Difference between revisions of "Guide to Piloting"

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Before reading through this guide, it can be useful to know who can fly what aboard the Horizon. This is the list of various spacecraft available to the crew, including the Horizon itself, and who can fly each.
Before reading through this guide, it can be useful to know who can fly what aboard the Horizon. This is the list of various spacecraft available to the crew, including the Horizon itself, and who can fly each.
*Spark - [[Shaft Miner|Miners]], [[Xenoarcheologist]]s, [[Bridge Crewman|Bridge Crew]], [[Operations Manager]], [[Research Director]], [[Executive Officer]], [[Captain]]
*Spark - [[Shaft Miner|Miners]], [[Xenoarcheologist]]s, [[Bridge Crewman|Bridge Crew]], [[Operations Manager]], [[Research Director]], [[Executive Officer]], [[Captain]]
*Intrepid - [[Xenoarcheologist]]s, [[Bridge Crewman|Bridge Crew]], [[Operations Manager]], [[Research Director]], [[Executive Officer]], [[Captain]]
*Intrepid & Canary - [[Xenoarcheologist]]s, [[Bridge Crewman|Bridge Crew]], [[Operations Manager]], [[Research Director]], [[Executive Officer]], [[Captain]]
*Horizon - [[Bridge Crewman|Bridge Crew]], [[Executive Officer]], [[Captain]]
*Horizon - [[Bridge Crewman|Bridge Crew]], [[Executive Officer]], [[Captain]]
The rest of command can fly the Intrepid and Spark on a case by case basis, where the character's background should have a justifiable reason for it.
The rest of command can fly the Intrepid and Spark on a case by case basis, where the character's background should have a justifiable reason for it.


While some roles may have the knowledge and ability to fly a certain spacecraft, it is best practice to leave the flying to the dedicated pilot of that craft. For instance, the Intrepid should be piloted by Bridge Crewmen and Xenoarcheologists if possible. The Spark should be piloted by Miners.
While some roles may have the knowledge and ability to fly a certain spacecraft, it is best practice to leave the flying to the dedicated pilot of that craft. For instance, the Intrepid should be piloted by Bridge Crewmen and Xenoarcheologists if possible. The Spark should be piloted by Miners, the Canary by Bridge Crew. Even if your character is capable of piloting a craft due to their role, that does not necessarily give them permission to do so. Try to keep each craft for its intended pilots or purpose.
 
If your character's role is not listed under a vessel or possible exception list, then generally speaking '''your character cannot possess piloting knowledge for that craft.''' Confer with administrators beforehand if you wish to have a character who can pilot a vessel despite not being one of the listed roles.


==Overmap==
==Overmap==
[[File:Overmap.png|frame|An example of what you might see on the overmap. Note the bright blue objects.]]
[[File:Overmap view.png|thumb|An example of what might be seen on the overmap, featuring the Horizon in the center.]]
The overmap is functionally a z-level dedicated to portraying the sector of space surrounding the ship. You can see your own ship here and empty space at the least, as well as any nearby objects. The ship will start in a random area of the overmap, and the overmap will be randomized every round. Most overmap objects are comprised of the following:
The overmap is functionally a z-level portraying the sector of space surrounding the ship. Every round, the ship begins on a random part of a randomized overmap, and by flying the ship across the overmap, you'll encounter various events and objects on it.
#Dust clouds
 
#Asteroid fields
Some of the events you can expect to encounter are:
#Ion storms
*'''Dust clouds:''' Clouds of high-speed dust that can collide into your windows and hull, wearing it down.
#Electrical storms
*'''Asteroid fields:''' Belts of meteors that have a tendency to slam into your ship, destroying hull around the site of impact. Even worse, some meteors can have EMP effects on impact, discharging your electrical equipment.
#Carp shoals
*'''Ion storms:''' Passing through these will scramble the laws of any [[Synthetics|bound synthetic]], or an [[AI]].
#Points of interest
*'''Electrical storms:''' These will discharge and automatically turn off any electrical equipment (including APCs or an SMES) on the ship. Naturally, without electricity, your ship can't be controlled and will begin to drift.
The last point is the most important, since exploring places you can [[#New Away Sites|actually visit]] is the goal of the vessel and its crew - the rest are mostly obstacles and hazards that serve to hinder your progress one way or another. Sometimes, however, you might even encounter other ships... like your own shuttles, [[Mercenary|probably]].
*'''Carp shoals:''' Huge swarms of ferocious space-faring carnivores, eager to break through your windows to get a taste of sweet sapient flesh.
*'''Dark matter:''' Passing through these briefly scrambles ship gravity, leaving you to float aimlessly if you're not buckled to a chair or railing.
*[[#New Away Sites|'''Points of interest''']]: Anything from planets, drifting derelicts, stations, sensor relays, and even other ships. Exploration is one of the goals of the Horizon, after all, and most ships are generally neutral to your presence in the sector... [[Mercenary|generally]].
 
==Piloting A Ship==
[[File:2023 Helm control.png|thumb|The UI of the helm console; this one is of the SCCV Horizon.]]
The first rule of piloting ships is to remember Newton's first law; ''an object in motion stays in motion, unless acted on by external forces''. Air resistance, friction, and gravity don't exist in the vacuum of space, so a ship is going to keep going in the direction you pushed it in originally unless you perform a reverse-burn by pressing <code>■</code> to stop it.
 
Ships on Aurora work by drifting. If you want to move your ship, you start by using <code>⭮</code> to turn clockwise, or <code>⭯</code> to turn counter-clockwise. Hovering over these buttons on your ship console will tell you which direction the helm is going to turn in. Once you are turned in the appropriate direction, press <code>↑</code> to execute a burn. Once again, ''keep in mind Newton's first law''. If you turn your ship 90 degrees to the right and burn in that direction, simply turning your ship 180 more degrees to the right isn't going to make the ship stop moving in its original direction. '''To move in a new direction, you must reverse-burn, then burn forward in your new direction.'''
 
For a ship to even begin to move, however, it needs to have ''thrust''. What this means is that the thrusters, those funny little nozzles at the back of a ship, must be a) powered on and b) have fuel inside of them. The Horizon has thrusters that use a mixture of phoron and oxygen to propel the ship, and it is the job of the [[Atmospheric Technician|Atmospheric Technicians]] to prepare the thrusters at the start of the round. Every other ship, like the Spark and Intrepid, will use CO2 to propel themselves.
 
To power on the thrusters, you'll need to open up the '''engine control console'''. Then, you can use the global controls to power up all the engines. Success! Now your ship has thrust! You can also control the amount of thrust the nozzles are receiving by editing the thrust limiter at the top of the window; this is useful if you want to save fuel.
[[File:Engine control.png|thumb|An engine control console. Note the global control and thrust limiters at the top of the UI.]]
 
===A Quick Helm Console Overview===
To make a ship move faster, it's recommended you edit the '''acceleration limiter''' under the flight data heading; a nice number to start with is 5. Unless your atmos techs are ''really'' cooking with gas, the Horizon isn't going to move faster than about three (3) gigameters per hour (Gm/h). Smaller shuttles, like the Intrepid and Spark, can move along way faster.
 
'''ETA to next grid''' is, as of 4/25/2023, finicky after an update to the speed of the thrusters. The best way to determine how far you are from the next grid is to see where your ship icon on the overmap is positioned in relation to the grid of the sectors.
 
Your '''speed''' will tell you just how fast your ship is going. Your '''heading''' tells you the degree of the direction in which you're going, a la nautical navigation. You can easily navigate to a point of interest if you have its bearing, which should be on the sensor readout printed at every command console at the start of the round.
 
If you want to register where you found a point of interest, you can <code>Save Current Position</code> or <code>Add New Entry</code> to keep the data on your helm console for easy navigating back.
 
====Autopilot====
'''DO NOT USE AUTOPILOT.'''


===Piloting===
Yes, really. If autopilot is activated, it will do exactly what it says; pilot the ship on its own. The problem is is that it will take you to the programmed destination through ''every hazard in the way''. Autopilot will also constantly be correcting its speed to stay on-target by burning forward, reverse-burning, and then burning more, which will use up a ton of fuel and thrust.
Piloting the vessel is done through the helm console. The helm provides a view of the overmap centered on your vessel, and allows you to control the vessel by selecting directions to fly in... assuming the engines are powered: you'll have to turn the thrusters on at the engine control console before the vessel is allowed to move. Once that's done, pressing any direction will begin moving the vessel in that direction at a certain speed - a speed that depends on how many thrusters you have and how high pressure the gas is -, which can be raised by pressing that direction more. Note that the only "brakes" on this vessel is retrothrusting or, simply put, pressing the opposite direction of where you're going until you stop... or pressing the <code>X</code> in the middle of the controls - the vessel will otherwise keep moving in the direction it was told, and it '''will not stop unless you tell it to''', so if your thrusters are suddenly out of gas, depowered, or just missing, and the vessel is in motion, then '''you're in some serious trouble.'''


===Autopilot===
Once again; '''DO NOT USE AUTOPILOT'''.
<s>Unironically a death trap</s> Autopilot is a function of the helm console of questionable usefulness. It is extremely basic in that it only cares about where it is and how far its destination is; hazards and obstacles are '''not''' a consideration. If there are absolutely no obstacles between you and your destination then feel free to use it, otherwise you are almost guaranteed to spur chaos in the form of hull breaches or worse: APC-depowering ion storms.


====Sensors====
====Sensors====
Surprisingly, you can't actually see a whole lot just by looking out the helm unless the object you're looking for is massive and you're within a stone's throw of it already. To make up for this shortcoming, the ship is supplied with a sensors array that will actively scan its surroundings, controlled by a sensor console in the helm. Mechanically this is just shining a flashlight at the overmap and seeing what lurks in the dark, but your range of vision is increased with the amount of power supplied to the sensors array. It is worth mentioning, though, that sensors ''will'' consume a lot of power if allowed to and can end up overheating if turned on for too long.
To detect hazards and points of interest, all ships are equipped with a complex sensor array that shows the area in a varying range around the ship. In order to properly navigate the sector, it is first recommend you switch on the sensors.
 
[[File:Sensor console.png|thumb|The Horizon's sensor console.]]
 
Next, set the sensor range to something median. 4 is usually recommended because it won't actively increase the temperatures of the sensor array, and allows you to get a good look at what's around you. The sensors will begin to ''gradually'' increase their range, as indicated by which number is highlighted in green on the UI. Also available on some ships is the '''ultra-high class depth sensors''', which will let you see through the hazards around you at the cost of heating up the sensors much quicker.
 
If your sensors heat up too much, indicated by the temperature gauge, they'll begin to take damage. If your sensors are ''destroyed'', this means you're left blind in the middle of space, and an engineer will have to fix the array. Don't let your sensors heat up too much!


It's also worth mentioning that other vessels with an active sensor array will light up their surroundings on the overmap <s>because BYOND doesn't allow for anything more complex without a complete overhaul to the system and at that point this may as well be a completely different game</s>, so you can turn on the sensors to a low power setting on one of your smaller shuttles and save the high energy sensor bursts for your main sensor suite as needed.
Once the sensors are online, they will begin to ping their surroundings, opening up a view of the map to you. When the sensors detect a point of interest, like a planet or another vessel, your chat will alert you that a <code>"Bogey"</code> has been detected, and give you a rough estimate of its bearing. While you remain in sensor range of the point of interest, your sensors will scan the "Bogey", and eventually identify to you what it is.


==Shuttle Maintenance==
==Shuttle Maintenance==
Some shuttles are slightly different from their original implementation in that they can dock and depart from the main map ''and'' fly around the overmap independently. As far as the overmap is concerned they function exactly the same, requiring gas (usually carbon dioxide in canisters as it's one of the more efficient options available, but you can use any gas you like) to be supplied to the thrusters in order to move. However, shuttles also use a secondary fuel that allows them to dock and depart from wherever they are, namely phoron (although in a pinch hydrogen could still work here too) inside tanks placed inside an orange fuel port somewhere on the shuttle. Replacing the fuel tank is as simple as opening the hatch with a crowbar, yanking the old tank out with an open hand, and clicking the port with the new tank to slot it in, then shutting it closed with a crowbar to finish it up.
As previously stated, the thrusters require fuel in the form of gas to move around the overmap. Atmospheric Technicians will handle fuelling the Horizon, but other ships can be fuelled by simply connecting a canister of CO2 to a connector. Ship hulls can be repaired in the same way [[Guide to Construction|regular walls can]], with welders or construction materials.
 
However, to move from z-level to z-level (or to transition from map to map), shuttles like the Intrepid or Spark require ''secondary thrust''. This is the fuel that allows them to take off from the hangar on to the surface of a planet; usually it's phoron, but other ships might use hydrogen.
 
Secondary thrust fuel is stored in the bright yellow fuel port on every shuttle. To open it, use a crowbar on the port, click on it with an empty hand, and remove the tank.
 
It's also important to remember that shuttles do not have an infinite supply of power. While undocked, a shuttle's APC and SMES will gradually drain (and depending on the equipment used, it'll drain even faster). This is usually not a huge concern, as shuttles tend to come with a large supply of power to last the entire round. However, losing power can become a problem if you fly into an overmap hazard that destroys your SMES or discharges it ([[Traitor|and sometimes it's not just an overmap hazard]]).
 
Luckily, the Intrepid has a generator on hand that can be fed with fuel (usually phoron, uranium, or graphite), and will power the APC if you're in trouble. To properly set it up, it needs to be wrenched down on a wire node connected to your shuttle's APC and turned on.
 
Also; [[Scientist|Scientists]] can swipe their ID on the Intrepid's APCs to access them, and [[Shaft Miner|Shaft Miners]] can do the same with the Spark. Handy if you run into an electrical storm by accident!
 
==Away Sites==
The primary purpose of the SCCV Horizon is to travel the Orion Spur in search of more phoron deposits. Because you can't mine space, or look for artifacts in the void, crewmembers will need to go to away sites to claim them for the SCC. To accommodate this, the Horizon has three shuttles; the '''Spark''', a mining pod, the '''Intrepid''', a research shuttle, and the '''Canary''', a scouting shuttle. However, this isn't to say that miners can't accompany scientists and vice versa; if you're going to the same spot, why waste the fuel?
 
Unless by explicit command order, the shuttles can't be grounded, and it's not even strictly necessary to tell command where you're going. It's nice, however, to give the bridge a heads-up before you leave, and maybe tell them where you are in case of certain disaster. Shaft miners can generally go it alone in the Spark to an away site, and [[Guide to Xenoarchaeology|Xenoarchaeologists]] are capable of taking the Intrepid and setting out alone. However, a large expedition may dictate that Command should send a dedicated pilot, such as [[Bridge Crewman|Bridge Crewmen]], to supervise the ship while the away team is out. Worth noting, however, is that '''Command staff should not accompany expeditions to away sites unless they are necessary for its success.'''
 
====Asteroids====
Asteroids contain a plethora of minerals and anomalous artifacts for both the aspiring shaft miner and xenoarchaeologist. Worth noting, however, is that they may also contain hostile lifeforms such as space carp, space sharks, and even nastier beasts. Traverse at your own risk!
====Derelicts====
Remains of ships and stations that have long been decommissioned, for some reason or another. Holding anything from old corporate equipment to [[Guide_to_Ghost_Roles#Zeng-Hu_Derelict_Survivors|experiments gone wrong]], these may not have the mineral wealth of asteroids, but contain interesting things for the crew to uncover.
====Planets====
Exoplanets, much like asteroids, can contain mineral wealth or mysterious artifacts. Unlike asteroids, they can have a variety of atmospheric conditions, from human-habitable to full of nitrous oxide. It's best to use a gas analyzer before you take off your helmet or turn off your internals.


Lastly, it's important to remember that shuttles do not have an infinite supply of power (If they do, that's temporary, this is all new after all!): the SMES and APCs will gradually drain while undocked, with a varying rate depending on how much equipment is turned on. This is usually not a huge concern, as shuttles tend to come with a large supply of power to last the entire round. It will mainly become an issue if you end up hitting an overmap hazard that affects your SMES, which usually means all power was drained or that the machine itself was totally destroyed. Sometimes, it might even be sabotaged if there's antagonists about. Luckily, you may have a generator on hand that can be fed with fuel (usually phoron or uranium sheets depending on the type) so that you're not totally stuck. It would be best to use the time it buys to phone home via your holopad if possible and either sit tight or head there yourself.
==Emergency!==
The most important aspects for the survival of a ship consists of three things:


=New Away Sites=
* a functional navigational system
The primary purpose of the SCCV Horizon is to travel the spur in search of more Phoron deposits, as those in the Romanivich Cloud have dried up. Because you can't mine space, or look for artifacts in the void, miners and others will need to go to away sites in search of deposits to mine and claim for the SCC. The Horizon has two shuttles to accommodate this. One is a mining shuttle, very small and primarily used by miners to get to where they need to mine with all their equipment, and then '''the Intrepid''' a larger shuttle is used for crew away missions, which are primarily based around surveying and exploration. However, this doesn't mean a xeno-archeologist cannot go with the miners in their shuttle, and the miners can't go aboard the Intrepid, after all, if you're both headed to the same place, why waste the fuel?
* working thrusters
===How to get to the Away Site===
* power to keep both operational
As stated the only way to get away sites is to fly there, in one of the two shuttles. Shuttles can be flown independently by Prospectors, who have the required training, but with larger crew away missions it is advisable to take a more dedicated pilot, such as one of the Bridge Crew along to fly. As for the exact way to get there, it can either be done by parking the Horizon above the target asteroid or planet, and then taking the shuttle down much like how the current research shuttle works; or the shuttle can get the coordinates from the bridge and fly across the overmap to their target instead, without the main ship having to move. The most expedient way to go about this is having the faster Intrepid or mining pod head to their desired destination while the slower Horizon follows them.'''Command staff should not accompany expeditions to away sites unless they are necessary for it's success, instead a [[Bridge Crewman]] should be chosen and ordered to accompany the expedition in lieu of actual command staff.'''


==Asteroids==
If you lack one of these, they need to take priority to be fixed, otherwise you might drift directly into ''more'' hazards that directly jeopardize your health. On the Horizon it's likely you'll have a capable engineering team at your back, but smaller shuttles in danger may require your ingenuity and quick thinking.
Due to the training taking place within the Romanivich Cloud, a majority of the new away sites will be asteroids, full of what was previously found on the NSS Aurora asteroid. So they will contain minerals, xeno-archology artifacts, as well as other new ruins, but may have hostile lifeforms such as dwellers and carp on them, or even people in ghost roles. It is important to remember that these asteroids will be much safer then places the Horizon may visit in the future, and are a good training ground for learning how to do away missions off of a ship.
==Derelicts==
Remains of ships and stations that have long been decommissioned, Derelicts are the other away site you may run into during testing within the Romanivich Cloud. Holding anything from old corporate equipment to [[Guide_to_Ghost_Roles#Zeng-Hu_Derelict_Survivors|experiments gone wrong]], nearly anything can be found. While these will not have the mineral wealth of asteroids, they may contain unknown artifacts or other interesting scraps for the crew to uncover.


==Emergency! We've Been Hit By Meteors!==
If you're in a dangerous situation, such as piloting directly into meteors, it's important to remember ''not to panic''. Now that you're not panicking, it's important to try and move away from the hazard you're in. If you can't move away from the hazard, it's time to troubleshoot.
The most important aspects for the survival of a ship consists of three things. Navigation to direct the ship, thrusters to move and power to keep both operational. If you lack one of these, you need to fix that and it should have the priority because as long as they're active, your vessel could still remain operational and capable of moving to safety despite being full of holes or having entire segments obliterated. On the Horizon it's likely you'll have a capable engineering team at your back ready to clean up any messes and maintaining the bigger systems that are beyond you like the engine, so you'll be more focused on moving to safety.


If you're flying a smaller shuttle it's still important to remember you're still reliant on navigation, thrusters and power and now you're empowered to do more about it if there's an issue. if you went into a meteor field, some meteor types could end up temporarily depowering an APC (or totally drain it) in your cockpit and now you're out of control. That might be the end for you and your crew, but it doesn't always have to be. Designated pilots for a shuttle usually have access to the APCs inside, so swiping your ID and pressing the reboot button might be all you need to do to regain control. If it's totally depowered, you can either anxiously wait for it to recharge or replace the battery quickly after disabling the cover lock and crowbarring the machine open.
* '''Are your engines on?''' Make sure to check the console and power them up.
* '''Do you have enough fuel to move?''' If not, you're going to need to find the canister of another gas (perhaps oxygen?) to make sure the ship can get away from its current danger.
* '''Is there power to the ship?''' If not, it's time to set up the generator, or reactivate the APC by swiping your ID and getting direct access to its controls.
* '''Is your cockpit vented?''' You do have a voidsuit, right? If not, the Intrepid has a few accessible softsuit cyclers in both the front and the back of the ship-- put those on and move into the vacuum, soldier. You can fix the venting later.
* '''Something's in your ship that shouldn't be!''' Your trusty kinetic accelerator or expedition shotgun should do the job. Failing that, a toolbox or other blunt object does just as well. If some''one'' is attacking you, well, [[Traitor|that's a different problem]].


In the middle of all this it could be a good idea to have someone calling home if that's an option since your life would be made much easier by the Horizon moving closer or teleporting aid and additional personnel over. Just make sure they have a ship they can actually save, and that any would be rescuers aren't teleporting onto a death trap.
A final note; both shuttles have a long-range holopad that can be used to talk to the Horizon, assuming you're in their sensor range or you've datalinked with the bridge. If you're in a pretty hairy situation, asking for aid to be teleported over or for <s>Mom</s> the ship to come pick you up is never a bad idea.
{{Guides}}
[[Category:Guides]]

Latest revision as of 10:25, 15 October 2023

Who can fly what?

Before reading through this guide, it can be useful to know who can fly what aboard the Horizon. This is the list of various spacecraft available to the crew, including the Horizon itself, and who can fly each.

The rest of command can fly the Intrepid and Spark on a case by case basis, where the character's background should have a justifiable reason for it.

While some roles may have the knowledge and ability to fly a certain spacecraft, it is best practice to leave the flying to the dedicated pilot of that craft. For instance, the Intrepid should be piloted by Bridge Crewmen and Xenoarcheologists if possible. The Spark should be piloted by Miners, the Canary by Bridge Crew. Even if your character is capable of piloting a craft due to their role, that does not necessarily give them permission to do so. Try to keep each craft for its intended pilots or purpose.

If your character's role is not listed under a vessel or possible exception list, then generally speaking your character cannot possess piloting knowledge for that craft. Confer with administrators beforehand if you wish to have a character who can pilot a vessel despite not being one of the listed roles.

Overmap

An example of what might be seen on the overmap, featuring the Horizon in the center.

The overmap is functionally a z-level portraying the sector of space surrounding the ship. Every round, the ship begins on a random part of a randomized overmap, and by flying the ship across the overmap, you'll encounter various events and objects on it.

Some of the events you can expect to encounter are:

  • Dust clouds: Clouds of high-speed dust that can collide into your windows and hull, wearing it down.
  • Asteroid fields: Belts of meteors that have a tendency to slam into your ship, destroying hull around the site of impact. Even worse, some meteors can have EMP effects on impact, discharging your electrical equipment.
  • Ion storms: Passing through these will scramble the laws of any bound synthetic, or an AI.
  • Electrical storms: These will discharge and automatically turn off any electrical equipment (including APCs or an SMES) on the ship. Naturally, without electricity, your ship can't be controlled and will begin to drift.
  • Carp shoals: Huge swarms of ferocious space-faring carnivores, eager to break through your windows to get a taste of sweet sapient flesh.
  • Dark matter: Passing through these briefly scrambles ship gravity, leaving you to float aimlessly if you're not buckled to a chair or railing.
  • Points of interest: Anything from planets, drifting derelicts, stations, sensor relays, and even other ships. Exploration is one of the goals of the Horizon, after all, and most ships are generally neutral to your presence in the sector... generally.

Piloting A Ship

The UI of the helm console; this one is of the SCCV Horizon.

The first rule of piloting ships is to remember Newton's first law; an object in motion stays in motion, unless acted on by external forces. Air resistance, friction, and gravity don't exist in the vacuum of space, so a ship is going to keep going in the direction you pushed it in originally unless you perform a reverse-burn by pressing to stop it.

Ships on Aurora work by drifting. If you want to move your ship, you start by using to turn clockwise, or to turn counter-clockwise. Hovering over these buttons on your ship console will tell you which direction the helm is going to turn in. Once you are turned in the appropriate direction, press to execute a burn. Once again, keep in mind Newton's first law. If you turn your ship 90 degrees to the right and burn in that direction, simply turning your ship 180 more degrees to the right isn't going to make the ship stop moving in its original direction. To move in a new direction, you must reverse-burn, then burn forward in your new direction.

For a ship to even begin to move, however, it needs to have thrust. What this means is that the thrusters, those funny little nozzles at the back of a ship, must be a) powered on and b) have fuel inside of them. The Horizon has thrusters that use a mixture of phoron and oxygen to propel the ship, and it is the job of the Atmospheric Technicians to prepare the thrusters at the start of the round. Every other ship, like the Spark and Intrepid, will use CO2 to propel themselves.

To power on the thrusters, you'll need to open up the engine control console. Then, you can use the global controls to power up all the engines. Success! Now your ship has thrust! You can also control the amount of thrust the nozzles are receiving by editing the thrust limiter at the top of the window; this is useful if you want to save fuel.

An engine control console. Note the global control and thrust limiters at the top of the UI.

A Quick Helm Console Overview

To make a ship move faster, it's recommended you edit the acceleration limiter under the flight data heading; a nice number to start with is 5. Unless your atmos techs are really cooking with gas, the Horizon isn't going to move faster than about three (3) gigameters per hour (Gm/h). Smaller shuttles, like the Intrepid and Spark, can move along way faster.

ETA to next grid is, as of 4/25/2023, finicky after an update to the speed of the thrusters. The best way to determine how far you are from the next grid is to see where your ship icon on the overmap is positioned in relation to the grid of the sectors.

Your speed will tell you just how fast your ship is going. Your heading tells you the degree of the direction in which you're going, a la nautical navigation. You can easily navigate to a point of interest if you have its bearing, which should be on the sensor readout printed at every command console at the start of the round.

If you want to register where you found a point of interest, you can Save Current Position or Add New Entry to keep the data on your helm console for easy navigating back.

Autopilot

DO NOT USE AUTOPILOT.

Yes, really. If autopilot is activated, it will do exactly what it says; pilot the ship on its own. The problem is is that it will take you to the programmed destination through every hazard in the way. Autopilot will also constantly be correcting its speed to stay on-target by burning forward, reverse-burning, and then burning more, which will use up a ton of fuel and thrust.

Once again; DO NOT USE AUTOPILOT.

Sensors

To detect hazards and points of interest, all ships are equipped with a complex sensor array that shows the area in a varying range around the ship. In order to properly navigate the sector, it is first recommend you switch on the sensors.

The Horizon's sensor console.

Next, set the sensor range to something median. 4 is usually recommended because it won't actively increase the temperatures of the sensor array, and allows you to get a good look at what's around you. The sensors will begin to gradually increase their range, as indicated by which number is highlighted in green on the UI. Also available on some ships is the ultra-high class depth sensors, which will let you see through the hazards around you at the cost of heating up the sensors much quicker.

If your sensors heat up too much, indicated by the temperature gauge, they'll begin to take damage. If your sensors are destroyed, this means you're left blind in the middle of space, and an engineer will have to fix the array. Don't let your sensors heat up too much!

Once the sensors are online, they will begin to ping their surroundings, opening up a view of the map to you. When the sensors detect a point of interest, like a planet or another vessel, your chat will alert you that a "Bogey" has been detected, and give you a rough estimate of its bearing. While you remain in sensor range of the point of interest, your sensors will scan the "Bogey", and eventually identify to you what it is.

Shuttle Maintenance

As previously stated, the thrusters require fuel in the form of gas to move around the overmap. Atmospheric Technicians will handle fuelling the Horizon, but other ships can be fuelled by simply connecting a canister of CO2 to a connector. Ship hulls can be repaired in the same way regular walls can, with welders or construction materials.

However, to move from z-level to z-level (or to transition from map to map), shuttles like the Intrepid or Spark require secondary thrust. This is the fuel that allows them to take off from the hangar on to the surface of a planet; usually it's phoron, but other ships might use hydrogen.

Secondary thrust fuel is stored in the bright yellow fuel port on every shuttle. To open it, use a crowbar on the port, click on it with an empty hand, and remove the tank.

It's also important to remember that shuttles do not have an infinite supply of power. While undocked, a shuttle's APC and SMES will gradually drain (and depending on the equipment used, it'll drain even faster). This is usually not a huge concern, as shuttles tend to come with a large supply of power to last the entire round. However, losing power can become a problem if you fly into an overmap hazard that destroys your SMES or discharges it (and sometimes it's not just an overmap hazard).

Luckily, the Intrepid has a generator on hand that can be fed with fuel (usually phoron, uranium, or graphite), and will power the APC if you're in trouble. To properly set it up, it needs to be wrenched down on a wire node connected to your shuttle's APC and turned on.

Also; Scientists can swipe their ID on the Intrepid's APCs to access them, and Shaft Miners can do the same with the Spark. Handy if you run into an electrical storm by accident!

Away Sites

The primary purpose of the SCCV Horizon is to travel the Orion Spur in search of more phoron deposits. Because you can't mine space, or look for artifacts in the void, crewmembers will need to go to away sites to claim them for the SCC. To accommodate this, the Horizon has three shuttles; the Spark, a mining pod, the Intrepid, a research shuttle, and the Canary, a scouting shuttle. However, this isn't to say that miners can't accompany scientists and vice versa; if you're going to the same spot, why waste the fuel?

Unless by explicit command order, the shuttles can't be grounded, and it's not even strictly necessary to tell command where you're going. It's nice, however, to give the bridge a heads-up before you leave, and maybe tell them where you are in case of certain disaster. Shaft miners can generally go it alone in the Spark to an away site, and Xenoarchaeologists are capable of taking the Intrepid and setting out alone. However, a large expedition may dictate that Command should send a dedicated pilot, such as Bridge Crewmen, to supervise the ship while the away team is out. Worth noting, however, is that Command staff should not accompany expeditions to away sites unless they are necessary for its success.

Asteroids

Asteroids contain a plethora of minerals and anomalous artifacts for both the aspiring shaft miner and xenoarchaeologist. Worth noting, however, is that they may also contain hostile lifeforms such as space carp, space sharks, and even nastier beasts. Traverse at your own risk!

Derelicts

Remains of ships and stations that have long been decommissioned, for some reason or another. Holding anything from old corporate equipment to experiments gone wrong, these may not have the mineral wealth of asteroids, but contain interesting things for the crew to uncover.

Planets

Exoplanets, much like asteroids, can contain mineral wealth or mysterious artifacts. Unlike asteroids, they can have a variety of atmospheric conditions, from human-habitable to full of nitrous oxide. It's best to use a gas analyzer before you take off your helmet or turn off your internals.

Emergency!

The most important aspects for the survival of a ship consists of three things:

  • a functional navigational system
  • working thrusters
  • power to keep both operational

If you lack one of these, they need to take priority to be fixed, otherwise you might drift directly into more hazards that directly jeopardize your health. On the Horizon it's likely you'll have a capable engineering team at your back, but smaller shuttles in danger may require your ingenuity and quick thinking.

If you're in a dangerous situation, such as piloting directly into meteors, it's important to remember not to panic. Now that you're not panicking, it's important to try and move away from the hazard you're in. If you can't move away from the hazard, it's time to troubleshoot.

  • Are your engines on? Make sure to check the console and power them up.
  • Do you have enough fuel to move? If not, you're going to need to find the canister of another gas (perhaps oxygen?) to make sure the ship can get away from its current danger.
  • Is there power to the ship? If not, it's time to set up the generator, or reactivate the APC by swiping your ID and getting direct access to its controls.
  • Is your cockpit vented? You do have a voidsuit, right? If not, the Intrepid has a few accessible softsuit cyclers in both the front and the back of the ship-- put those on and move into the vacuum, soldier. You can fix the venting later.
  • Something's in your ship that shouldn't be! Your trusty kinetic accelerator or expedition shotgun should do the job. Failing that, a toolbox or other blunt object does just as well. If someone is attacking you, well, that's a different problem.

A final note; both shuttles have a long-range holopad that can be used to talk to the Horizon, assuming you're in their sensor range or you've datalinked with the bridge. If you're in a pretty hairy situation, asking for aid to be teleported over or for Mom the ship to come pick you up is never a bad idea.

Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink