SPACE

Keywords: SPACE

Category: Space

=== USER MANUAL === Overview: Space is the sub-system that governs spacecraft, starsystems, stellar objects, and ship combat. If you want to fly a ship, dogfight other pilots, visit planets, or ferry a carrier across the stars, the commands in this helpfile are where you start. This entry is a high-level primer. Every command referenced has its own detailed helpfile -- help <command> for specifics. Ship Roles and Seats: Every ship has designated rooms that gate different commands: Cockpit ............ Pilot's seat. Controls flight (accelerate, course, land, launch, calculate, hyperspace, radar, gate, autopilot, autotrack). Gunner / Turret ... Weapons station. Handles target, shipfire, autocombat, deploy, interceptor, scanship. Engine room ....... Maintenance + special ops: repairship, installmodule, removemodule, wormhole. Entrance room ..... Airlock / hatch. openhatch cycles the hatch from here; boardship enters from outside. Try to walk each ship you fly once so you know where every station is before the fight starts. Getting a Ship: 1. Stand in a shipyard (ROOM_SHIPYARD) for spacecraft, or a garage (ROOM_GARAGE) for land vehicles. 2. buyship to list available hulls. Ships are filtered by your race -- only compatible models appear. 3. buyship <model> to purchase. The ship is docked at your feet with your character registered as owner. 4. Personal fleet cap is 3 ships; sellship or scrapship old hulls to make room. For shared ships, the owner grants access with addpilot (up to 2 extra pilots); rempilot revokes access. Leaving the Ground: 1. boardship -- walk up to a docked ship, name it, and enter through the hatch. Hatch must be open; the pilot can open it with openhatch. 2. Navigate to the cockpit. 3. launch -- lifts the ship into space. Heals the ship fully on take-off (a notable feature). 4. accelerate <speed> -- set sublight speed (0 to maxspeed). 5. course <x> <y> <z> -- point the hull toward a destination. Situational Awareness: radar ................ Passive scan of the whole starsystem. Shows stellar objects, missiles, ships. Silent -- won't reveal you. ping ................. Active short-range scan. Reveals cloaked ships within 1500u but announces your position and drops your own cloak. scanplanet <name> .... Detailed readout on one stellar object (type, governing clan, lifeforms, gate info). scanship <name> ...... Spec sheet on another ship (class, stats, weapons, installed modules, crew). shipstat ............. Your primary dashboard. Shows current hull / shield / energy / speed / heading / target / weapon cooldowns / installed modules. Pre-engage flow: radar for awareness, scanship on any contact for intel, then commit. Combat Loop: From the gunner chair or turret: 1. target <ship> -- begin lock (2 seconds). Successful lock decloaks you, so only lock when ready to engage. 2. shipfire <weapon> -- manual fire. Weapon types: laser, missile, cannon, rail. Each has range, energy, ammo constraints. 3. autocombat -- engage auto-fire on the locked target. Every offensive module fires as its cooldown cycles. Pilot seat complements: 4. autotrack -- keep the nose on your target while you handle speed manually. 5. autopilot -- full hands-off cruise + retaliate-when-hit. Combat prerequisites: - Main guns fire forward only for non-station hulls. Use autotrack to keep aim. - Cannot fire while in a disruptionweb or hyperspace. - Low energy cuts off laser/railgun shots; ammo weapons need magazine capacity. Inter-System Travel: Two alternative paths: Hyperspace .......... Arm jump with calculate <system> <x> <y> <z>, then hyperspace to engage. Costs energy proportional to distance. Invisible in transit. Gates ............... Pre-built structures. gate <name> within 200u to transit; uses the gate's linked destination. Zero energy, but noisy. Special options if your hull is an Arbiter: - foldspace <ship> -- pull an allied ship to your location. - wormhole <system> -- open a 10-minute two-way shortcut. Landing: 1. Fly within 200u of a planet/station/ship with a landing pad. 2. land <target> to start the sequence. If there's only one valid pad, you land there; otherwise you'll be prompted for a specific pad name (land mars lancaster). 3. Docking at a shipyard refills ammunition. To dock inside another ship (carrier/station), that target needs open baydoors and an available hanger bay. Modules and Upgrades: Ship performance is a function of its chassis plus installed modules. Modules unlock weapons, boost stats, and grant special capabilities (cloak, webber, interceptor bays, regeneration, etc.). - Dock at a shipyard, go to the engine room. - installmodule <item> from inventory. Item is consumed. - removemodule <#|name> unbolts and returns a fresh module item to your inventory. - shipstat shows installed modules and effective stats after bonuses. Modules are bought separately (from a modulemart) or extracted from salvaged ships. Repairs and Recovery: repairship hull ..... +100 hull per 15-second run. repairship drive .... Clear the disabled / sabotage state. repairship launcher . Reset missile state. repairship primary .. Reset laser/railgun state. repairship energy ... Refill to max instantly. Shortcut: launch or shiprecall both fully heal the ship as a side effect. If you're willing to land at a shipyard, that's faster than piecemeal repair. Special / Rare Ships: Arbiter ............ Wormhole + Foldspace. Science Vessel ..... shieldmatrix (250 tempshield buff on allies). Corsair ............ disruptionweb (60-second enemy lockdown). Carrier ............ interceptor fighter building + deploy for launches. Each has a signature ability that requires specific crew positions. See their individual helpfiles. Quick-Reference Cheat Sheet: Find your ships .... shiplist Get to cockpit ..... openhatch, boardship <ship>, walk. Leave pad .......... launch See what's around .. radar, scanplanet <obj>, scanship <ship> Move ............... course <x y z>, accelerate <speed> Fight .............. target <ship>, shipfire <weapon>, autocombat Jump system ........ calculate <sys> <xyz>, hyperspace or gate <gate> Go home ............ land <planet> <pad>, or shiprecall <ship> from any pad. Fix things ......... repairship <target>, or redock and launch. Further Reading: Every command above has its own helpfile with exact error messages, requirement lists, and strategic notes. Related Helpfiles: BUYSHIP, LAUNCH, LAND, SHIPSTAT, RADAR, SHIPFIRE, AUTOCOMBAT, AUTOPILOT, AUTOTRACK, TARGET, CALCULATE, HYPERSPACE, GATE, REPAIRSHIP, SHIPRECALL, INSTALLMODULE, SCANSHIP, SCANPLANET, SHIPLIST, ADDPILOT === END MANUAL ===