Refit Screen

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Refitting an Eradicator, with a weapon stat card for a Heavy Autocannon visible

The Refit Screen is where the player can make modifications to the ships in their fleet changing modular Weapons, Hullmods, Flux Capacitors & Vents or Fighter Wings within the limitation of the ship's Ordnance Points (OP) value. The player can also assign an officer to the ship by clicking on the portrait in the top right corner.

When refitting a ship on the field / not docked at a colony, its Combat Readiness will be reduced, especially when changing a hullmod. Generally, removing modifications (weapons / hullmods) will always lower CR, while adding these will only do so if the ship's CR rating is high enough.

A ship can be Restored while at a dock to remove damage mods at a credit cost somewhat proportional to the base cost of the ship & how many damage mods it has.

Ordnance Points

Ordinance Points of an Onslaught (XIV)

Ordnance Points (OP) are an abstracted measure of how configurable a ship is, it also acts as a measure of how powerful a ship is, when considered along with its base stats.

Everything that can be added to a ship, with the exception of Damage hullmods, will cost some amount of OP. As mentioned at the top of the page, Weapons, Hullmods, Flux Capacitors & Vents or Fighter Wings will all cost OP to equip.

Some ship variations have a different amount of OP compared to the original variants, such as the Kite (A) or Shrike (P).

The ? box next to the OP bar will an info box containing the stats & properties of the viewed ship on hover.

Flux Capacitors & Flux Vents

Flux Capacitors & Vents of an Onslaught (XIV)
Main article: Flux

Flux Capacitors or Flux Vents can be added to a ship in the top right of the refit screen to upgrade its Flux Capacity or Flux Dissipation rate, at the cost of 1 OP each respectively.

Each Capacitor adds 200 Capacity while each Vent adds 10 Dissipation.

A maximum of 10/20/30/50 of each can be added based on hull size.

The Flux Regulation skill increases maximum amount of Capacitor & Vents by 5, regardless of hull size.

Hull Features & Mods

Hull Features & Mods.png
Main article: Hullmods

Hullmods of the ship are found on the right side of the refit screen, and is listed in the following order:

Player can Add new hullmods given sufficient available OP, and can also spend Story points to S-Mod a hullmod.

Restoration

Restoring a ship removes Damage Hullmods (D-mods), it also incidentally fully repairs the ship and replenishes CR

The Restore button [G] is located in the bottom left of the refit screen when in a dock at a planet or station. It is not available from the refit screen when in space.

The cost to restore a ship is somewhat proportional to its base cost and how many D-mods it has.

Simulator

The Simulator

The Simulator (N) allows ship loadouts to be tested without actually risking the ship.

In the simulator, you can modify your allies (the other ships in your fleet) and your enemies (from a limited selection) by interacting with the Reinforcement display box, allowing for both 1v1s and fleet battle.

However, the simulator is limited by the fact that:

  • There's a limited selection of enemy ships with set loadouts.
  • The ships don't have Officers and as such are weaker.
  • The environment doesn't have any relay points.

Clicking on the combat readiness bar in the top left will set the CR used in the simulation.

Weapon Groups

Weapon Groups of an Onslaught (XIV)

Weapon Groups are a way of grouping similar weapons together by linking them, allowing up to 7 different weapon groups.

Weapons within the same weapon group can be controlled & fired by selecting that group's number in combat, as such player that prefer piloting would need to take this into account, e.g. linking Missile weapons together.

Weapon Groups can also be toggled between firing all at once (Linked) and firing one at a time (Alternating).

The initial autofire state can also be toggled for each weapon group, in which the weapons within that group will automatically fire upon appropriate targets within their range / firing cone. Do note that AI pilots will tend to toggle this setting at the beginning of each fight depending on the weapons in the weapon group, so this is more relevant for the player.

Each weapon group row also displays their Flux / sec generation, and total Flux dissipation / sec, Shield flux / sec & Flux capacity are also displayed below.

Renaming

Ships can be renamed in the refit screen by left clicking on its current name.

Players can also randomize the name of the ship. If the ship does not already use the ship name prefix specified for the player faction, clicking the randomize button will instead apply the prefix.

The player can also change the name of the ship's variant. This name will also be used when saving the autofit variant.

Fighters

4 Fighter Bays
Main article: Fighters

Ships with fighter bays will have their fighters displayed on the left of the refit screen.

Modular fighter bays can have any modular fighter LPC installed here.

Some ships, such as the Shepherd or Tempest, have built-in, non-modular fighter bays and these cannot be changed.

Fighter wings themselves cannot be refitted; fighter armaments are fixed so to effectively change fighter weapons, a different Fighter wing needs to be equipped instead.

Weapon Mounts

Each weapon mount has a corresponding mount class.

How a weapon mount is classified can help how durable and accurate a weapon can be, along with its firing arcs.

Weapon Mounts Data
Class Hitpoints (based on mount size) Turn Rate Weapon Recoil Arc Render Order
Hardpoint 500 / 1000 / 1600 -75% slower -50% less Narrow (<= 20°) 1st
Turret 250 / 500 / 800 Normal Normal Wide Arc (varies dramatically) 2nd
Hidden (used for fighters usually) Cannot be disabled Normal Normal Any ?

Mount Types

Mount Types
Name Icon Supported weapon types Support smaller weapons
Ballistic Yellow Square Ballistic Yes
Energy Blue Circle Energy Yes
Missile Green Diamond Missile Yes
Hybrid Orange Square-in-Circle Ballistic / Energy Only Hybrid weapons
Composite Lime Diamond-in-Square Ballistic / Missile Only Composite weapons
Synergy Turquoise Diamond-in-Circle Energy / Missile Only Synergy weapons
Universal Grey Diamond-in-Square-in-Circle All Only Universal weapons

Medium & Large mounts can accommodate a weapon one size smaller, but only if it has the same type as the mount.

For example, a medium ballistic mount can fit a small ballistic weapon, and a medium hybrid mount can fit a small hybrid weapon (see below), but a medium hybrid mount cannot fit a small ballistic or energy weapon.

Certain weapons have a combination weapon type (Hybrid, Composite or Synergy). Such weapons can go in a matching combination mount, a mount matching one of the two underlying basic types, or a Universal mount.

  • Hybrid weapons can fit in Ballistic, Energy, Hybrid or Universal mounts.
  • Composite weapons can fit in Ballistic, Missile, Composite or Universal mounts.
  • Synergy weapons can fit in Energy, Missile, Synergy or Universal mounts.

Autofit

Autofit.png

In the Refit screen, you can access the Autofit Variant panel, where you can choose a preset loadout (1 on the image) and the game will automatically try to fit on the ship, or as close as possible to it, given available weapons.

It's useful for mass refitting recovered/new ships, or if you don't know how to equip the new ship. The result of Autofit and available weapons is shown on the right side (3). If you hover over one of the variants (1) or the preview (3), you'll receive detailed statistics about the variants or the preview's effective statistics, chosen weapons and hullmods.

You can remove existing variants (1) by clicking on the little "x" symbol in the upper right corner, and add new variants to the Autofit by clicking on empty space (2), where you will be brought to variant manager. Here you can choose between adding back pre-set variants (the ones you see by default at (1)), picking your current ship's loadout as a variant, or choosing one of the latest variants that were added to Autofit and then removed.

There are also additional options, modifying how Autofit works.

First 4 modify where does Autofit take its weapons from: Cargo, Storage, Market & Black Market.

"Always add Reinforced Bulkheads" and "Always add Blast Doors" are also straightforward: they make the Autofit add Reinforced Bulkheads or Blast Doors hullmods, which increase the chance to recover the ship and decrease crew losses, respectively.

3 remaining options require more investigation.

"Strip before autofitting" (4) means that the ship will be cleared out of all its weapons, hullmods, capacitors and vents. If you do this in space, not docked, the ship will lose Combat Readiness, due to losing already installed equipment, most likely getting reduced to 0% CR. It's better to uncheck this option if you need to arm a recovered ship in a pinch, so that it doesn't lose CR.

"Upgrade weapons using extra OP" (5) is an option that, in theory, uses better weapons than in target variant. However, the issue is that Autofit doesn't actually understand the roles of the weapons, the reason for particular weapons being where they are, as well as wantonly removes hullmods, considering them spare OP, even if they're crucial to the variant. This option is likely to make your ship have weapons too flux-hungry while removing its vents. It's heavily advised not to use this option under any circumstances.

"Randomise weapons and hullmods" (6) is a similar option to the option (5), except instead of mounting more OP expensive weapons at the expense of hullmods and flux vents, it replaces everything with anything, at best making the chosen variant subpar, at worst making it utterly divorced from its original purpose. It also has a tendency to chose subpar weapons and downgrade weapons. It's heavily advised not to use this option under any circumstances.

Hotkeys

Table of Refit Screen Hotkeys
Section Key Combination Effect
Main Refit Screen A Opens up the Hullmod subscreen.
Q Opens up the S-mod popup.

Disabled when the ship has reached the maximum amount of S-mod.

W Opens up the Weapon Groups popup.
X Goes to the next ship within the fleet with unallocated OP (if it exists).
V Opens up the Autofit popup.
G Opens up the Restore confirmation popup.
T Removes all weapons, normal hullmods & allocated flux capacitors/vents from the ship.
U Reverts all changes so that the ship is returned to its state when initially selected.
N Opens up the Simulator.
Weapons / Fighters Right-click Removes the weapon / fighter.
Shift-click Places the last-placed weapon / fighter in the slot if possible.
Holding Shift Displays all empty weapon slots that the last-placed weapon can be inserted into along with the weapon arc.

(Doesn't do anything if the last-placed item is a Fighter LPC).

Holding Ctrl Displays the stats of the currently equipped weapon / fighter wing in the selected slot.

This allows the comparison of stats with other weapons / fighter wings.

Flux Capacitors & Vents Holding Shift Speeds up the rate at which capacitors / vents are added or removed.
Hullmods popup A Cancel & return to the main Refit Screen.
Q Go to the S-mod popup.
S-mod popup G Confirm the S-mod selection(s).
Q Cancel & return to the previous screen/popup.
Autofit popup Q Spend the remaining OP, typically on flux capacitors & vents (prioritizing the latter).
G Confirm autofit goal variant selection.
V Cancel & return to the main Refit Screen.
Weapon Groups popup Q Auto-assign all weapons into weapon groups.
W Confirm the changes made to the weapon groups.
T Cancel & return to the main Refit Screen.
Ship & Variant Name Ctrl-Backspace Deletes a word.
Shift-Backspace Deletes the entire name.

External links


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Up to date for latest version, 0.97a.