
<br />
Adjusting the x coordinate to .000015 moved the color overlay right on the boundary. The great thing about this command is the color overlay adjustment happens immediately. A new overlay does not need to be created, it just adjusts the existing overlay instantly. Once you enter the command, you can see the results right away. <br />
<br />
The image below shows that the offset adjustment is remembered. Once it was set at .000015, the "plot" alias was called which executes the "show mb.smaplemapoverlay on" again. After it was redrawn, it can be seen that it is in the same place as the previous adjustment without the need to add any more numbers.<br />
<br />
[[File:Offset4.jpg |750px]]<br />
<br />
Now let us move on to the y coordinate. With adding .00001 on the y coordinate, the plot adjusted down 3 tiles and lined up well with the plot color. Because of the curved longitudinal and latitudinal lines, the adjustment might be perfect in one area of the colony and slightly off in another, but it will be much closer than what is found without the offset adjustment.<br />
<br />
[[File:Offset5.jpg |750px]]<br />
<br />
Hopefully, this will assist you in taking advantage of a great feature. If this is still confusing, feel free to ask for help in the help channel in game. There are others who can help you work though this. <br />
<br />
== close ==<br />
<br />
<br />
Typing 'close' will close the computer console.<br />
<br />
== ? ==<br />
<br />
Enter '''?''' and receive the list in the image above.<br />
<br />
<br />
<br />
----<br />
<br />
[[Sitemap | Site Map]]<br />
<br />
Back to [[Main Page|Main Page]]<br />
<br />
[[Category:Pages_needing_updated_screenshots]]</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/User_talk:John_bellUser talk:John bell2017-07-03T01:13:57Z<p>Robert Martz: Welcome!</p>
<hr />
<div>'''Welcome to ''The Space Game''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [[Help:Contents|help pages]].<br />
Again, welcome and have fun! [[User:Robert Martz|RAM]] ([[User talk:Robert Martz|talk]]) 01:13, 3 July 2017 (UTC)</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/User:John_bellUser:John bell2017-07-03T01:13:57Z<p>Robert Martz: Creating user page for new user.</p>
<hr />
<div>:age 47<br />
:Job title- Maintenance Supervisor. Longtime gamer. Lists of games i currently play are World of tanks/ships,Elder Scrolls online. Played Guildwars for 7 yrs as well. I've been waiting for a realistic space to come out.Ascent seem to be as real as you can get. I am a carpenter by trade and love to build. And a lot of my downtime consists of online gaming.</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMap.pngFile:ApolloNetworkMap.png2017-06-25T02:07:04Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMap.png&quot;</p>
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<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMap.pngFile:ApolloNetworkMap.png2017-06-17T01:44:55Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMap.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMap.pngFile:ApolloNetworkMap.png2017-06-17T01:41:49Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMap.png&quot;</p>
<hr />
<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/File:ApolloNetworkMap.pngFile:ApolloNetworkMap.png2017-06-17T01:37:56Z<p>Robert Martz: Robert Martz uploaded a new version of &quot;File:ApolloNetworkMap.png&quot;</p>
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<div></div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/MediaWiki:SidebarMediaWiki:Sidebar2017-06-17T01:23:14Z<p>Robert Martz: </p>
<hr />
<div><br />
* navigation<br />
** mainpage|mainpage-description<br />
** Frequently Asked Questions|FAQs<br />
** recentchanges-url|recentchanges<br />
<br />
*To Begin<br />
** Getting Started|Getting Started<br />
** User Interface|User Interface<br />
** Chat Commands|Chat Commands<br />
** Tutorial|Tutorial<br />
** Game Time|Game Time<br />
<br />
*Travelling<br />
** Space Travel|Space Travel<br />
** Space Ships|Space Ships<br />
** Ship Computer|Ship Computer<br />
** Space Stations|Space Stations (SS)<br />
** Wreckage Salvaging|Salvaging<br />
** Deep Six|Deep Six<br />
<br />
*Trading<br />
** Markets|Markets<br />
** Completing Contracts|Completing Contracts<br />
** Completing_Contracts#Blueprints|Blueprints<br />
** Smuggling|Smuggling<br />
<br />
* Character Skills<br />
** Asteroid Mining|Asteroid Mining<br />
** Gas Giant Skimming|Gas Giant Skimming<br />
** Trading Skill|Trading Skill<br />
<br />
*Player Built Star Bases<br />
** Inner Star Base | Inner Star Base (ISB)<br />
** Outer Star Base|Outer Star Base (OSB)<br />
** Research|Research<br />
** Shipyards|Shipyards<br />
<br />
*Exploration<br />
** Star Systems|Star Systems<br />
** Maps|Maps<br />
** EVA|Extra Vehicular Activity<br />
** Probing Tutorial|Probing Tutorial<br />
** Planet Evaluation for Colonization|Planet Evaluation<br />
<br />
*Settlements and Colonies<br />
** Settlements|Settlements<br />
** Colonies|Colony<br />
** Colonists and Hierarchy of Needs|Morale<br />
** Build Costs|Structures<br />
** Elections|Elections<br />
** Terraforming|Terraforming<br />
** NPC Pilots|NPC Pilots<br />
<br />
* Politics<br />
** Election_History|Election History<br />
** Historic_Events|Historic Events<br />
** System_Councils|System Councils<br />
** Colonial_Senate|Colonial Senate<br />
<br />
* PVE Combat<br />
** Space pirates|Space Pirates-Janus A<br />
** Weapons|Weapons<br />
----<br />
*Media Links<br />
** Social Media Links |Social Media<br />
** http://forum.thespacegame.com/index.php|Ascent:TSG forums<br />
** http://www.youtube.com/watch?v=9pfvt0kwM5M&list=PLkTBXOUzrR0nZMEwmR4PSh_B8ItnBoqV5|Sinstrite's videos<br />
** http://www.youtube.com/watch?v=qhlwTeSl85o&list=PLa53kfJdPTHCnVW7jAsLARIF1mVWwWxsx|Waervyn's videos<br />
** http://wiki.thespacegame.com/mediawiki/index.php?title=MediaWiki:Sidebar&action=edit|GinGurGurl's New UI Vids<br />
<br />
----<br />
<br />
* TOOLBOX<br />
* LANGUAGES</div>Robert Martzhttp://203.86.204.104:22007/wiki/index.php/Game_TimeGame Time2017-06-17T01:21:39Z<p>Robert Martz: Created page with "Time in the world of Ascent passes faster than real time. There is loosely an 8 to 1 ratio. This means that when one day passes in real life, about 8 days have passed in Ascen..."</p>
<hr />
<div>Time in the world of Ascent passes faster than real time. There is loosely an 8 to 1 ratio. This means that when one day passes in real life, about 8 days have passed in Ascent time. This is a loose guideline that has been used for things like building construction, research, and manufacturing. Again, this is not a hard fast rule, but a basic guideline.<br />
<br />
The players have developed a non-canon time line. There are three times (eras) that were identified:<br />
:Before the Collapse (Ancient era)<br />
:During the Collapse (Previous era)<br />
:After the Collapse (Current era)<br />
<br />
Suggestions for names and polls were run on the game forum to name each "era."<br />
<br />
[http://forum.thespacegame.com/viewtopic.php?f=11&t=3391 Suggestions for current era Name]<br />
<br />
:[http://forum.thespacegame.com/viewtopic.php?f=11&t=3394 Please vote for the ancient era name]<br />
:[http://forum.thespacegame.com/viewtopic.php?f=11&t=3393 Please vote for previous era name]<br />
:[http://forum.thespacegame.com/viewtopic.php?f=11&t=3392 Please vote for current era name]<br />
<br />
The names for the eras were selcted as:<br />
:Ancient Era - (BF) Before the Fall<br />
:Previous Era - (DE) The Dark Era<br />
:Current Era - (ER) The Era of Reclamation<br />
<br />
A time structure was chosen. We are keeping the Earth's 365 day year. This connects us and reminds us that we have a home to get back to. A time was decided for the transition to the current era (ER). We are using the 2013-01-24 12:00 (Melboune, AUS)start date. This is the best guess of a time that the game became "live" to the public. We used forum posts of Jam to help determine this start date.<br />
<br />
A crude clock has been developed. Since there are no seasons and months would take a lot to develop and program in, the clock just counts days of the year and then posts the year of the current era. it also calculates the 100th of a day time interval and adds that to the day count (i.e. Day 65.50/35ER). This identifies that is is day 65 and one half of year 35 of the Era Of Reclamation. <br />
<br />
An AutoHotKey Script to display the time and allow a player to paste it in chat or other places is available at [http://forum.thespacegame.com/viewtopic.php?f=11&t=3392#p29216 here].<br />
<br />
The game time does not really affect game play. it is just something fun for those who enjoy this type of thing. Feel free to use or totally ignore this feature.</div>Robert Martz