Ship Design

=Power, Reactors and Capacitors=

Notes on power
Power originates from reactors and flows along conduits towards power-using modules. That means power can’t come out of power-using modules and it can’t go in to reactors. Modules can not be daisy-chained without an Engineering Room. Otherwise, power is allowed to take any path through connected conduits but be aware that conduits have a limited bandwidth so it’s good to try and avoid choke-points. For further detail on power, how to manipulate it and the components you can use to do so see Power.

=Weapon Mounts=

Turrets and Tracks


There are six different sizes of mounts, one fixed position mount, and five different sized turreted mounts. Turreted mounts can be installed with turret tracks to enable them to turn, limited by the position of the tracks.



Each placement of track allows the turret to turn 22.5 degrees in the sector opposite of it, aka to make the turret turn in the forward arc, you have to have turret tracks in the back. This diagram shows the correlation of the track placements to what angles they are linked to. Note, for it to travel in the track properly, adjacent tracks must be filled.

Note that when spawning a new ship at the home station the turret begins facing backwards before rotating as far anti-clockwise as the tracks allow, if one or both of the top-most tracks are filled and any other sections of track are filled, but not directly connected then the turret will be facing backwards (downwards) and will be unable to rotate towards the front of the ship (upwards) resulting in your guns being stuck facing backwards!

If you're looking for a list of the various weapons you can mount to these turrets then see Weaponry.