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Brontez
VeteranXX
Contributor
Old
1 - 01-14-2008, 12:28
All info blatantly ripped off from the official SOE SWG Pilot Forums here: Pilot


Pilot Profession Basics:

The pilot profession shares some similarities with the ground professions, but it differs in a number of important ways. First off, anyone can be a pilot no matter their ground profession. Training comes from your various pilot trainers, not automatically as you gain xp, and is based both on xp gained and your progression through your squadron's missions. Lastly, you can only be in one squadron at a time, but unlike the ground game, it is possible to leave your squadron to move onto another or even a different faction if you meet that faction's requirements without needing to delete your character and start a new one.

Starting Out:

First off, here's an overview of what will be many players' first flying experience, the missions in the new player tutorial.

Once you've run the tutorial and are ready to join a side, the pilot profession is composed of three different factions, each of which has three available squadrons to join. To join a faction, simply pick one of the trainers listed below for that faction. You must be the same GCW faction to join the Rebels or Imperials, but your GCW faction does not matter for the Freelance trainers. Here are the recruiters and initial trainers for each squadron:

Rebel
Recruiter Location: J'pai Brek (-5072, -2343) Tyrena, Corellia
Arkon's Havok Squad
Captain Kreezo, Tyrena, Corellia (-5177, -2281)
Vortex Squadron
V3-FX {droid} (right across the bridge) Moenia, Naboo
Crimson Phoenix Squadron
Commander Da'la Socuna (back room of the cantina) Mos Espa, Tatooine


Imperial
Recruiter Location: Commander Landau (-5516,4403) Theed, Naboo
Imperial Inquisition
Lt. Barn Sinkko, Kadaara, Naboo (5204, 6728)
Storm Squadron
Lt. Akal Colzet, Bestine, Tatooine (-1110, -3514)
Black Epsilon
Hakasha Sireen, Imp Outpost, Talus (-2183, 2259)

Freelancer
Recruiter Location: Gil Burtin (-1174, -3647) Bestine, Tatooine
Smuggler's Alliance
Dravis, Mos Eisley, Tatooine, Back room of cantina (3429,-4788)
Note: This squad is lightly Rebel-aligned. Your final mission will be against the Star Ravager (Imperial Corvette). Also, you cannot attack Hutt ships and, during Tier 2, cannot attack Valarian ships.
RSF Squadron
Captain Dinge, Theed Naboo (-5497,4575) SWGWiki Guide
Note: This squad is heavily Imperial-aligned. RSF pilots can only hurt Imperial ships if they are a Rebel on the ground and go Overt at a Rebel Space Station (this will leave you open to PVP attack!) and your final mission will be against the Corellian Corvette (Rebel Corvette). You cannot attack RSF ships.
Corsec Squadron
Sergeant Rhea, Coronet Corellia (-275,-4730) SWGWiki Guide
Note: This squad is true neutral. On your final mission, you may choose to destroy either a Rebel or Imperial Corvette. You cannot attack CorSec ships.
You can find a complete list of trainers and recruiters here.

If you don't have one already, your first squadron trainer will provide you with a starter ship (though some trainers may need more prodding than others). These ships will have all the basic parts you need to complete your first missions, but you may wish to buy others from the bazaar or your local shipwright. To load up these new parts, simply open up the "Manage" screen from the ship terminal in the starport where your starter ship is parked and you'll be able to swap parts in and out.



New Ships, Parts, and Certifications

As you advance, you will become certified to fly new ships and equip them with higher-level components. New ships are granted every fourth box of pilot skills, starting with Box 2, while new components come every fourth box, starting with Box 3. For a breakdown of all the available components, what they do, and what their stats mean, I recommend checking out this Friday Feature (Understanding Ship Components by Thunderheart. Here's a quick primer on what you're looking for in component stats.

Note, however, that unlike most aspects of the ground game, higher-level ships and components aren't necessarily better. They're often superior, but your choice of ship may depend heavily on your style as a pilot, and if you're close to filling up your ship's mass capacity, it may be wise to use some lower-level (and thus lower mass) components to fill out your ship. These are both things you'll get a handle on as you continue to fly.

Your trainer will often give you reward items in the form of components or clothing once you talk to him after the successful completion of a mission. These are usually handed out without notification, so be sure to check your inventory for new loot after each mission to make sure you aren't accidentally selling valuable reward loot to the Chassis Dealer.



Missions, XP, and Training

Pilot training isn't necessarily granted each time you fill your xp box, nor is it always necessary to have xp to train a new skill. At some tiers, advancement is based solely on missions completed, while at others you'll require both missions and xp. Requirements for training at each tier are as follows:

Tier 0 (Boxes 00-01): 4 starter missions
Tier 1 (Boxes 02-05): xp and missions
Tier 2 (Boxes 06-09): xp and missions
Tier 3 (Boxes 10-13): missions only
Tier 4 (Boxes 14-17): xp and missions
Master Box (Box 18): two missions only. Once you train to 4444 (Box 17), xp does not matter for you. You do not have to grind the 7.5 million xp to master. You must complete the two master missions, no matter what, to master.
A complete list of trainers and their locations can be found here.



Changing Pilot Factions

To switch squadrons or if, for some reason, you need to restart your current squadron, follow these steps:

Make sure you have at least one open slot for your new starter ship.
Go see the pilot recruiter for your faction. Not your trainer, but the recruiter. For instance, if you're a Freelance Pilot, you'll need to see Gil Burton in the Bestine hotel on Tatooine.
"Resign" from your current pilots' faction.
Go see a faction recruiter (if needed) to quit your ground-based faction. [You must be a combatant and not "on leave" to resign from a ground faction.] There is a mandatory 5-day waiting period imposed when you drop Rebel/Imperial ground faction before you can join the opposite ground faction. You will also need 200 positive faction with the side you wish to join. Easiest way to get this is to have someone /delegate the points to you, since they only affect space anyway.

You will need to start over with your new pilot squadron from scratch. Your space xp will be set to zero when you resign your pilot skills.
NOTE: For each Pilot faction (Alliance, Imperial, Freelance) that you master a squadron in, you will receive the "Previous Faction Master Bonus". The maximum bonus is 3x, if you master at least one squadron from each faction. This bonus adds to the normal Space Combat Experience you earn, for a total xp of 1x/kill for 0 faction masteries, 2x/kill for 1 faction mastery, 3x/kill for 2 faction masteries, and 4x/kill for 3 faction masteries. You don't get a bonus for each squad mastered, but for completing any of the three squads in a given faction.

The final mission to achieve mastery in your pilot squadron is to destroy a Corellian Corvette. This mission can be extremely challenging for new pilots, but former pilot correspondent MonsofoLexius spent an amount of time neither reasonable nor sane tracking the habits of this capital ship. The following info and advice is his, with updates by NarfBlinko:



Corvette Spawn Information

The Corellian Corvette spawns on about a two hour timer.
The Star Ravager spawns on about a two-hour timer if not destroyed and a 1 and a half-hour timer if it was destroyed.
Both may be seen in Kessel at the same time.
The escorting gunboats can be very difficult to kill for newer pilots.
The Rebel Corvette (Corellian Corvette) enters at approximately 7556 -7372 -7428 and exits at approximately -6545 4888 6204. (Waypoints observed on Corbantis server.)
The Imperial Corvette (Star Ravager) enters at approximately 7605 7522 7248 and exits at approximately -6613 -271 -6216. (Waypoints observed on Corbantis server.)
NEVER LEAVE THE ESCORT GUNBOATS UP WHEN DOING THIS MISSION! While leaving them up no longer prevents the next Corvette from spawning, they do tend to lag down the exit area.
To Complete the Corvette Master Mission:
You must have the Corvette master mission in your datapad. Check your datapad before leaving the Admiral. If you don't have it, Converse with the Admiral again.
You must be in Kessel and within range when the Corvette is destroyed.
A member of your group must have done damage to a subsystem on the Corvette at some point on the mission. Thanks Paladon
You will NOT have to go to the trainer and retake the mission if you die during your Vette run. Repair and get right back out to Kessel to continue the fight.
To Do Damage to a Subsystem:
Target the Corvette.
Select a subsystem using the '[' and ']’ keys.
Hit that specific area with your guns or a missile. For those on your first trip, this can be tougher then you think. Watch for the xxx% of the system to go down when you hit it.
 
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Brontez
VeteranXX
Contributor
Old
2 - 01-14-2008, 12:30
Q: Where can I find my server's Pilot channel?

A: This will vary from server to server. As I track them down, I'll list them.

Bria: swg.Bria.Chat.pilot
Corbantis: swg.corbantis.c.pilotslou nge
Shadowfire: swg.shadowfire.Chat.Pilot s
Chimera: swg.europe-chimera.chat.pilots
Wanderhome: swg.wanderhome.chat.pilot
Wanderhome: swg.wanderhome.chat.WPC
Eclipse: swg.eclipse.chat.sfc
Tempest: swg.tempest.chat.space
Flurry: swg.flurry.chat.fsc
Chilastra: swg.chilastra.chat.Chilly SpaceChat
Infinity: swg.europe-infinity.chat.IPC
Starsider: swg.starsider.chat.sfc
Ahazi: swg.ahazi.chat.sfc
Intrepid: swg.intrepid.chat.DS
Gorath: swg.gorath.chat.sfcb
Tarquinas: swg.tarquinas.chat.Tarqui nasPilots
Kettemoor: swg.kettemoor.chat.kettes pace
Scylla: SWG.scylla.chat.SFC

Q: How do I use Droid Commands?

A: You need both a Droid Interface (DI) and, depending on your ship chassis, a Flight Computer or Astromech, in addition to the actual commands or programmed chips. A detailed list of each command and more information can be found in the Complete Droid Command FAQ.

Droid interfaces can be looted or crafted by a shipwright.
Flight computers/astromechs are crafted by Engineer Traders only. Astromechs are for X-wings, Y-wings, Z-95s, ARC-170s, and Eta-2 Actis Interceptors only and count against the droid limit in your datapad. Flight computers are for all other ships and do NOT count as a droid in your datapad. They are certified in Box 5, 9, 13, and 17 of the pilot skill wheel and are separate from the DI certification. REBEL NOTE: You will most likely end up running both flight computers and astromechs, but the astromech can have other functionality besides being a flight droid. Ask your favorite Engineer for more info. Astromechs, as they count against the droid limit, are tradable and nameable. Flight computers are NOT able to be named.
Each faction has a set of commands they can program or load for free. ANY pilot of ANY level can use ANY program from ANY faction as long as they can squeeze it in the FC/droid they are certified for. You can use programs from the other two factions (or ones you can not program yet) by buying or trading for chips that already have the commands programmed.

Q: I'm a Freelance Pilot. Why can't I attack Rebels/Imperials?

A: When a Freelance pilot enters Deep Space, they must declare for the Imperial or Rebel faction. This sets a flag on your ship so the game thinks you are whichever faction you chose. This flag is not removed until you redeed the ship. To return to your proper neutral state, simply unload everything, redeed the ship, regenerate the ship, and reload it. You will now be able to attack everyone you were able to attack prior to going to Deep Space.

Also of note, RSF Pilots may never attack Imperial targets, although they may be able to workaround that by declaring overt at a Rebel space station (unconfirmed by me, personally).


Q: How do I get GCW points in space?

A: Red-Dwarf has created a FAQ for this. You may find it here.


Q: How do I easily link and unlink my weapons for a group fire/chain fire effect?

A: CNevyn has written up a nice guide describing how to use some macros and an alias to do this. You may find it here.


Q: What causes the Kessel switch?

A: The mighty Freedom Station in Deep Space, invulnerable since the Combat Upgrade of eons ago, has been breached. The destruction of this station triggers a change to Kessel. See Halyn's guide to the issue here.


Q: What's up with Weapon Overload 3?

A: Weapon Overload 3 used to be bugged so that instead of increasing Reactor Drain and EPS (Energy Per Shot) per weapon, it decreased them. That bug was fixed with Publish 27, meaning many pilots are seeing a big change in the way they outfit their ships and act in combat to deal with capacitors actually running out of energy.


Q: What does the "LUCKY" flytext mean in space?

A: Occasionally when you kill an NPC the "LUCKY" tag will appear over your ship. According to Thunderheart, it means you got more xp for the kill, and has nothing to do with getting a critical hit or dealing more damage. This has also been confirmed in this Friday Feature.


Q: How can I get the YT-2400?

A: Here's the best walkthrough I could find.


Q: How do I know how much Space XP I have?

A: You can find a simple guide to your answer here.


Q: You can get ground xp in space?

A: Yep, it's true. You get 9% of the XP gained from killing a ship as ground Combat Experience.


Q: Where do I find the RotW ships?

A: They're all quest-granted. The missions for these ships start here:

The Advanced X-Wing, Vaksai, and Imperial Guard Interceptor quests all begin with missions out of Kashyyyk space station. The latest guide for these can be found here.
The Y-8 mining ship quest starts with a man named Flash Harrison on the first floor of the Kachirho tree cantina. He'll send you on a variety of space mining and combat missions around the galaxy before you'll eventually earn the Y-8. Guide can be found here.
The Eta-2 Actis Interceptor (Jedi Starfighter) quest starts from a pile of bones outside the Nightsister Stronghold on Dathomir. Find the datapad on the corpse (it's on a 30-minute spawn timer; if it's not there, either wait around or come back later) and take it to Admiral Krieg in the bunker in Kachirho to get started. You'll need to be an Imperial ground combatant to start these missions and to talk to the mission giver.
The ARC-170 begins with the Queen of Naboo in Theed Palace. You'll need to be a Rebel on leave to do this quest.
The Belbullab-22 (Grievous' Starship) takes place entirely within the Myyydril Caverns on Kashyyyk. You'll need to make your way to a robot outside a gate deep within the caves to begin the mission, which consists of killing a very powerful (currently level 92) robot and his two henchmen.
The Eta-2 Actis Interceptor and ARC-170 both require you to have the certification (Box 14) and complete only their quests yourself in order to be able to fly the ship. The Vaksai, RGI, and Adv. XWing require you to have the certification (Box 14) and only have the “Has acquired 5 Badges…” badge.

For those who like walkthroughs, here's one that includes all the Clone Relics quests from RotW, including the ARC-170, Eta-2 Actis Interceptor, and Nym's Starmap quests.

Q: Is the Eta-2 Actis Interceptor a good ship?

A: SyphusDeacon has compiled a nice reference here.


Q: How do I mine in space?

A: You should be able to find just about everything you need to know in Red-Dwarf's Idiot's Guide to Space Mining.


Q: Does the Black Sun Ace Helmet still drop?

A: Yes. The Black Sun Ace Helmet is an extremely rare piece of loot that drops from any Tier 4 or higher Black Sun ships. You can kill literally thousands upon thousands of Black Suns without finding a single one, so if you’re dedicated to finding one, be prepared to spend a lot of time hunting.

psikobunny wrote a nice guide for finding a Black Sun helmet here.


Q: What pilot faction can I be if I'm in __________ faction on the ground?

A: Ground and space factions are linked as follows:

Ground Civilians can ONLY be Freelance Pilots
Ground Imperials can be an Imperial or Freelance Pilot
Ground Rebels can be a Rebel or any Freelance Pilot

Q: How do I get faction points in space?

A: All you have to do is go overt at any factional space station, then start killing Rebel NPCs if you're Imperial or Imperial NPCs if you're Rebel. They'll give you FP in varying amounts, depending on the tier and type of the ship you kill. Freelancers will be able to declare for the same faction they are on the ground. If you don't have a ground faction, you won't be able to gain FP.

You used to have to be an Imperial or Rebel master pilot to get into and gain FP in Deep Space, but that's changed with publish 27. Now pilots of all levels and freelancers can get FP in Deep Space. However, to get FP there you do still have to declare at a factional station before you hyper to Deep Space.

Since the introduction of the GCW ranking system, faction points now only influence how ground NPCs react to you. They are no longer used to determine your GCW rank nor used to purchase factional perks.

You can find the locations of all factional space stations as well as those needed to travel to Kessel or Deep Space here.


Q: How do I land at the theme parks?

A: Check out this thread. For Smuggler's Alliance/Jabba's Palace, you can also see this thread.


Q: Where can I find the UI command list?


A: In the Chatline commands thread.

And no, nobody’s found a slash command to target nearest enemy player yet, though having a Saitek X52 flight system or a Belkin Nostromo n52 will allow you to map this to a more useful place *wink wink nudge nudge*.


Q: What does 'POB' mean?


A: Short for "portalized object," though you can also think of it as “Player On Board.” POB basically means "something you can walk around in." The Yacht, YT-1300, Decimator, Nova Courier, Y-8, and YT-2400 are all POB ships. The Krayt, Aggressor, Y-wing, and ARC-170 (in addition to the POB ships) are all multi-player.
 
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VeteranXX
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Old
3 - 01-14-2008, 12:34
Legend:
(Tier) Ship Name: Resource Amount Approximate Mass [P: Pilot controlled guns / T: Turret controlled guns] Number of missiles
[Ship hard caps on various stats]
Images of ships with Texture Kits applied

Stat definitions and how to determine them:
Spdx (Speed Multiplier): Determined by dividing the maximum speed seen in space by engine top speed, then dividing by 10.
Acc: How quickly you gain speed. Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full stop to full throttle.
Dec: How quickly you lose speed (slow down). Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full throttle to full stop.
Pitch/Yaw/Roll: Measurement of how quickly your ship responds to commands to change direction in a Nose Up/Nose Sideways/Rotational direction. Determined by converting the values found in the upper left-hand corner of the V screen (Component Management Screen) in space from Radians to Degrees (1 radian = 57.296 degrees). PYR values on engines are listed in Degrees.

Rebel

(Tier 0) Z-95: 5k Resources ~12k mass [P: 1 Gun] 1 missile
[Spdx 0.95 Acc 500 Dec 500 Pitch 600 Yaw 600 Roll 300]

(Tier 0) Heavy Z-95: 50k Resources ~95k mass [P: 1 Gun] 1 missile
[Spdx 0.95 Acc 500 Dec 500 Pitch 600 Yaw 600 Roll 300]

(Tier 1) Y-Wing: 15k Resources ~150k mass [P: 1 Gun T:+1] 1 missile
[Spdx 0.85 Acc 150 Dec 250 Pitch 80 Yaw 80 Roll 40]

(Tier 2) Y-Wing LP: 30k Resources ~170k mass [P: 2 Guns] 2 missiles
[Spdx 0.85 Acc 100 Dec 200 Pitch 70 Yaw 70 Roll 35]

(Tier 3) X-Wing: 60k Resources ~100k mass [P: 3 Guns] 1 missiles
[Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 250 Dec 300 Pitch 300 Yaw 200 Roll 150]

(Tier 4) A-Wing: 80k Resources ~65k mass [P: 1 Gun] 1 missile
[Spdx 1.00 Acc 400 Dec 600 Pitch 250 Yaw 250 Roll 125]

(Tier 4) Advanced X-Wing: N/A Resources 180k mass [P: 3 Guns] 1 missile
[Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 250 Dec 300 Pitch 300 Yaw 200 Roll 150]
The Advanced X-Wing is a quest-given ship.
The Advanced X-Wing has 6 textures that match textures 1-6 on the standard X-Wing.

(Tier 5) B-Wing: 150k Resources ~240k mass [P: 4 Guns] 2 missiles
[Spdx 0.85(Foils Closed) 0.80 (Foils Open) Acc 50 Dec 100 Pitch 35 Yaw 35 Roll 17]

(Tier 5) YKL-37r Nova Courier: 150k Resources ~5m mass [P: 0 Guns T:+2] 3 missiles
[Spdx 0.80 Acc 50 Dec 50 Pitch 50 Yaw 50 Roll 40]



Freelancer
(Tier 0) M3-A "Scyk" Light Fighter: 5k Resources ~12k mass [P: 1 Gun] 1 missile
[Spdx 0.95 Acc 500 Dec 500 Pitch 600 Yaw 600 Roll 300]

(Tier 0) Heavy Scyk: 50k Resources ~95k mass [P: 1 Gun] 1 missile
[Spdx 0.95 Acc 500 Dec 500 Pitch 600 Yaw 600 Roll 300]

(Tier 1) G1-M4-C "Dunelizard" Medium Fighter: 15k Resources ~85k mass [P: 2 Guns] 1 missile
[Spdx 0.95 Acc 300 Dec 300 Pitch 300 Yaw 300 Roll 150]

(Tier 2) Kihraxz Assault Fighter: 30k Resources ~40k mass [P: 1 Gun] 1 missile
[Spdx 1.00 Acc 350 Dec 350 Pitch 400 Yaw 400 Roll 200]

(Tier 2) M12-L "Kimogila" Multi-role Fighter: 30k Resources ~110k mass [P: 3 Guns] 1 missile
[Spdx 0.92 Acc 350 Dec 350 Pitch 100 Yaw 100 Roll 50]

(Tier 3) Ixiyen Fast Attack Craft: 65k Resources ~95k mass [P: 2 Guns] 1 missile
[Spdx 0.95 Acc 250 Dec 300 Pitch 200 Yaw 200 Roll 100]

(Tier 4) Rihkxyrk Attack Ship: 90k Resources ~190k mass [P: 3 Guns] 1 missile
[Spdx 0.89 Acc 350 Dec 350 Pitch 100 Yaw 100 Roll 50]

(Tier 4) Vaksai: N/A Resources 150k mass [P: 1 Gun] 1 missile
[Spdx 1.00 Acc 350 Dec 350 Pitch 400 Yaw 400 Roll 200]
The Vaksai is a quest-given ship.

(Tier 5) M22-T "Krayt" Gunship: 150k Resources ~210k mass [P: 3 Guns T:+1] 1 missile
[Spdx 0.92 Acc 350 Dec 350 Pitch 100 Yaw 100 Roll 50]

(Tier 5) YT-1300 Transport: 150k Resources ~5m mass [P: 0 Guns T:+2] 2 missiles
[Spdx 0.80 Acc 50 Dec 50 Pitch 50 Yaw 50 Roll 40]




Imperial
(Tier 0) TIE-LD: 5k Resources ~12k mass [P: 1 Gun] 0 missile
[Spdx 0.95 Acc 500 Dec 500 Pitch 600 Yaw 600 Roll 300]

(Tier 1) TIE Fighter: 15k Resources ~20k mass [P: 1 Gun] 1 missile
[Spdx 0.98 Acc 400 Dec 400 Pitch 500 Yaw 500 Roll 250]

(Tier 1) Heavy TIE Fighter: 50k Resources ~95k mass [P: 1 Gun] 1 missile
[Spdx 0.98 Acc 400 Dec 400 Pitch 500 Yaw 500 Roll 250]

(Tier 2) TIE/In: 30k Resources ~40k mass [P: 1 Gun] 1 missile
[Spdx 0.97 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]

(Tier 3) TIE Bomber: 60k Resources ~190k mass [P: 2 Guns] 2 missiles
[Spdx 0.85 Acc 100 Dec 150 Pitch 50 Yaw 50 Roll 25]

(Tier 3) TIE Interceptor: 60k Resources ~50k mass [P: 1 Gun] 1 missile
[Spdx 1.00 Acc 400 Dec 600 Pitch 300 Yaw 300 Roll 150]

(Tier 4) TIE Advanced: 80k Resources ~65k mass [P: 2 Guns] 1 missile
[Spdx 1.00 Acc 400 Dec 600 Pitch 300 Yaw 300 Roll 150]

(Tier 4) TIE Aggressor: 80k Resources ~120k mass [P: 1 Gun T:+1] 1 missile
[Spdx 0.95 Acc 200 Dec 300 Pitch 200 Yaw 150 Roll 100]

(Tier 4) Imperial Guard TIE Interceptor: N/A Resources 80k mass [P: 1 Gun] 1 missile
[Spdx 1.00 Acc 400 Dec 600 Pitch 300 Yaw 300 Roll 150]
The Imperial Guard TIE Interceptor is a quest-given ship.

(Tier 5) TIE Oppressor: 150k Resources ~170k mass [P: 2 Guns] 3 missiles
[Spdx 0.90 Acc 350 Dec 350 Pitch 100 Yaw 100 Roll 50]

(Tier 5) VT-49 Decimator: 150k Resources ~5m mass [P: 0 Guns T:+2] 3 missiles
[Spdx 0.80 Acc 50 Dec 50 Pitch 50 Yaw 50 Roll 40]




Reward Vessels

Sorosuub Personal Luxury Yacht 3000 aka Lady Luck: N/A Resources N/A Mass
[Spdx 0.80 Acc 50 Dec 50 Pitch 50 Yaw 50 Roll 40]
The Sorosuub 3000 is given as a veteran reward to anyone who has played for more then 180 days.

(Tier 5) KSE Firespray: 150k Resources ~210k mass [P: 2 Guns] 2 missiles
[Spdx 0.90 Acc 350 Dec 350 Pitch 100 Yaw 100 Roll 50]
You earn the Firespray schematic through Reverse Engineering.
Every Master Pilot gains certification in it.

(Tier 5) Y-8 Mining Vessel: N/A Resources 5m mass [P: 1 Gun T:+4] 1 missile
[Spdx 0.80 Acc 150 Dec 100 Pitch 50 Yaw 50 Roll 40]
The Y-8 Mining Vessel is a quest-given ship.
Every Master Pilot gains certification in it.

(Tier 4) ARC-170: N/A Resources 125k mass [P: 1 Gun T:+2] 1 missile
[Spdx 0.97 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]
The ARC-170 is a quest-given ship.

(Tier 4) Eta-2 Actis Interceptor: N/A Resources 90k mass [P: 2 Guns] 1 missile
[Spdx 0.95 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]
The Eta-2 is a quest-given ship.

(Tier 4) Belbullab-22: N/A Resources 90k mass [P: 2 Guns] 1 missile
[Spdx 0.95 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]
The Belbullab-22 is a quest-given ship.

(Tier 5) YT-2400: N/A Resources 5m mass [P: 0 Guns T:+2] 2 missiles
[Spdx 0.80 Acc 150 Dec 100 Pitch 50 Yaw 50 Roll 40]
The YT-2400 is a quest-given ship.
 
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VeteranXX
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Old
4 - 01-14-2008, 12:37
NOTES

It's sometimes better to use 2 lower level guns than 1 high lvl gun, you save mass AND in some cases do more dmg, but have higher energy drain requiring a larger capacitor and reactor.

Ship handling is split between the chassis and engine. The engine determines the absolute turn value (how fast you will turn) and the chassis determines how quickly you can reach that turn speed.

Ship speed is determined by the engine, then the top speed is limited by the chassis.

Gun damage is determined by taking the min-max damage, then deviding that by either the vs. Armor or the vs. Shields values to see what kind of dmg the weapon will do to them. If you have a gun with 2k max damage and it has .7 vs shields and .45 vs armor, then it will do 70% of its max possible dmg when hitting shields and 45% of its max possible dmg when hitting armor.
 
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Last edited by Brontez; 01-14-2008 at 15:22..
Brontez
VeteranXX
Contributor
Old
5 - 01-16-2008, 15:19
Star Wars Galaxies - Understanding Ship Components


Understanding Ship Components

By Kurt "Thunderheart" Stangl and Will "Darth Platypus" Wallace

Once you get rid of your recruiter-issued ship and start looking at buying your first chassis, you will want to know how all the different components affect the performance of your ship. A good pilot should know what their ship can do when a dogfight starts to get hairy. A great pilot knows everything about their ship, every component and exactly how those components are going to perform in intense combat.

Use this guide to understanding components help you get from being a good pilot to being a great pilot.

First, access your Ship Component Management screen at a Starship Terminal. Use the radial menu to pull up your ship access and instead of clicking "Travel" or "Launch into Space", click, "Manage Components". This will open your "Ship Component Management" window.

On the left hand side of the window, you will see a list of ship components. Simply double-click the component type to open up the list. Once you do that, you will see a list of available components to load onto your ship. When you click on a component, the component and all of its statistics will be viewable in the "Selected" window in between the component selection list and Installed component windows. If you like the component you have selected, then click the "Load" button to load that component onto your ship. You should do this for your basic component needs to get your ship into space and ready for combat.

As you start working your way through the tiered pilot missions, you will begin to accumulate more and more ship components and you will want to hang on to the best components to load into your ship. This will give you the edge you need as you work your way to being an Ace pilot.

But how do you know which components are best?

There is a quick and easy way to compare components in your Ship Component Management window. When you double click on the list of components on the left hand side of the window, it will list all available components. The component that is installed will be labeled, "LOADED" just to the right of the component description. Any component that is currently loaded onto your ship will appear in the "Installed" window. Then, you can click once on the other components in the list and the statistics for these will appear in the "Selected" window, but now that you have them side by side, what do all those stats and numbers mean?

Here is a guide to understanding components and the basics of how to interpret the stats for all the parts you will need for your ship:







Ship Component Management Window

The first set of numbers appears in the lower right of the Ship Component Management Window, underneath the picture of your ship.

Mass

The number on the right represents the "Mass Capacity" of a ship. Each component has a mass value that contributes to filling up the mass capacity of a ship. The number on the left represents the total mass of all installed components on a ship.

Energy
The number on the right is the same as your Reactor's "Reactor Generation Rate"- - it is the amount of energy produced by your reactor at any given time. Every component installed on a ship requires a certain part of that generation rate. The total "Reactor Energy Drain" of all installed components is the number displayed on the left.

Chassis

This is simply the Current/Total hitpoints of your starfighter.








Main Reactor
This component provides your starship with raw power.

Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints
Hitpoints are depleted after the shields and armor is gone. This number also decays when a component is repaired at a rate of 1pt per 10 pts repaired.

Mass
Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.

Reactor Regeneration Rate
This is the amount of energy your reactor can produce. It is the same as the amount of Energy listed on your Ship Component Management screen.



Engine
This component controls your starship's flight performance.

Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints
Hitpoints are depleted after the shields and armor is gone. This number also decays when a component is repaired at a rate of 1pt per 10 pts repaired.

Reactor Energy Drain
This is the amount of reactor regeneration drain that the component will demand of your reactor.

Mass
Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.

Pitch Rate Max
Pitch is the rise and fall of the bow of your space craft. This number represents the maximum pitch acceleration of a ship. A higher number means the engine will be nimble and maneuverable, but these factors are limited by the chassis type.

Yaw Rate Max

Yaw is your craft's side to side movement. This number represents the maximum yaw of a ship. A higher number means the engine will be nimble and maneuverable, but these factors are limited by the chassis type as well.

Roll Rate Max
Roll is your ship's ability to roll on an axis from side to side. This number represents the maximum ability of your ship to roll. A higher number means the engine will be nimble and maneuverable, but these factors are limited by the chassis type also.

Engine Top Speed
This is the top speed of the engine. Move the decimal place one point to the right to get the speed figure that is displayed on your space HUD. Some chassis have additional modifers that can reduce the overall speed depending on the chassis type.



Shield

Your shield generator is your first line of defense against enemy weapons fire.


Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints

Hitpoints are depleted after the shields and armor is gone. This number also decays when
a component is repaired at a rate of 1pt per 10 pts repaired.

Reactor Energy Drain
This is the amount of reactor regeneration drain that the component will demand of your reactor.

Mass
Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.

Front Shield Hitpoints
Current/Max forward shield hitpoints. Shield hitpoints are the first thing depleted by incoming blaster fire. Armor damage will be done only after the shields from the front or back have been completely depleted.

Back Shield Hitpoints
Current/Max rear shield hitpoints. Shield hitpoints are the first thing depleted by incoming blaster fire. Armor damage will be done only after the shields from the front or back have been completely depleted.

Shield Recharge Rate
When your shield points are depleted, they will begin to recharge themselves at the rate of X
points per second, where X is the Shield Recharge Rate value.



Front Armor

This is your starship's armor plating. It is the second layer of defense behind your ship's shields. Front armor defends the front half of your spaceship.


Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints
Hitpoints are depleted after the shields and armor is gone. This number also decays when
a component is repaired at a rate of 1pt per 10 pts repaired.

Mass

Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.



Rear Armor

This is your starship's armor plating. It is the second layer of defense behind your ship's shields. Rear armor defends the back half of your spaceship.

Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints
Hitpoints are depleted after the shields and armor is gone. This number also decays when
a component is repaired at a rate of 1pt per 10 pts repaired.

Mass
Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.



Capacitor

Capacitors are used to store the energy that powers starfighter weapon systems.


Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints
Hitpoints are depleted after the shields and armor is gone. This number also decays when
a component is repaired at a rate of 1pt per 10 pts repaired.

Reactor Energy Drain
This is the amount of reactor regeneration drain that the component will demand of your reactor.

Mass
Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.

Capacitor Energy
Every shot you take with a projectile weapon drains some amount of energy from your capacitors reserve. These numbers are Current/Max capacitor energy reserve. When the capacitor is depleted, you cannot fire projectile weapons again until it has recharged.

Recharge Rate
The capacitor energy reserve is recharged at a rate of X per second, where X is the Capacitor Recharge Rate.



Booster

Adding a booster can give your ship an extra, temporary boost of speed.


Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints
Hitpoints are depleted after the shields and armor is gone. This number also decays when
a component is repaired at a rate of 1pt per 10 pts repaired.

Reactor Energy Drain
This is the amount of reactor regeneration drain that the component will demand of your reactor.

Booster Energy
Booster energy is represented as a X/Y value, where X is current energy and Y is max energy. Booster energy is consumed by the Booster Energy Consumption rate when boosters are engaged.

Booster Recharge Rate
Booster energy reserves are recharged at a rate of X units per second, where X is the Booster Recharge Rate.

Booster Energy Consumption Rate
This is the consumption rate of a booster's energy reserve while the booster is engaged. Energy is drained from the reserve at X units per second, where X is the Consumption Rate.

Acceleration
Higher number = better. This number influences how quickly the booster's speed enhancement accelerates you.

Top Booster Speed
Higher number = better. This number adds to your engine speed when the booster is engaged to give you a faster top speed.



Droid Interface

This ship component will allow you to equip a flight computer or astromech droid on your starship. These can be used to control your ship's subsystems.


Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints
Hitpoints are depleted after the shields and armor is gone. This number also decays when
a component is repaired at a rate of 1pt per 10 pts repaired.

Reactor Energy Drain
This is the amount of reactor regeneration drain that the component will demand of your reactor.

Mass
Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.

Droid Command Speed
Lower number = better. This represents the delay between issuing droid commands. A lower number means less delay.



Weapon

Ship weapons are used to destroy enemy ships. The weapon is powered by both a capacitor and your ship's reactor. Every shot will drain energy from your capacitor. The capacitor energy reserve is recharged at a rate of X per second, where X is the Capacitor Recharge Rate (as seen above).

Armor
Armor points are depleted before hit points when calculating damage.

Hitpoints

Hitpoints are depleted after the shields and armor is gone. This number also decays when a component is repaired at a rate of 1pt per 10 pts repaired.

Reactor Energy Drain
This is the amount of reactor regeneration drain that the component will demand of your reactor.

Mass

Mass represents the amount of mass that this component will subtract from the total amount of mass your ship can handle.

Damage
Min Damage / Max Damage per shot. This represents the minimum/maximum range of damage output your weapons will provide.

Vs. Shields
This is a weapons modifier vs. shields. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus shield hitpoints. This number is considerably higher for ion cannons and lower for disruptors. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.

Vs. Armor
This is a weapons modifier vs. armor. If the statistic listed a number of 0.47, your weapon would do 47% of its damage versus armor hitpoints. This number is considerably higher for disruptors and lower for ion cannons. A number of greater than 1.0 would mean you actually do EXTRA damage to that component.

(Ion Cannons puncture shields, Disruptors puncture Armor and blasters are not as effective as either, but do both.)

Energy / Shots
This is the weapon's drain-per-shot on the Capacitor Energy reserves of your ship. If your capacitor doesn't have this much stored up, you can't fire.

Refire Rate
This is the time delay between shots from a projectile weapon. A lower number is better.



Ordnance

Ordnance stats are all the same as weapons, except for "Ammo Count" on missile launchers, which shows the displayed missile quantity loaded in that launcher, and "Ammo" on missile packs, which is how much that pack will load into a launcher.

Countermeasure Launcher

Countermeasure Launcher stats are the same as Ordnance stats, except that Damage has been replaced by Effectiveness. For Effectiveness, a higher number = better. This represents a player's "saving throw" of spoofing an incoming missile .

Droid / Flight Computer

The characteristics of a droid/flight computer are determined by the programmable chip that is installed into the droid itself. A droid engineer can make these chips, and pilots can program them.


Good luck and good hunting!
 
Brontez is offline
 
Last edited by Brontez; 01-16-2008 at 15:26..
Brontez
VeteranXX
Contributor
Old
6 - 01-16-2008, 15:19
All Profession Roadmap Reward Items

Pilot Progression Reward Components

The stats on the items will vary slightly but the strengths and weaknesses of the parts remain constant.All the parts listed here are top-of-the-line, but some are especially prized for reverse engineering. By themselves they don't look like much, but they can be reverse engineered into AMAZING components. I have highlighted the most prized parts and the stat that makes them so good.



Rebel Alliance Reward Items


Upon primary certivication you will recieve:

Fighter Flightsuit (orange) (Wookiees and Ithorians receive a two-strap bandolier similar in nature to what Privateers receive.) (Mission 3)
and
Incom Ultralight Armor Plating (Mission 3)
Cert Lvl: 1
Armor: 160.0/160.0
Hitpoints: 160.0/160.0
Mass: 585.0
RE Lvl: 1


--------------------------------------------------------------------------------

Tier 2, 1st Mission: Incom "K-77" Shield Generator
Cert Lvl: 4
Armor: 258.7/258.7
Hitpoints: 258.7/258.7
Drain: 2681.0
Mass: 6256.5
Front: 898.5
Back: 898.4
Rate: 4.37
RE Lvl: 4

Tier 2, 2nd Mission: Mon Calimari "D-22" Droid Interface
Cert Lvl: 4
Armor: 310.5/310.5
Hitpoints: 310.5/310.5
Drain: 600.0
Mass: 2624.8
Speed: 27.0
RE Lvl: 4

Tier 2, 3rd Mission: Novaldex "Hypernova" Starship Booster
Cert Lvl: 4
Armor: 336.4/336.4
Hitpoints: 336.4/336.4
Drain: 450.0
Mass: 3149.7
Energy: 1980.0/1980.0
Recharge: 49.5
Consumption: 198.0
Acceleration: 36.3
Top Speed: 25.0
RE Lvl: 4

Tier 2, 4th Mission: Taim & Bak "Ion Driver"
Cert Lvl: 4
Armor: 258.8/258.8
Hitpoints: 258.8/258.8
Drain: 2600.3
Mass: 5687.2
Damage: 913.5-1287.0
Vs. Shields: 0.625
Vs. Armor: 0.625
Energy/Shot: 28.0
Refire: 0.425
RE Lvl: 4


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Tier 3, 1st Mission: Corellian Engineering Corp. Triplate Armor
Cert Lvl: 6
Armor: 1269.6/1269.6
Hitpoints: 1269.6/1269.6
Mass: 9179.4
RE Lvl: 6

Tier 3, 2nd Mission: Qualdex Capacitator Battery Array
Cert Lvl: 6
Armor: 447.8/447.8
Hitpoints: 447.8/447.8
Drain: 1067.7
Mass: 8789.2
Energy: 767.1/767.1
Rate: 31.7
RE Lvl: 6

Tier 3, 3rd Mission: Incom Military-Grade Starfighter Engine
Cert Lvl: 6
Armor: 555.4/555.4
Hitpoints: 555.4/555.4
Drain: 2099.9
Mass: 13765.6
Pitch: 63.2
Yaw: 63.2
Roll: 63.2
Top Speed: 79.0
RE Lvl: 6

Tier 3, 4th Mission: Slayn & Korpil "Hypervortex" Reactor
Cert Lvl: 6
Armor: 618.9/618.9
Hitpoints: 618.9/618.9
Mass: 14420.7
Rate: 19000.1
RE Lvl: 6


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Tier 4, 1st Mission: Taim & Bak Military-Grade Shield Generator
Cert Lvl: 8
Armor: 700.9/700.9
Hitpoints: 700.9/700.9
Drain: 2931.1
Mass: 43543.2
Front: 2433.4
Back: 2433.5
Rate: 11.84
RE Lvl: 8

Tier 4, 2nd Mission: Novaldex Low-Latency Droid Interface
Cert Lvl: 8
Armor: 841.0/841.0
Hitpoints: 841.0/841.0
Drain: 600.0
Mass: 16380.4
Speed: 13.5
RE Lvl: 8

Tier 4, 3rd Mission: Qualdex "Halcyon" Starfighter Boosters
Cert Lvl: 8
Armor: 841.0/841.0
Hitpoints: 841.0/841.0
Drain: 600.0
Mass: 26207.8
Energy: 2395.8/2395.8
Recharge: 59.9
Consumption: 239.6
Acceleration: 43.9
Top Speed: 30.8
RE Lvl: 8

Tier 4, 4th Mission: Incom "Tri-Cannon"
Cert Lvl: 8
Armor: 700.9/700.9
Hitpoints: 700.9/700.9
Drain: 2800.1
Mass: 38220.0
Damage: 2387.7-3692.0
Vs. Shields: 0.625
Vs. Armor: 0.625
Energy/Shot: 14.1
Refire: 0.425
RE Lvl: 8


--------------------------------------------------------------------------------

1st Master Mission: Alliance Ace Jacket
2nd Master Mission: Aliance Ace Helmet & Alliance Medal of Honor








Imperial Reward Items

Upon primary certification you will recieve
Tie Fighter Flightsuit (Wookiees and Ithorians receive a two-strap bandolier similar in nature to what Privateers receive.) (Mission 3)
and
Tie Fighter Helmet (Mission 4)


--------------------------------------------------------------------------------

Tier 2, 1st Mission: Cygnus "Starblaster" Disruptor
Cert Lvl: 4
Armor: 258.8/258.8
Hitpoints: 258.8/258.8
Drain: 2600.1
Mass: 5687.4
Damage: 913.5-1287
Vs. Shields: 0.625
Vs. Armor: 0.625
Energy/Shot: 28.0
Refire: 0.425
RE Lvl: 4

Tier 2, 2nd Mission: Sienar Fleet Systems Light Military Grade Durasteel
Cert Lvl: 4
Armor: 460.0/460.0
Hitpoints: 460.0/460.0
Mass: 2047.4
RE Lvl: 4

Tier 2, 3rd Mission: Republic Sienar System Ion Booster
Cert Lvl: 4
Armor: 336.3/336.3
Hitpoints: 336.3/336.3
Drain: 450.0
Mass: 3150.0
Energy: 1980.0
Recharge: 49.5
Consumption: 198.0
Acceleration: 36.3
Top Speed: 25.0
RE Lvl: 4

Tier 2, 4th Mission: Rendili Dual-Projector Shield Generator
Cert Lvl: 4
Armor: 258.8/258.8
Hitpoints: 258.8/258.8
Drain: 2680.9
Mass: 6256.0
Front: 898.4
Back: 898.4
Rate: 4.37
RE Lvl: 4


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Tier 3, 1st Mission: Rendili "K-Class" Weapon Capacitor
Cert Lvl: 6
Armor: 507.3/507.3
Hitpoints: 507.3/507.3
Drain: 1075.0
Mass: 10095.9
Energy: 1000.1
Rate: 46.2
RE Lvl: 6

Tier 3, 2nd Mission: Sienar Fleet Systems Military Grade Droid Interface
Cert Lvl: 6
Armor: 571.3/571.3
Hitpoints: 571.3/571.3
Drain: 600.0
Mass: 6555.1
Speed: 19.1
RE Lvl: 6

Tier 3, 3rd Mission: Sienar Design Systems High-Output Reactor
Cert Lvl: 6
Armor: 618.9/618.9
Hitpoints: 618.9/618.9
Mass: 14420.8
Rate: 19000.1
RE Lvl: 6

Tier 3: 4th Mission: Cygnus "Megadrive" Starship Engine
Cert Lvl: 6
Armor: 555.4/555.4
Hitpoints: 555.4/555.4
Drain: 2100
Mass: 13766.2
Pitch: 63.2
Yaw: 63.2
Roll: 63.2
Top Speed: 79.0
RE Lvl: 6


--------------------------------------------------------------------------------

Tier 4, 1st Mission: Sienar Design Systems "Boltdriver"
Cert Lvl: 7
Armor: 560.7/560.7
Hitpoints: 560.7/560.7
Drain: 2799.8
Mass: 21839.2
Damage: 1910-2953.6
Vs. Shields: 0.500
Vs. Armor: 0.500
Energy/Shot: 27.2
Refire: 0.340
RE Lvl: 7

Tier 4, 2nd Mission: Cygnus "Holoscreen" Shield Generator
Cert Lvl: 8
Armor: 700.8/700.8
Hitpoints: 700.8/700.8
Drain: 2931.0
Mass: 43542.7
Front: 2433.5
Back: 2433.4
Rate: 11.84
RE Lvl: 8

Tier 4, 3rd Mission: Republic Sienar Systems Special Durasteel
Cert Lvl: 8
Armor: 1868.8/1868.8
Hitpoints: 1868.8/1868.8
Mass: 24839.6
RE Lvl: 8

Tier 4, 4th Mission: Republic Sienar Systems Advanced Military Grade Reactor
Cert Lvl: 8
Armor: 911.0/911.0
Hitpoints: 911.0/911.0
Mass: 36034.9
Rate: 24500.0
RE Lvl: 8


--------------------------------------------------------------------------------

1st Master Mission: Imperial Ace Jacket
2nd Master Mission: Imperial Ace Helmet & Imperial Medal of Honor







Freelance Reward Items

Upon primary certification you will recieve:

Mercenary Bandolier, holds 50 items (Mission 3)
and
MandalMotors Light Blaster (Mission 4)
Cert Lvl: 1
Armor: 90.0/90.0
Hitpoints: 90.0/90.0
Drain: 2400.0
Mass: 1200.0
Damage: 348-468
Vs. Shields: 0.500
Vs. Armor: 0.500
Energy/Shot: 20.4
Refire: 0.34
RE Lvl: 1


--------------------------------------------------------------------------------

Tier 2, 1st Mission: Hoersch-Kessel Military-Grade Blaster
Cert Lvl: 4
Armor: 258.7/258.7
Hitpoints: 258.7/258.7
Drain: 2600.3
Mass: 5687.7
Damage: 913.6-1287.0
Vs. Shields: 0.625
Vs. Armor: 0.625
Energy/Shot: 28.1
Refire: 0.425
RE Lvl: 4

Tier 2, 2nd Mission: MandalMotors "M Series" Booster
Cert Lvl: 4
Armor: 336.4/336.4
Hitpoints: 336.4/336.4
Drain: 450.0
Mass: 3180.1
Energy: 1980.0
Recharge: 49.5
Consumption: 198.0
Acceleration: 36.3
Top Speed: 25.0
RE Lvl: 4

Tier 2, 3rd Mission: Koensayer "DS-23" Reactor (This is a shield, despite what the name says!)
Cert Lvl: 4
Armor: 258.7/258.7
Hitpoints: 258.7/258.7
Drain: 2680.9
Mass: 6256.2
Front: 898.3/898.3
Rate: 4.37
RE Lvl: 4

Tier 2, 4th Mission: SoroSuub "W-19" Droid Interface
Cert Lvl: 4
Armor: 310.5/310.5
Hitpoints: 310.5/310.5
Drain: 600.0
Mass: 2624.8
Speed: 27.0
RE Lvl: 4


--------------------------------------------------------------------------------

Tier 3, 1st Mission: SubPro Military-Grade Reactor
Cert Lvl: 6
Armor: 619.0/619.0
Hitpoints: 619.0/619.0
Mass: 14420.6
Rate: 12299.6 19000.1
RE Lvl: 6

Tier 3, 2nd Mission: MandalMotors "Inferno" Starfighter Engine
Cert Lvl: 6
Armor: 555.5/555.5
Hitpoints: 555.5/555.5
Drain: 2100.1
Mass: 13765.1
Pitch: 63.2
Yaw: 63.2
Roll: 63.2
Speed: 79.0
RE Lvl: 6

Tier 3, 3rd Mission: SoroSuub "V-1" Weapon Capacitor
Cert Lvl: 6
Armor: 472.5/472.5
Hitpoints: 472.5/472.5
Drain: 1012.8
Mass: 8717.0
Energy: 751.5
Rate: 38.9
RE Lvl: 6

Tier 3, 4th Mission: Kuat Systems Engineering Handcrafted Durasteel Plating
Cert Lvl: 6
Armor: 1269.6/1269.6
Hitpoints: 1269.6/1269.6
Mass: 9180.2
RE Lvl: 6


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Tier 4, 1st Mission: MandalMotors "Q Series" Booster
Cert Lvl: 8
Armor: 841.0/841.0
Hitpoints: 841.0/841.0
Drain: 600.0
Mass: 26206.9
Energy: 2395.8
Recharge: 59.9
Consumption: 239.6
Acceleration: 43.9
Top Speed: 30.8
RE Lvl: 8

Tier 4, 2nd Mission: Borstel Disruptor
Cert Lvl: 8
Armor: 700.9/700.9
Hitpoints: 700.9/700.9
Drain: 2799.8
Mass: 38221.7
Damage: 2387.6-3691.9
Vs. Shields: 0.625
Vs. Armor: 0.625
Energy/Shot: 14.1
Refire: 0.425
RE Lvl: 8

Tier 4, 3rd Mission: Armek "Plasma Web" Shield Generator
Cert Lvl: 8
Armor: 700.8/700.8
Hitpoints: 700.8/700.8
Drain: 2931.0
Mass: 43545.0
Front: 2433.4
Back: 2433.4
Rate: 11.84
RE Lvl: 8

Tier 4, 4th Mission: Haor Chall Military Grade Engine
Cert Lvl: 8
Armor: 817.6/817.6
Hitpoints: 817.6/817.6
Drain: 2100.0
Mass: 34399.8
Pitch: 67.0
Yaw: 67.0
Roll: 67.0
Speed: 88.5
RE Lvl: 8



1st Master Mission: Privateer Ace Jacket
2nd Master Mission: Privateer Ace Helmet & Privateer Medal of Honor
 
Brontez is offline
 
Last edited by Brontez; 01-16-2008 at 19:18..
Brontez
VeteranXX
Contributor
Old
7 - 01-17-2008, 12:01
Chatline Commands for Space

General commands:
Note: Most commands can be abbreviated. Example: /quest instead of /questJournal.
Note: Commands are not case-sensitive.
Any of this can be set-up in the keymapping options and the rest of the commands are accessable from the "commands" list to drag/drop into your hotbutton bars.
What's really great about these slash commands though, is they can be used to create macros to automate your overloads and such, or create an escape macro by automating a hyperspace initiation, a long boost and a series of timed shield shunts.
I have bolded some of the more useful ones.

/boosterOff - turns your booster off
/boosterOn - turns your booster on
/boosterToggle - toggle your booster on/off ('B' by default) This command can fix bugged boosters.
/bstrike1 - Bomber Strike 1 (Imperial Only)
/bstrike2 - Bomber Strike 2 (Imperial Only)
/bstrike3 - Bomber Strike 3 (Imperial Only)
/closeWings - Close s-foils
/comm - communicate with target
/componentDetail - brings up ship component window ('V' by default)
/dock - dock with target ('U' by default)
/epulse1 - Energy Pulse 1 (Privateer Only)
/epulse2 - Energy Pulse 2 (Privateer Only)
/epulse3 - Energy Pulse 3 (Privateer Only)
/escapepod yes - blows up your ship; you respawn with 100% repairs, no decay, droid programs reset
/eshields - Emergency Shields (Alliance Only)
/ethrust - Emergency Thrust (Privateer Only)
/eweapons - Emergency Weapons (Imperial Only)
/iffscramble - IFF Transponder Scramble (Alliance / Privateer)
/inspacereload - Underway Replenishment (Alliance Only)
/inspacerepair - In Space Repair (Alliance Only)
/inspacerr - Repair and Replenishment (Alliance Only)
/inspect - Inspect the current target ('I' by default)
/jstart1 - Jump Start 1 (Alliance Only)
/jstart2 - Jump Start 2 (Alliance Only)
/jstart3 - Jump Start 3 (Alliance Only)
/kickFromShip - kick a player from your ship
/leaveStation - leave your current station (POB ships only; 'L' by default)
/matchSpeed - match speed with your current target ('M' by default)
/nblast - Nebula Blast (Imperial Only)
/openCloseWings - toggle s-foils open or closed ('O' by default)
/openWings - Open s-foils
/pilotShip or /pilot - jump into the pilot's seat without targeting the chair (only works inside the cockpit)
/ptrap1 - Pirate Trap 1 (Privateer Only)
/ptrap2 - Pirate Trap 2 (Privateer Only)
/pumpreactor - Pump Reactor (Imperial Only)
/questJournal - displays your quest journal ('J' by default)
/requestSpaceTrainer - calls up the trainer built into starter ships
/taunt < message > - send taunt message to target (doesn't seem to work)
/throttle (0.00-1.00) - set your throttle, 0.00 being no thrust, 1.00 being full thrust, 0.50 being half, etc...
/toggleCombatTaunts - toggle taunts on/off This deactivates the taunts sent to you by NPCs, can help reduce stuttering in combat.
/ui radarSelect (0-3) - sets radar style Use with caution, style 1 (default) appears to be the only fully functional style.
/ui reticleSelect (0-6) - sets reticle style
/undock - undock with target (not really needed)
/unpilotShip - stand from pilot's seat in POB ships
/vrepair - Ship System Emergency Repair (Alliance Only)
/vrepairother - Emergency Repair Other Ship's System (Alliance Only)
/weaponGroupAssignment - opens the weapon group window ('G' by default)
/zoneMap - calls up the 3D zone map ('N' by default)



--------------------------------------------------------------------------------



Hyperspace commands:

/aborthyperspace or /abort - Stops the current jump. There is a 40 second countdown before you can start another.
/hyperspaceMap - Calls up the galaxy map. ('H' by default)
/hyperspace < destination point > - You don't need to include the names, I've just listed them for reference.

/hyperspace space_corellia_0 (Corsec Wing)
/hyperspace space_corellia_1 (Trifecta Star)
/hyperspace space_corellia_2 (Binyare Razorcat)
/hyperspace space_corellia_3 (Corellia's Own)
/hyperspace space_corellia_4 (Talus Secta)

/hyperspace space_dantooine_0 (Dantooine's Wrath)
/hyperspace space_dantooine_1 (Asair's Ribbon)
/hyperspace space_dantooine_2 (Isryn's Veil)
/hyperspace space_dantooine_3 (Gorvera Space)

/hyperspace space_dathomir_0 (Dark Force)
/hyperspace space_dathomir_1 (Empire Blockade)
/hyperspace space_dathomir_2 (Emperor's Hand)
/hyperspace space_dathomir_3 (Dathomir's Vitality)

/hyperspace space_endor_0 (Red Sin Chimaera)
/hyperspace space_endor_1 (Area D-435)
/hyperspace space_endor_2 (Empire's Justice)
/hyperspace space_endor_3 (Durillium Sea)

/hyperspace space_kashyyyk_0 (Neutral Territories)
/hyperspace space_kashyyyk_1 (Avatar Platform)
/hyperspace space_kashyyyk_2 (Imperial Overseers Base)
/hyperspace space_kashyyyk_3 (Rodian Territories)

/hyperspace space_lok_0 (Nym's Hovel)
/hyperspace space_lok_1 (Rebellion Blaze)
/hyperspace space_lok_2 (Lurid Dawn)
/hyperspace space_lok_3 (Voria's Ember)

/hyperspace space_naboo_0 (Royal Way)
/hyperspace space_naboo_1 (Penumbra Omen)
/hyperspace space_naboo_2 (Sea of Veruna)
/hyperspace space_naboo_3 (Kylantha's Whim)

/hyperspace space_nova_orion_0 (Ord Mantell)

/hyperspace space_tatooine_0 (Miner's Yard)
/hyperspace space_tatooine_1 (Deep Sea)
/hyperspace space_tatooine_2 (Desert Sands)
/hyperspace space_tatooine_3 (Outer Rim)

/hyperspace space_yavin4_0 (Smuggler's Run)
/hyperspace space_yavin4_1 (Ferrous Aurora)
/hyperspace space_yavin4_2 (Crimson Flare)



--------------------------------------------------------------------------------



Droid commands:

/droid - send your droid a specific command (example: /droid droidcommand_shieldadjust rearfour)
/droid droidcommand_mutedroid (Mute Droid/Flight-Computer - common to all three factions)

Rebel Routines:
/droid droidcommand_shieldadjust frontfour (Shield Front Adjust - Extreme)
/droid droidcommand_shieldadjust frontthree (Shield Front Adjust - Heavy)
/droid droidcommand_shieldadjust fronttwo (Shield Front Adjust - Moderate)
/droid droidcommand_shieldadjust frontone (Shield Front Adjust - Light)
/droid droidcommand_shieldadjust rearfour (Shield Rear Adjust - Extreme)
/droid droidcommand_shieldadjust rearthree (Shield Rear Adjust - Heavy)
/droid droidcommand_shieldadjust reartwo (Shield Rear Adjust - Moderate)
/droid droidcommand_shieldadjust rearone (Shield Rear Adjust - Light)
/droid droidcommand_shieldbackto fronthundred (Shield Front Reinforcement - Extreme)
/droid droidcommand_shieldbackto fronteighty (Shield Front Reinforcement - Heavy)
/droid droidcommand_shieldbackto frontfifty (Shield Front Reinforcement - Moderate)
/droid droidcommand_shieldbackto fronttwenty (Shield Front Reinforcement - Light)
/droid droidcommand_shieldfrontt obackhundred (Shield Rear Reinforcement - Extreme)
/droid droidcommand_shieldfrontt obackeighty (Shield Rear Reinforcement - Heavy)
/droid droidcommand_shieldfrontt obackfifty (Shield Rear Reinforcement - Moderate)
/droid droidcommand_shieldfrontt obacktwenty (Shield Rear Reinforcement - Light)
/droid droidcommand_shieldemerge ncyfront (Shield Emergency Front)
/droid droidcommand_shieldemerge ncyrear (Shield Emergency Rear)
/droid droidcommand_shieldnormal ize (Shields Normalization)

Imperial Routines:
/droid droidcommand_engineeffici encyfour (Engine Tuning - Four)
/droid droidcommand_engineeffici encythree (Engine Tuning - Three)
/droid droidcommand_engineeffici encytwo (Engine Tuning - Two)
/droid droidcommand_engineeffici encyone (Engine Tuning - One)
/droid droidcommand_engineoverlo adfour (Engine Overload - Four)
/droid droidcommand_engineoverlo adthree (Engine Overload - Three)
/droid droidcommand_engineoverlo adtwo (Engine Overload - Two)
/droid droidcommand_engineoverlo adone (Engine Overload - One)
/droid droidcommand_enginenormal ize (Engine Equalization)
/droid droidcommand_weaponeffeci encyfour (Weapon Tuning - Four)
/droid droidcommand_weaponeffeci encythree (Weapon Tuning - Three)
/droid droidcommand_weaponeffeci encytwo (Weapon Tuning - Two)
/droid droidcommand_weaponeffeci encyone (Weapon Tuning - One)
/droid droidcommand_weaponoverlo adfour (Weapon Overload - Four)
/droid droidcommand_weaponoverlo adthree (Weapon Overload - Three)
/droid droidcommand_weaponoverlo adtwo (Weapon Overload - Two)
/droid droidcommand_weaponoverlo adone (Weapon Overload - One)
/droid droidcommand_weaponnormal ize (Weapon Normalization)

Freelance Routines:
/droid droidcommand_reactoroverl oadfour (Reactor Overload - Four)
/droid droidcommand_reactoroverl oadthree (Reactor Overload - Three)
/droid droidcommand_reactoroverl oadtwo (Reactor Overload - Two)
/droid droidcommand_reactoroverl oadone (Reactor Overload - One)
/droid droidcommand_reactornorma lize (Reactor Stabilization)
/droid droidcommand_weapcappower upfour (Weapon Capacitor Overcharge - Four)
/droid droidcommand_weapcappower upthree (Weapon Capacitor Overcharge - Three)
/droid droidcommand_weapcappower uptwo (Weapon Capacitor Overcharge - Two)
/droid droidcommand_weapcappower upone (Weapon Capacitor Overcharge - One)
/droid droidcommand_weapcaptoshi eldfour (Capacitor to Shield Shunt - Four)
/droid droidcommand_weapcaptoshi eldthree (Capacitor to Shield Shunt - Three)
/droid droidcommand_weapcaptoshi eldtwo (Capacitor to Shield Shunt - Two)
/droid droidcommand_weapcaptoshi eldone (Capacitor to Shield Shunt - One)
/droid droidcommand_weapcapequal ize (Weapon Capacitor Reset)



--------------------------------------------------------------------------------



Chatter commands:

These are just fun for setting up pre-comabt macros to automate dialogue.

For example:

/chatterspeech allwingsreport; (All wings report in.)
/pause 5;
/chatterspeech acceleratetoattack; (Accelerate to attack speed.)
/pause 10;
/chatterspeech locksfoils; (Lock S-foils in attack position.)
/pause 3;
/chatterspeech closeup; (Close up formation.)
/pause 2;
/chatterspeech fullthrottle; (We're going in full throttle.)
/chatterspeech attackcriticaltarget; (Attack the critical target!)
/pause 10;
/chatterspeech wookieewin (Let the wookiee win.)





/chatterspeech acceleratetoattack (Accelerate to attack speed.)
/chatterspeech allclear (All clear.)
/chatterspeech allwingsreport (All wings report in.)
/chatterspeech almostthere (Almost there.)
/chatterspeech attackcriticaltarget (Attack the critical target!)
/chatterspeech attackmytarget (Attack my target!)
/chatterspeech attackrun (Get set to make your attack run.)
/chatterspeech cantholdthem (I can't hold them.)
/chatterspeech cantmaneuver (I can't maneuver!)
/chatterspeech cantshakethem (Help! I can't shake them!)
/chatterspeech closeup (Close up formation.)
/chatterspeech defendourtarget (Defend our target.)
/chatterspeech escortcriticaltarget (Escort the critical target.)
/chatterspeech fallback (Fall back! Regroup on the surface.)
/chatterspeech followmylead (Follow my lead.)
/chatterspeech fullthrottle (We're going in full throttle.)
/chatterspeech gothim (Got him!)
/chatterspeech greatgoingkid (Great going, kid!)
/chatterspeech greatshot (Great shot!)
/chatterspeech heavyfire (I'm taking heavy fire!)
/chatterspeech holdthemoff (Just hold them off for a few seconds.)
/chatterspeech imhit (I'm hit!)
/chatterspeech iminrange (I'm in range.)
/chatterspeech imonit (I'm on it.)
/chatterspeech imontheleader (I'm on the leader.)
/chatterspeech iseethem (I see them!)
/chatterspeech itsahit (It's a hit!)
/chatterspeech itsaway (It's away!)
/chatterspeech keepeyesopen (Keep your eyes open.)
/chatterspeech locksfoils (Lock S-foils in attack position.)
/chatterspeech negative (Negative.)
/chatterspeech negativenoimpact (Negative. It just impacted on the surface.)
/chatterspeech onmetight (He's on me tight.)
/chatterspeech outgunned (I'm outgunned here!)
/chatterspeech rendezvous (Rendezvous at my location.)
/chatterspeech reportin (All wings report in.)
/chatterspeech retreat (Retreat!)
/chatterspeech rightwithyou (Right with you.)
/chatterspeech scopesnegative (My scope's negative.)
/chatterspeech stayontarget (Stay on target.)
/chatterspeech targetcoming (Targets coming up!)
/chatterspeech theycamefrombehind (They came from behind.)
/chatterspeech thisisit (This is it!)
/chatterspeech watchcrossfire (Watch that crossfire!)
/chatterspeech watchyourback (Watch your back!)
/chatterspeech watchyourself (Watch yourself!)
/chatterspeech wellstayback (We'll stay back.)
/chatterspeech wholeading (Who's leading this sortie?)
/chatterspeech wookieewin (Let the wookiee win.)
/chatterspeech youreallclearkid (You're all clear, kid.)



--------------------------------------------------------------------------------



Ship commands:


I personally have never used these commands, so use with caution.


/ship - send your ship a specific command (example: /ship WeaponGroup toggleTractor )
/ship info - Show ship info (basically just ship name)
/ship WeaponGroup - list weapon subcommands
/ship WeaponGroup add < group >< weapon > - Add a weapon to a group
/ship WeaponGroup clear < group > - Clear a weapon group
/ship WeaponGroup defaults [all] - Reset defaults for current or all ships' weapon groups
/ship WeaponGroup fire < group > - Fire weapons in the specified projectile group.
/ship WeaponGroup fireCountermeasures - Fire countermeasures.
/ship WeaponGroup fireMissile [next] - Fire weapons in the current missile group.
/ship WeaponGroup fireProjectile [next] - Fire weapons in the current projectile group.
/ship WeaponGroup fireProjectileStop [next] - Stop firing weapons in the current projectile group.
/ship WeaponGroup fireStop < group > - Stop firing weapons in the specified projectile group.
/ship WeaponGroup fireTractor - Fire the ship's tractor beam.
/ship WeaponGroup info [all] - Show all WeaponGroup info for ship(s)
/ship WeaponGroup nextMissile - Select next missile group.
/ship WeaponGroup nextProjectile - Select next projectile group.
/ship WeaponGroup previousMissile - Select previous missile group.
/ship WeaponGroup previousProjectile - Select previous projectile group.
/ship WeaponGroup remove < group >< weapon > - Remove a weapon from a group
/ship WeaponGroup stopTractor - Stop firing the ship's tractor beam.
/ship WeaponGroup toggleTractor - Toggle firing the ship's tractor beam.
 
Brontez is offline
 
Last edited by Brontez; 01-17-2008 at 12:19..


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