SHIPSTAT

Keywords: SHIPSTAT, SHIPST

Category: Space

=== 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 ===