The game
A finite fleet.
A very large war.
Physical ships, imperfect information and the people who have to bring them home.
Understand the game →Fleet in Pieces / open design workshop
Space is finite. Power is finite. Choose what this ship can do—and what it can afford to leave behind.
KESTREL / equipment study
Three sections. Your choice of hardware.
Imported from the old grid. Equipment and condition are preserved; locations are now approximate sections. Resolve any capacity warnings below.
Size reserves space. Power draw is off → operating demand. Damage or switching off does not free space.
Choose equipment, assign it to front, middle or rear, then test the result. Size classes reserve an amount of space; there is no block placement. The section markers are approximate locations on the original KESTREL art. They do not describe a measured interior or redraw the hull.
Front has 30 spaces, middle 40 and rear 32. Section capacities, size classes, crew demand and all design-credit prices are proposed tuning. Reactor, drive, shield, weapon and store ratings use the native KESTREL reference. The compact jump package costs 650 credits and draws 90 kW while charging: an experimental high-power tradeoff, not current engine jump tuning.
Hitting a section reduces every component assigned there by 25 condition points. Finite power, dependencies and stores determine the resulting capability. This is a damage-control UI study, not projectile, voxel, heat, structural or flight simulation. Power draw ranges mean off versus operating; reactor output also falls with condition. Repair restores condition only, not stores or disabled equipment.
Command and distribution are fixed core installations. Drives belong in the rear. A shared abstract bus and usable fuel/ammo stores connect the fit. Actual mount compatibility, cable routing, mass, cooling and crew endurance remain outside this study. Native inspections are preserved in the other tab. Share/export saves a versioned prototype recipe, never an engine save.
Select a numbered component on the ship, or use the equipment list.
What changed
Loading the ship’s exported systems…
From the game: ship art, physical component positions, equipment names, power demand, reactor ratings, stores and dependency links. Three KESTREL configurations are pinned to their October 6 native exports. Read the complete source dossier →
In this prototype: damage is a chosen condition percentage. The allocator follows the game’s dependency-first, finite-power order. Reactor output follows its containment damage curve: 90% condition gives 75% output; 60% gives none. Priority overrides are a UI experiment. Main-drive capability scales with condition here.
Outside this model: voxel impacts, heat, cooling transients, structural separation, crew admission, motion, targeting, shield geometry and elapsed fuel use. The unchanged hull image is a reference, not a simulated wreck. Changing a cooling manifold records damage but cannot model reactor overheating yet. Equipment placement and game-save export are not supported.
Share a setup and tell us which control, readout or consequence is hard to understand. This is a place to develop the interface alongside the game.
The game
Physical ships, imperfect information and the people who have to bring them home.
Understand the game →The field guide
Learn how power, sensors, jumping, crew, recovery and logistics fit together.
Explore the systems →Built in public
Try a setup. Find something confusing. Bring the ship and the question.
Join the Discord ↗