Official:Ship equipment
Ship Equipment
Devices
- They are not visible as 3D models, but affecting ship’s functionality or player’s life
Name |
Description |
Price |
Weight |
Cargo slots |
Rear camera |
Render rear camera in right-top corner only if this device is present in cargo container. In future releases it will be vulnerable to damage and if damaged, it will not function properly and will flicker |
$1,000 |
30 kg |
1 |
Laser pointer |
|
$2,000 |
50 kg |
1 |
Auto targeting |
Automatically targets all weapons to the point where cross-hair is pointed – of course, only in certain range. |
$10,000 |
30 kg |
1 |
Night vision |
Night vision working in active mode – emitting waves, but can’t be detected because each has its own frequency. Rendering is through new shader so it appears in grey-scale palette. |
$8,000 |
100 kg |
1 |
Nano Repair Tool |
Automatically repairs a ship; 1% damage per second. It has one parameter – remaining % of full. |
$500,000 |
200 kg |
1 |
Med kit |
Automatically heals player, 1% per second. It has one parameter – remaining % of full. |
$500,000 |
150 kg |
1 |
X-RAY |
Can detect outlining signatures of objects through solid mass. Range is 100 meters. Will be implemented in future. Can also be used to scan contraband. |
$300,000 |
300 kg |
1 |
Anti-radiation medicine (Deuterium-depleted) |
Similar to med kit, but protects only against radiation |
$30,000 |
1 kg |
1 |
Radar jammer |
Blocks all radar transmissions in its proximity, even friendly radars, so player won’t distinguish friend from enemy. Range: 500 meters |
$150,000 |
1000 kg |
3 |
Performance enhancing medicine |
Decrease oxygen consumption to 50%; Has parameter that defines how many seconds will it last; (it has no unlimited capacity) |
$10,000 |
5 kg |
1 |
Health enhancing medicine |
Doesn’t heal, but decreases negative changes on health status to 50%. Basically it makes it harder to decrease your health; (it has no unlimited capacity) |
$20,000 |
5 kg |
1 |
Extra fuel container |
Uses same fuel type as ship’s engine. Extends its storage by 100%. (it has no unlimited capacity) |
$10,000 |
40 kg |
5 |
Extra electricity container |
Extends its storage by 100%. (it has no unlimited capacity) |
$15,000 |
300 kg |
5 |
Extra oxygen container |
Extends its storage by 100%. (it has no unlimited capacity) |
$8,000 |
90 kg |
3 |
Oxygen converter |
Converts ore that contains oxygen into pure oxygen, therefore player can resupply oxygen on the fly. |
$56,000 |
230 kg |
5 |
Fuel converter |
Converts ore that contains fuel into pure fuel, therefore player can resupply fuel on the fly. Works always with the type of fuel engine has. |
$130,000 |
670 kg |
10 |
Solar panel |
When sun rays strike on a ship, electricity gets recharged by 10 kW / minute. |
$34,000 |
80 kg |
1 |
Booby trap |
A bomb that explodes 10 seconds after player dies. Its purpose is to scuttle a drifting unmanned ship prevent looting. |
$10,000 |
100 kg |
2 |
Sensor |
Set it at the entrance of a tunnel system, and it notifies you whenever a friendly or enemy passes nearby it. Very small, and undetectable by radar. |
$20,000 |
30 kg |
1 |
Remote camera |
Sends video and audio output to you. Can be detected by other players or enemies. Works only in current sector. |
$20,000 |
50 kg |
1 |
Remote camera on drone |
Same as “Remote camera” but this one is mounted on a drone so you can fly with it. |
$30,000 |
120 kg |
2 |
Alien-object detector (in game called as “AO detector”) |
This is not exactly a device. It’s just an item that player can transport in his cargo container. He can’t buy it; he can only get it from his FSRE faction. Purpose of this object is to aid in locating alien objects. |
No |
2000 kg |
8 |
Transfering items
- Any two ships can transfer items between each other:
- Friend to friend
- Enemy to enemy
- Friend from dead friend
- Enemy from dead enemy
- First step is to select what they want to transfer, then they click OK
- Second step is looking at progress bar with the actual transfer; if canceled while in progress, nothing gets transferred and whole transfer operation is aborted (e.g. if someone attacks while two ships are in transfer)
- Items that can be transferred:
- Everything in cargo container (e.g. ammo, devices, ...)
- Oxygen
- Fuel – if compatible
- Electricity
- Weapons
Engines ON/OFF
- When engines are off, but electricity is on -> sound simulator, HUD, radar, etc. are still active
- When electricity is off, engines must turn off too
- When engines are off and electricity is off, basically nothing except oxygen mask work
Electricity
- Supplies power for the following:
- Sound simulator
- HUD
- Computer
- Radar
- Weapons
- All accessories or devices (e.g. laser pointer)
- Engines (in cases of electrically powered)
External sounds simulator
- Enabled only when electrical power remains or when electricity is on.
- Simulates otherwise inaudible audio cues that occur outside of the cockpit (explosions, foreign engines, etc.).
Armor
- Ship can use only one armor type at the moment, no armor combinations are allowed
Name |
Description |
Resistance |
Price |
Weight |
Basic |
|
+20% |
$10,000 |
1000 kg |
Advanced |
|
+50% |
$30,000 |
2000 kg |
High Endurance |
|
+100% |
$60,000 |
3000 kg |
Solar Wind |
Protection against solar wind. Ships wearing this armor can fly in solar wind without problems and as long as they want. But it has no protection against projectiles/explosions |
0% |
$90,000 |
2500 kg |
Radar
- Player always sees this on his radar (no matter what detection unit he has installed):
- Friendly ship locations, his mother ships and stations
- Mission objectives
- Important locations
- Sun</span>
- Radar doesn’t work well in certain situations:
- No electricity
- Solar wind around the player (even if the player is hidden)
- In jammer’s range
- Displays enemies and ore depends on installed detection unit:
Name |
Description |
Range |
Price |
Weight |
Engine detector 1 |
Detects engines actively turned on, all types. |
500m |
$50,000 |
300 kg |
Engine detector 2 |
see above |
2000 m |
$150,000 |
400 kg |
Movement detector 1 |
Detect large moving objects, not only ships. |
600 m |
$70,000 |
200 kg |
Movement detector 2 |
See above |
2100 m |
$120,000 |
220 kg |
Radar detector 1 |
Detects all active radars |
300 m |
$30,000 |
120 kg |
Radar detector 2 |
See above |
1300 m |
$50,000 |
130 kg |
Ore detector for X 1 |
X means voxel material – each material will have its own special detection unit |
200 m |
$80,000 |
300 kg |
Ore detector for X 2 |
See above |
350 m |
$190,000 |
1000 kg |
Pulse detector |
Universal detector, for all types. With extreme range, but works only in pulses. Once per 10 seconds or when player presses a key. Detected positions are remembered and don’t change until next pulse. |
10,000 m |
$300,000 |
2000 kg |
Antigravity field generators
The effects of zero gravity on living organisms were well known since the early beginnings of space colonization. Short term stay was possible, even for space tourists without any previous training on zero-G simulators. However, staying in space for more than a few days required specific discipline, training, diet and wearing special suits and equipment to keep the body in a fit condition. The scientists had to look for new horizons if we were to colonize the vast reaches of space.
During these many years of research hundreds of leading scientists and technicians worked almost exclusively on antigravity field generators, based on the internal laws of particle quantum physics. The concept was theoretically possible but, practically speaking, we had nothing – at least until 2021, when the first successful results were presented at the World Scientific Conference. There, an antigravity field was designed and generated within a small, isolated metal cube. That was the first step and the next leap soon followed as the corporate sector brought investments into this new business opportunity. Shortly thereafter in 2026, mass production of the first series of space craft capable of carrying multiple occupants into space with artificial gravity began. During the ‘30s, the greatest boom of space colonization gave birth to the rise of real space industry, with a budget that surpassed both the military and IT sectors combined. The rest of the 21st century was in the shadow of those achievements, enabling humans to live long term in space while enjoying the comfort and amenities similar to that of mother Earth.