Refit Ship

From Ascent
(Difference between revisions)
Jump to: navigation, search
(First time refitting!)
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[File:Module list.jpg|right|border|500px|Class 7 modules are ship class specific, the rest can be changed]]
+
Clicking on 'Refit ship' either in a system space station(SS) menu, at your Inner Star Base(ISB)menu or Outer Star Base(OSB)menu will bring up a menu box. Clicking the column headers will sort the modules in various ways similar to the auto pilot.
  
Clicking on 'Refit ship' either in a system space station shipyard menu or at your private shipyard will bring up a menu box
+
[[File:refit.png]]
  
You will also note your ship will become transparent.
 
  
The left hand pull down panel will allow you to select modules to place on your ship.
 
  
The right hand pull down panel will list the modules on your ship to select to remove.
+
Modules removed will be stored at that particular location.
  
Module selected to be placed must be in storage at the particular location.
+
If your ship is not complete with all required modules, you will not be allowed to undock/fly away from SS and ISB so care must be taken.
 
+
Modules selected to be removed will be stored at the particular location.
+
 
+
If your ship is not complete with all required modules, you will not be allowed to undock/fly away so care must be taken.
+
  
 
If you purchase a module from a player, you will need to go to its location, enter refit and fit it to your ship.
 
If you purchase a module from a player, you will need to go to its location, enter refit and fit it to your ship.
Line 19: Line 13:
 
Same applies if you have built a module at your own shipyard, you can enter refit and have it fitted.
 
Same applies if you have built a module at your own shipyard, you can enter refit and have it fitted.
  
'''Certain modules MUST have the same class as your ship class'''. These modules are Electronics, Warp Drive, Propulsion, Gravity Generator, Computer and '''Hyperdrive'''. Armor of any class can be used on a ship provided the ship has cargo space.
+
'''Certain modules MUST have the same class as your ship class'''. These modules are Electronics, Warp Drive, Propulsion, Gravity Generator, Computer and '''Hyperdrive'''.  
 +
 
 +
Armor of any class can be used on a ship provided the ship has cargo space and most reduce it to 1 for max cargo. Armor panels can be stacked but only the last one placed is acknowledged.
 +
 
 +
Shield of any class can be used on a ship provided the ship has cargo space and cannot be stacked.
  
 
The Reactor may be a smaller class but will greatly reduce the capacitor recharge speed. One class smaller is half the size and in general is the smallest you can go and still be usable though capacitor depletes quite quickly. A smaller reactor will give more cargo space. One class bigger is twice the size and makes capacitor appear to never deplete.  
 
The Reactor may be a smaller class but will greatly reduce the capacitor recharge speed. One class smaller is half the size and in general is the smallest you can go and still be usable though capacitor depletes quite quickly. A smaller reactor will give more cargo space. One class bigger is twice the size and makes capacitor appear to never deplete.  
Line 25: Line 23:
 
Modules required to undock and only need to be class 1 are Salvage Beam, Shield, Ram Scoop, Armour Panels and Mining Beam.
 
Modules required to undock and only need to be class 1 are Salvage Beam, Shield, Ram Scoop, Armour Panels and Mining Beam.
  
Modules that are not needed at all to undock are the Hyperdrive, Broadside laser, Turret Laser and axial Laser
+
Modules that are not needed at all to undock are the Hyperdrive, Broadside laser, Turret Laser and Axial Laser
  
When placing modules, usually it does not matter where you put them on the ship with just two exceptions. The turret and broadside Laser weapons are placed where you want them to be pointing.
+
When placing modules, it does not matter where you put them on the ship unless it's a beam. Turrets and Broadsides mount visibly(perpendicular to hull) and all other beams(mining, salvage and axial) all originate from the location you place the module and fire forward despite the contours of the hull.
  
[https://www.youtube.com/watch?v=ZFj64vCfXvE Waervyn's Ship Fitting Video]
 
  
  
 
== First time refitting! ==
 
== First time refitting! ==
  
*Dock at a Space Station or be a close proximity of your own Starbase
+
*Dock at a Space Station or be at close proximity of your own Starbase
 
*Select Refit Ship
 
*Select Refit Ship
*(You can select Fitting in the Fit or Store dropdown. Fitting is the default unless changed each visit)
+
*You can select Fit Module or Store Module/Ship.
 
*Select Module to Place
 
*Select Module to Place
*Select the module you want to place
+
*All or part of the ship will turn transparent green
*CLICK THE SHIP at some location
+
*CLICK THE SHIP at some location on the green
 
+
*Select End Refit to end refit session
Clicking the ship after module is selected is required to complete the refit.
+
  
  
Line 48: Line 44:
 
Return to [[Space Stations]] or [[Space Ships]]
 
Return to [[Space Stations]] or [[Space Ships]]
  
Back to [[Main Page|Main Page]]
+
 
 +
[[Sitemap | Site Map]]
 +
 
 +
Back to [[Main Page]]

Latest revision as of 07:32, 15 June 2016

Clicking on 'Refit ship' either in a system space station(SS) menu, at your Inner Star Base(ISB)menu or Outer Star Base(OSB)menu will bring up a menu box. Clicking the column headers will sort the modules in various ways similar to the auto pilot.

Refit.png


Modules removed will be stored at that particular location.

If your ship is not complete with all required modules, you will not be allowed to undock/fly away from SS and ISB so care must be taken.

If you purchase a module from a player, you will need to go to its location, enter refit and fit it to your ship.

Same applies if you have built a module at your own shipyard, you can enter refit and have it fitted.

Certain modules MUST have the same class as your ship class. These modules are Electronics, Warp Drive, Propulsion, Gravity Generator, Computer and Hyperdrive.

Armor of any class can be used on a ship provided the ship has cargo space and most reduce it to 1 for max cargo. Armor panels can be stacked but only the last one placed is acknowledged.

Shield of any class can be used on a ship provided the ship has cargo space and cannot be stacked.

The Reactor may be a smaller class but will greatly reduce the capacitor recharge speed. One class smaller is half the size and in general is the smallest you can go and still be usable though capacitor depletes quite quickly. A smaller reactor will give more cargo space. One class bigger is twice the size and makes capacitor appear to never deplete.

Modules required to undock and only need to be class 1 are Salvage Beam, Shield, Ram Scoop, Armour Panels and Mining Beam.

Modules that are not needed at all to undock are the Hyperdrive, Broadside laser, Turret Laser and Axial Laser

When placing modules, it does not matter where you put them on the ship unless it's a beam. Turrets and Broadsides mount visibly(perpendicular to hull) and all other beams(mining, salvage and axial) all originate from the location you place the module and fire forward despite the contours of the hull.


[edit] First time refitting!

  • Dock at a Space Station or be at close proximity of your own Starbase
  • Select Refit Ship
  • You can select Fit Module or Store Module/Ship.
  • Select Module to Place
  • All or part of the ship will turn transparent green
  • CLICK THE SHIP at some location on the green
  • Select End Refit to end refit session



Return to Space Stations or Space Ships


Site Map

Back to Main Page

Personal tools
Namespaces

Variants
Actions
Navigation
To Begin
Travelling
Trading
Character Skills
Player Built Star Bases
Exploration
Settlements and Colonies
Politics
PVE Combat
Tools