Starting designs compare travel, shield reserve and recovery. Loading one can be undone.
This saved fit keeps the original section budget. The revised budget moves 4 spaces from middle to rear (still 102 total). Your hardware stays in place; any overfilled section is flagged.
KESTRELEditing: middle
Loading live ship geometry…Click a mount to equip it
Imported from the old grid. Equipment and condition are preserved; locations are now approximate sections. Resolve any capacity warnings below.
Add hardware
Add to the middle section
Size reserves space. Power draw is off → operating demand. Damage or switching off does not free space.
Quarters → crew complement
Room for the people.
Accommodation data pending
Choose a native configuration to inspect its quarters and crew requirements.
DepartmentMinimumPlanned
Ship operation and equipment watches
Unknown
Repair and technical work
Unknown
Embarked aircrew; aircraft pilots remain separate
Unknown
Marines and deployable operator teams
Unknown
Command personnel; counted separately
Unknown
Life support uses power and component condition in this browser. Physical bunk damage, detached compartments and atmosphere remain native-game checks.
A complement is a plan, not people already aboard. In the game, qualified personnel must be assigned from the existing roster.
Opens a separate copy of your equipment, sections and damage. No identity data.
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 hull comes from the same native mesh as the original art. Weapons and emitters are separate articles that appear, disappear and change with your fit. Markers remain approximate section locations, not a measured interior.
New designs have 30 front, 36 middle and 36 rear spaces: 102 in total. The rear fits one reactor, two drives and two Reservoir emitters exactly. Old saved fits retain their original 30 / 40 / 32 budget until you choose the revised allocation. 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. These are approximate machinery-and-service reservations; an exterior projector still needs its mount and supporting space. Reactors and internal stores can be reassigned to other sections. Adding equipment still costs space, power and credits. A shared abstract bus and usable fuel/ammo stores connect the fit. Weapons use the existing front battery and middle defensive mount; emitters use two front and two rear mounts. Alternate articles follow the native builder’s Rapid/Lance barrels and Reservoir/Cascade/Facet projectors. The browser does not execute BuildOutfit: full clearance, support, cable routing, mass, cooling and crew endurance remain outside this study. Internal machinery and drive geometry remain a stock reference. Old drafts with more exterior equipment than mounts are preserved with a warning; unmounted hardware does not operate. 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.
Anyone with this link can open a separate copy. No account information is included.
Quarters → crew complement
Room for the people.
Accommodation data pending
Choose a native configuration to inspect its quarters and crew requirements.
DepartmentMinimumPlanned
Ship operation and equipment watches
Unknown
Repair and technical work
Unknown
Embarked aircrew; aircraft pilots remain separate
Unknown
Marines and deployable operator teams
Unknown
Command personnel; counted separately
Unknown
Life support uses power and component condition in this browser. Physical bunk damage, detached compartments and atmosphere remain native-game checks.
A complement is a plan, not people already aboard. In the game, qualified personnel must be assigned from the existing roster.
What is real, and what is simulated?
From the game: ship art, physical component positions, equipment names, power demand, reactor ratings, stores and dependency links. Every hull uses its own published native edition. The recipe and export date above identify exactly which reference is open; these may predate current game changes. 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
A finite fleet. A very large war.
Physical ships, imperfect information and the people who have to bring them home.