Ships
Flight
Fuel and condition costs applied at the end of the flight.
Reactor Power Slider
To save fuel, lower the power slider. This will make your ship travel slower but use less fuel. Especially when ship is empty, adding power won't make it much faster but will still use a lot more fuel.
Flight Time Calculation
Your ship's travel time is affected by:
- Reactor Power: 50% power = base speed, higher = faster, lower = slower
- Ship Condition: Below 80% reduces speed (minimum 20% speed at 0% condition)
- Cargo Weight: Heavier cargo reduces speed
- Guild Project: Flight Center: Increases ship flight speed for all members
- Ship Design: Emitters and weight
Detailed Calculation
Click to expand
Ship Stats
FTL Capacity:
FTL Capacity = 1000 × Number of Emitters × Reactor Power- Determines how much weight your ship can carry effectively
Weight Ratio:
Total Weight = Empty Weight + Cargo WeightWeight Ratio = FTL Capacity / Total Weight
Acceleration:
- Base acceleration from emitters, modified by weight ratio
- If Weight Ratio ≥ 1.0:
Acceleration = Base Emitter Acceleration × Weight Ratio - If Weight Ratio < 1.0:
Acceleration = Base Emitter Acceleration × (Weight Ratio)^1.7 - The exponential penalty severely punishes underpowered ships
Maximum Speed:
- Base max speed from emitters, modified by weight ratio
- If Weight Ratio ≥ 1.0:
Max Speed = Base Emitter Max Speed × (1 + (Weight Ratio - 1) × 0.15) - If Weight Ratio < 1.0:
Max Speed = Base Emitter Max Speed × (1 - (1 - Weight Ratio)^1.3) - Overpowered ships get small bonuses (+15% per weight ratio above 1.0)
- Underpowered ships face increasing penalties
Flight Phases
- Acceleration Phase: Ship accelerates from 0 to max speed
- Cruise Phase: Ship maintains max speed (if distance is long enough)
For Short Distances: If the destination is reached before max speed, the ship only accelerates:
Base Travel Time = √(2 × Distance / Acceleration)
For Long Distances: If max speed is reached before destination:
Acceleration Time = Max Speed / AccelerationDistance During Acceleration = (Acceleration × Acceleration Time²) / 2Remaining Distance = Total Distance - Distance During AccelerationCruise Time = Remaining Distance / Max SpeedBase Travel Time = Acceleration Time + Cruise Time
Note: Ship consumes fuel and takes condition damage during both phases.
Final Travel Time:
Condition Speed Multiplier = Min(Condition + 0.2, 1.0)Company Flight Speed Multiplier = Company Starting Bonus(1-5) + Guild Flight Center BonusFinal Travel Time (hours) = Base Travel Time / Condition Speed Multiplier / Server Speed Multiplier (4) / Company Flight Speed Multiplier
Canceling Flights
You can cancel flights in progress:
- Ship will turn around and return to starting location
- Fuel and condition costs are based on the total traveled distance
Emergency flights cannot be canceled
Fuel
Ships require fuel to travel. Different reactors use different fuel types:
- Hydrogen Generator: Hydrogen fuel
- Fission Reactor: Fission fuel
- Antimatter Reactor: Antimatter fuel
The fuel usage shown at the start of the flight is for the entire flight.
Amount of Fuel in tank does not affect ship weight, speed, or cargo capacity.
How to Refuel
Your ship can be refueled from your base, exchange, or it's own cargo hold.
- Park ship where you have fuel stored
- Click on ship
- Click "Refuel" button
- Choose amount to refuel
- Confirm
Fuel Consumption
Fuel consumption is based on travel time.
Fuel Consumption Formula
Fuel consumption uses a normalized calculation based on 50% reactor power as the baseline.
Fuel Used = (Reactors Count × Reactor Fuel Rate / Fuel Efficiency) × Base Travel Time at 50% Power
Fuel Efficiency:
Fuel Efficiency = 1 - (Reactor Power - 0.20)
Examples:
- 20% power = 100% efficient
- 50% power = 70% efficient
- 100% power = 20% efficient
How It Works:
- Game calculates what your travel time would be at 50% reactor power
- Applies fuel efficiency penalty based on your actual power setting
Emergency Flight
If you strand your ship without fuel, you can activate emergency flight to reach your destination.
Effects:
- Uses no fuel but travels at only 50% speed
- Takes 5× normal condition damage
- Cannot be cancelled once started
Ship Condition
Ship condition ranges from 0% to 100% and affects travel speed.
- Above 80%: No speed penalty
- Below 80%: Speed decreases linearly
- At 0%: Ship travels at only 20% of designed speed
Ship condition can technically get under 0%, but ship will still fly at 20% speed, and repair costs will keep increasing.
Damage During Flight
Ships take damage while traveling based on time spent flying.
Damage Formula
Condition Loss = Travel Time (hours) × Base Damage Rate × Ship Damage Multiplier × Flight Type Multiplier
Base Damage Rate: 0.004 per hour (0.4% condition loss per hour)
Ship Damage Multiplier: Shielding damage reductions add together:
- Light shielding (Heat or Radiation): 10% reduction (0.1) per type
- Heavy shielding (Heat or Radiation): 20% reduction (0.2) per type
Ship Damage Multiplier = 1.0 - (Heat reduction + Radiation reduction)
Flight Type Multiplier:
- Normal Flight =
1.0 - Emergency Flight =
5.0
Repairing Ships
Ship can be repaired partially, repair kits need to be available in a nearby warehouse to perform repair.
- Park ship at planet/exchange with repair kits
- Select ship
- Click "Repair" button
- Adjust how much to repair
- Confirm
The resulting condition can be above 100%, repair kits are never wasted.
Repair Cost
Repair cost is based on ship's empty weight and current condition.
Repair Cost Formula
- Full repair cost =
Empty weight ÷ 10(rounded up) Ship Repair Kits - Condition restored per kit =
1 ÷ Full repair cost - Actual repair cost =
Full repair cost × (1 - Current condition)
Example:
- Ship empty weight: 500 tonnes
- Full repair cost: 50 kits (500 ÷ 10)
- Each kit restores: 2% condition (1 ÷ 50 = 0.02)
- Current condition: 70%
- Repair to 100%: 15 kits (50 × (1 - 0.70) = 50 × 0.30)
Ship Construction/Modification
Ships are built at the Exchange using materials from your exchange warehouse.
You can modify ships to adjust:
- Reactor Type
- FTL Emitters Type
- Number of FTL Emitters
- Cargo capacity
- Fuel capacity
- Shielding - Reduces how much condition the ship loses while traveling
New ships start with 50% fuel capacity.
Material Costs
When modifying a ship:
Materials Reused:
- Components kept in the new design are credited toward the modification cost
- Example: Upgrading from 5 to 8 emitters → you only pay for 3 additional emitters (8 - 5 = 3)
Materials Lost:
- Components removed or replaced are not refunded
- Example: Downgrading from 10 to 5 emitters → 5 emitters lost, no refund
- Example: Switching reactor types → old reactor materials are lost
Net Cost:
- Modification cost = (New ship materials needed) - (Reusable materials from old ship)
- If result is negative (downgrade), you pay nothing but get no refund
FTL Emitters
More emitters = faster travel, but also more fuel consumption.
Shielding
Heat Shielding & Radiation Shielding: Shielding is optional; it reduces damage taken during flight, but also increases weight slightly.
- None, Light (10% damage reduction), Heavy (20% damage reduction)
- Both heavy = 40% total damage reduction
- Adds weight to ship