Ships, Modules, and Crew
A ship is a hull with typed equipment slots, base mass, structural limits, and an archetype. Its real capability comes from the relationship between the hull, installed modules, cargo, and crew—not from purchase price alone.
Hulls and slots
Hulls provide general, engine, and weapons/system slots. A module must match the slot type and fit within the hull's installed-mass limit. Some advanced hulls also require a story unlock.
The ship terminal provides three useful views:
- Ship summarizes performance and installed equipment.
- Schematic shows the physical slot layout.
- Cargo shows carried goods and hold use.
Mass and effective speed
Effective speed starts with total engine thrust divided by total weight. Total weight includes the hull, installed modules, and cargo. Multiple engines add thrust with diminishing contribution, and a pilot can improve the final result.
That creates real fitting choices:
- More cargo capacity can reduce speed when filled.
- A larger fuel tank extends range but adds module mass.
- Shields and repair systems trade profit capacity for resilience.
- A fast hull can avoid long transit windows without carrying the largest hold.
Module families
- Cargo holds add carrying capacity.
- Fuel tanks determine maximum fuel.
- Engines provide thrust.
- Crew quarters create berths for specialists.
- Scanners reveal locations and improve scan depth.
- Shielding counters thermal, radiation, or general hazards.
- Auto-repair restores hull over travel.
- Mining rigs unlock tougher deposits and improve yield.
Outfit for the route you intend to run. A module that cannot earn back its weight, slot, and credit cost is not yet an upgrade.
Crew
Crew consume berths and salary but specialize the ship:
- Pilots improve effective speed.
- Navigators improve scanner performance.
- Engineers improve fuel efficiency.
- Quartermasters improve trade efficiency.
Higher-skill hires can require stronger faction standing. A crew plan should match the hull's quarters and the captain's usual work.
Mining and field work
Some stations expose gatherable deposits. Deposits can require a minimum mining tier, consume fuel and days, enter a cooldown, and trigger mining hazards. Hand-mining works only where the deposit allows it; advanced sites require an installed rig.
Mining is a complementary income path and a source of specific cargo, not a replacement for route planning. Leave hold space for the yield and protection for the site's hazard profile.