Fleet in Pieces / open design workshop

Choose the hardware. Know the tradeoff.

Space is finite. Power is finite. Choose what this ship can do—and what it can afford to leave behind.

UI prototype / 03

Equipment, sections and damage control.

What is Fleet in Pieces? →

KESTREL / equipment study

Same hull. Different job.

Three sections. Your choice of hardware.

Start from

KESTRELFront · middle · rear
Native ship art · approximate section markersArtwork stays unchanged as you refit

    Add hardware

    Add to the middle section

    Size reserves space. Power draw is off → operating demand. Damage or switching off does not free space.

    Saved only in this browser. No account needed.Discuss a design →
    About the model and prototype values

    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.

    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 →

    The field guide

    Every system
    has consequences.

    Learn how power, sensors, jumping, crew, recovery and logistics fit together.

    Explore the systems →

    Built in public

    Help shape
    the controls.

    Try a setup. Find something confusing. Bring the ship and the question.

    Join the Discord ↗