Repairs, servicing and breakdowns
Equipment is usually very reliable but will become more unreliable with age, so servicing is important. It can be done at any time, and the longer you leave it the more likely a problem is to occur, so delay at your peril. Shipyards vary in the service they give, so you may find that your ship suffers from poorly fitted parts and shoddy repairs. If an item of equipment breaks down it will not function and will be shown on the Ship's inventory page (Inventory icon, F3) in faded text until is has been repaired. If a particular shipyard does not sell a piece of equipment, repairs cannot be carried out because the tools required will not be available either.
The large table below explains all about each piece of equipment, lists the weight in metric tonnes and where possible includes a small graphical representation of the item.
|Mines & Bombs|
|XB13 Proximity Mine||1||
Explodes when object is within range. They are carried on missile pylons in place of a missile. To be honest, mines are next to useless and are so ineffective against enemy craft that I would advise not buying them. They use up 1 tonne of cargo space and are frankly not worth it.
|XB74 Dummy Proximity Mine||1||
Exactly the same in appearance as the Proximity Mine, even on radar, but they do not explode, in fact they do nothing except increase your foes' laundry bill. You can even recover them like cargo if you have a Fuel Scoop and a Cargo Conversion, but beware of accidentally scooping a real one! Again, like normal mines, there is little point in carrying these. They take up precious cargo space and are, in a word, worthless.
Causes the drive system of smaller ships to overload and explode, but not your own as it is very specific. It can be withstood if a ship has a strong enough shield. I highly recommend carrying an energy bomb. They are very efficient at killing large numbers of enemy ships and are especially useful at bringing down hordes of police vipers that are chasing you. A very good purchase.
|KL760 Homing Missile||1||
For destroying small spaceships and damaging larger ones. This type of missile isn't really recommended at all. Even standard ECM systems destroy it.
|LV111 Smart Missile||1||
Similar to the Homing Missile but has ECM protection (though not effective against Navy Grade ECM). Has a greater explosive power than the Homing Missile. Again, these missiles aren't really recommended because the Police carry Naval ECM. However, these will do fine if Navy missiles aren't available.
|NN500 Navy Missile||1||
Even more bang for your money and immune to any known ECM system although it is rumoured that technology is improving in this field. This is the missile to have! Nothing available on the current market can destroy these babies.
Now we're talking! These military missiles are nuclear, and boy do they pack a punch. You will only get them high up in your military career when bombing missions become available and you can only get one at a time, but when you fire them at their designated target an enormous explosion is the result.
|Guns guns guns!|
|30MW Mining Laser||10||
An enormously powerful pulse laser set up to blast asteroids into recoverable portions if you see your future in mining. Can be used as a weapon but its repeat rate is not as fast as weapon lasers. If you have a big ship it can be a good idea to fit one of these to your rear turret. Then when flying away you can pick off anyone in pursuit and watch them explode with one shot.
|1MW Pulse Laser||1||
The very same as the bottom of the range laser weapon as the Phlaschygt that came with your ship. Seasoned combatants consider it only of use for tattooing numbers onto slaves. Better than nothing, but it will take time, skill and patience to kill anything with it. A good training weapon, and it only takes up one tonne of space so can make a handy rear laser.
|5MW Pulse Laser||3||
Otherwise known as the Phlaschbugher. More powerful than the Phlaschgyt, but less devastating than the Beam Lasers. A good laser to fit to a turret as it takes up less space than a beam laser yet still packs a bit of a punch, especially on smaller ships or ones without shields.
|Beam Lasers (MegaWattages: 1,4,20,100)||5,20,75,200||
Continuous laser beam which is more devastating than a Pulse Laser. The 1MW, 4MW, 20MW, and 100MW Beam Lasers are the same but more destructive with increasing voltage. Beam lasers are very efficient weapons, and even a 1MW Beamer can destory most ships with relative ease. 4MW beam lasers are as good as you need, and as for 100MW... very powerful indeed. Beam lasers, especially the high end ones, heat up very quickly.
|Laser Cooling Booster||1||
Some busy pilots find their normal laser cooling equipment inadequate. Since lasers cut out when they overheat, this device is a very useful addition to your inventory. I recommend you use one, regardless of the wattage of your beam laser. They are essential and will probably save your life many times.
|Small Plasma Accelerator||500||
Very big and heavy and carried by larger ships and Naval ships only. It is extremely potent and obliterates small to medium ships with one shot. These type of weapons really are not necessary, but boy are they good fun!
|Large Plasma Accelerator||900||
The ultimate weapon pilots aspire to owning. Very big, very expensive and very powerful. You have to question the motives of the man who carries such a weapon. Just what is he compensating for?
Short for Electronic Counter Measures. A clever device this, as it causes detonation of all activated Homing Missiles in range (including your own). Very useful, but weighing the same as the superior Naval version, it is better to get that instead.
|Naval ECM System||2||
This higher specification system can also destroy the Smart Missile. Only obtainable at larger Shipyards. Naval ECM is what everyone should have fitted to their ship. If you are extra careful you can carry Naval and Standard ECM as well, so that if Naval fails, you've always got Standard as a backup option.
|Environmental Control Systems|
|Cargo Bay Life Support||1||
Superb environment control, including deodoriser and choice of four fresh air scents: 'Fomalhaut Harvest', 'Ma's Cookies', 'Seashore' and 'Solar Breeze'. Needed for transportation of live animals and slaves. Remember to fit one of these if trading in those commodities, otherwise they will turn into fertiliser.
|Extra Passenger Cabin||5||
For one person only. It comes with life support, food dispenser and Holovid dream inducer for long journeys. An extra facility is the automatic decor control which changes in order to compliment the mood of the occupants. It is activated by sensors of heat and pheromones. Takes up five tonnes of cargo space. If you fancy yourself as a 'people carrier' then fit a half dozen of these or so. If you have a very big ship it is always best to have one anyway, just in case.
|Electronic Equipment for Control & Surveillance|
The Robocruise automatic navigation system has the capability to plot and control travel to any destination within a system. Despite being buggy and prone to suicidal tendencies (Japanese models only), the autopilot is an essential item. However, try not to use it too much.
This automatically tranfers 1t of fuel from the cargo bay to the internal tank of a ship's engine when it is needed, so preventing any wastage. It also avoids any embarrassing moments when your engines fail during combat or docking. Although perhaps a luxury device, I consider them highly useful and almost always carry one, unless space really is limited.
The scanner section in the middle of the console is provided as standard on most ships. Some hardened space travellers remove it in the belief it demonstrates a certain amount of machismo, but others say this demonstrates something else. I personally always buy one. I find it is very useful when locating enemy ships during combat.
Scans for information on a targeted ship. A very useful device to have. It tells you the type, registration, drive details, shield damage, hull integrity and bounty of the targeted ship. This device also pays for itself because having one allows the Elite Federation of Pilots to award you the bounty of the ship you destroyed.
|Hyperspace Cloud Analyser||1||
Determines the destination and the exact time and date of arrival of ships by analysing the residual space time disturbance left behind after a hyperspace jump. You will also be told the mass of the ship which has left or is about to arrive. A device carried mainly by pirates (and the police), but a very useful one all the same.
Like a Military Missile, these are only supplied to you by the Navy but once you have one it is yours to keep. All it does it takes photographs and is pretty useless unless the photographs are of enemy bases with which to supply to the Navy. It is nice to have one of these on your ship and they take up negligible space.
This device affords additional shielding to the normal damage resistance of a hull. More than one can be fitted at once and the effect is cumulative. They recharge from the ship's power system, and each shield takes a fixed amount of time to do so. For example, a large ship with ten shield generators will take the same time to recharge as a ship with one. The ship with ten however, will achieve the same defence as the ship with one shield in a tenth of the time because of the additive effect of Shield Generators. Shield Generators are vital on all medium to large ships. The bigger the ship, the more you should fit.
|Energy Booster Unit||10||
Boosts the recharging rate of all Shield Generators fitted. A good buy for very large ships, but not really required for small ships with only a couple of shields.
For those sticky moments when a fast exit is prudent. It has no weapons or shields, an interplanetary drive only and a simple auto pilot. Also comes with an insurance policy, which means when you return to a starport in it you get an Eagle Mk. I in exchange.
Additional coating to the hull which enables a ship to enter an atmosphere at high speed. A vital component to your ship. Fit one, because otherwise you will end up burning up trying to enter a planet's atmosphere and you'll wonder why. You'll also find it hard to even exit a planet's atmosphere with any great speed.
|Hull Auto Repair System||40||
A large piece of equipment which is generally only fitted to larger ships. Exactly how this works is a trade secret, but it does entail placing many microbots in the hull reinforcing channels. This is only needed on very large ships anyway, but is very useful if you have such a ship. Especially if you find your shields are overcome. Unlike the Red Dwarf nanobots, this equipment cannot rebuild deceased crew members, no matter how curvaceous they be.
An ordinary, lightweight engine that uses hydrogen fuel contained within the drive. It is not capable of hyperspace jumps but is suitable for small interplanetary hops. It is equivalent to the Class 1 Hyperdrive but has no hyperspace capability.
|Standard Hyperdrives (Classes 1-8)||5,25,45,80,150,
Standard Hyperdrives are readily available and are used by most ships. They use Hydrogen fuel which can be bought or scooped and all waste products are used as reaction mass by the thrusters. The range of a Standard Hyperdrive engine depends on the size of ship it is fitted to. For example, a Class 3 engine will have a greater range if fitted to a 200 tonne ship rather than a 300 tonne ship. Although the classes are listed up to eight, higher classes exist but are only obtainable from specialists.
|Military Hyperdrives (Classes 1-3)||6,12,24||
This is a different breed of engine to the Standard Hyperdrive in that it has a greater range and is faster and lighter. This means that a small ship can carry an engine of the military type that is equivalent to a Standard Hyperdrive that would be too big to fit. All military ships are driven by them. They run on Military Fuel which is much more expensive and has its drawbacks. A Military Hyperdrive will give your ship advantages over the competition, but it will cost you to run it. In the same way as Standard Hyperdrives, the range is a function of the size of the ship and the maximum possible range for the engine. Military Hyperdrives are not widely available and there are only three classes for sale. The reason is thought to be instability occurring in bigger engines, but rumours say that military engineers are working on this problem. They are also reputed to be making even lighter engines.
Want to read more about the workings and theories of the Hyperdrive? Check out Commander Alex's works on the subject.
|Fuel Scoops & Mining Equipment|
Scoops fuel from the upper layers of gas giants or the photosphere of cool stars when you fly at below about 30km altitude while travelling forwards at speed. In order to scoop from a gas giant, Atmospheric Shielding is needed. A star however, requires greater protection for your ship in the form of an Atmospheric Shield and a Shield Generator. Even with these it is still dangerous and only a desperate pilot would attempt it. It is useful to have a fuel scoop fitted to your ship, especially if you get stranded in the middle of nowhere and need to re-fuel serveral times to get back. You can even make money scooping fuel and selling it, but then a new level of tedium is reached!
|Cargo Scoop Conversion||2||
Allows the Fuel Scoop to be used to salvage jettisoned cargo and Dummy Mines. It is also used to collect ore during asteroid mining, and explosion debris from ships. If you have a fuel scoop, you may as well fit one of these as well. The two go hand in hand.
|MB4 Mining Machine||30||
This 'amazing' machine prospects, mines and refines minerals for you but is not readily available. A large investment and you need to know what you are doing before you start mining.