SHIPSTAT
Keywords: SHIPSTAT, SHIPST
=== USER MANUAL ===
Usage: shipstat
shipstat <ship>
Description:
Display a full combat readiness readout of a ship. Pilots use
this as their primary dashboard -- speed, heading, target,
weapons, hull, shields, energy, armor, modules, all on one
screen with color-coded status.
From the cockpit, turret, or engine room, shipstat with no
argument shows your own ship. Adding a ship name shows any
visible ship in your starsystem.
Layout:
Header .............. Ship name + model.
Flight block ........ Speed, heading, coordinates, target,
per-turret targets, following ship.
Status block ........ Running vs Disabled, autopilot
engaged / off.
Weapon status ....... One line per installed weapon type.
Shows ready / total module count and
ammo pool (for ammo weapons).
Vitals .............. Hull / Shields / Energy / Armor /
Damage / Maneuver.
Modules ............. Installed count / slot capacity, plus
a numbered list of every installed module
with its category.
Weapon Status Colors:
Each weapon type line is color-coded by readiness:
Green ............... All modules ready.
Yellow .............. Some ready, some on cooldown.
Orange .............. All on cooldown.
Line format for energy weapons:
<Type> Lx : N/M ready
Line format for ammo weapons (adds ammo pool):
<Type> Lx : N/M ready [ammo X/Y]
Vital Colors:
Hull:
Green ............... > 50%% remaining.
Yellow .............. < 50%% remaining.
Red ................. < 25%% remaining (critical).
Shields (current + tempshield from shieldmatrix):
Gray ................ Shields at 0.
Yellow .............. < 50%% remaining.
Cyan ................ Above 50%%.
Energy:
Red ................. < 100 (critically low; cloak will drop).
Yellow .............. < 25%% remaining.
Gold ................ Above 25%%.
Status:
Red ................. Drive disabled.
Green ............... Running normally.
Effective vs Base Stats:
All displayed values are effective (base + installed module
bonuses). Armor, max hull/shield/energy, max speed, maneuver,
and weapon damage are all what the ship actually has in
combat, not the hull's stock numbers.
Requirements:
Cockpit / turret /
engine room ......... "You must be in the cockpit, turret
or engineroom of a ship to do that!"
Target visible ..... When naming another ship, it must be
in the same starsystem and visible:
"You don't see that here. Try the radar,
or type status by itself for your ship's
status."
Echo:
Your own room: <n> checks various gauges and displays on
the control panel.
If scanning another ship that can see you: that ship's cockpit
gets "You are being scanned by <your-ship>."
Notes:
- Shield readout includes any shieldmatrix tempshield
stacked on the base shield.
- Modules are listed in installation order with their
slot number (1, 2, 3...) and category tag (Weapon /
Defensive / Utility).
- Turret targets are tracked separately from the ship's
main target; shipstat shows all of them.
- No energy cost; passive readout.
- Unlike scanship, shipstat also shows speed,
heading, coordinates, and current hull/shield/
energy -- the dynamic values that change every tick.
Scanship vs Shipstat:
scanship ............. Static specs: max hull, model, owner,
pilot, special modules. Good for intel on
enemy capabilities.
shipstat ............. Live status: current hull, shield,
energy, speed, heading, cooldowns. Good
for your own cockpit dashboard.
Use both together when planning engagements.
Strategic Notes:
- Check shipstat before firing -- see which weapons
are ready and which are still cycling.
- Module list tells you if an enemy has defensive
modules (armor plate, shield boost, hangars) that affect
the best approach.
- The energy color flipping to red is your cloak
warning -- below 200 energy and any active shipcloak
drops immediately.
Related Helpfiles: SCANSHIP, RADAR, TARGET, SHIPFIRE, AUTOCOMBAT, AUTOPILOT, SHIELDMATRIX, SHIPCLOAK
=== END MANUAL ===