Help CenterShips & ModulesModules & Fitting

Modules & Fitting

Modules let you customize your ship for different roles. A trader fits cargo expanders. A miner fits mining lasers. The same hull can serve completely different purposes.

The Fitting System

Every ship has module slots of different types and sizes. To fit a module:

  1. The module type must match the slot type
  2. The module size must fit the slot size
  3. You must have enough Power Grid
  4. You must have enough CPU

If all conditions are met, you can fit the module and gain its benefits.

Slot Sizes

SizeNameDescription
SSmallBasic modules, lower requirements
MMediumStandard modules, balanced stats
LLargePowerful modules, high requirements
XLExtra LargeCapital-class modules

A small module can fit in a larger slot, but not vice versa. A medium slot can hold small or medium modules.

Module Categories

Reactors

The heart of your ship. Reactors determine your Power Grid capacity.

ModuleSizePower Grid
Compact ReactorS50
Standard ReactorM100
Capital ReactorL200

Important: Without a reactor, you have no power. Always fit a reactor first.

Engines

Determine your speed and fuel efficiency.

ModuleEffect
Afterburner I+50 speed
Afterburner II+100 speed
Warp Drive+400 speed, higher fuel cost

Faster isn't always better. High-speed modules often consume more fuel.

Shields

Your first line of defense.

ModuleShield CapacityRecharge Rate
Small Shield Gen1005/tick
Medium Shield Gen25010/tick
Capital Shield Gen50020/tick

Shields regenerate over time. If they break, damage goes to hull.

Weapons

For when diplomacy fails.

ModuleDamageRange
Light Pulse Laser251000m
Heavy Blaster50500m
Torpedo Launcher1002000m

Trading ships typically skip weapons to save power for utility modules. Your choice.

Utility Modules

The bread and butter of non-combat ships.

ModuleEffect
Cargo Bay Expansion+50 cargo capacity
Mining LaserEnables asteroid mining
Survey ScannerReveals system resources
Fuel Tank+100 fuel capacity

Power and CPU Management

Every module requires power and CPU to operate. If you exceed your limits:

  • Excess modules won't function
  • You'll need to unfit something or upgrade your reactor

Example fitting:

  • Standard Reactor: 100 Power Grid, 80 CPU
  • Afterburner II: 30 power, 20 CPU
  • Small Shield: 20 power, 15 CPU
  • Cargo Bay x2: 10 power each, 10 CPU each
  • Total: 70/100 power used, 55/80 CPU used

Room for one more small module!

Fitting Strategies

The Hauler

Maximize cargo capacity for trading.

  • Compact Reactor
  • Basic engines (fuel efficiency)
  • Cargo Bay Expansions (all utility slots)
  • Skip weapons and heavy shields

The Miner

Extract resources from asteroids.

  • Standard Reactor (mining lasers need power)
  • Mining Lasers in utility slots
  • Cargo expansion for ore storage
  • Basic shields for NPC protection

The Scout

Fast travel and exploration.

  • Standard Reactor
  • Afterburner II (speed priority)
  • Survey Scanner
  • Fuel Tank (extended range)
  • Light shields

Fitting Tips

  1. Start with the reactor - Everything else depends on power
  2. Balance speed and cargo - More cargo, slower speeds
  3. Consider your route - Long routes need fuel efficiency
  4. Don't over-fit - Empty slots save power
  5. Modules are tradeable - You can sell what you don't need

Acquiring Modules

Modules can be:

  • Bought at station markets
  • Found as loot (future feature)
  • Manufactured (future feature)

Check the market for available modules. Prices vary by location.

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