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 / 04

Equipment, sections and damage control.

What is Fleet in Pieces? →

Choose a hull

Build around its purpose.

Choose a hull. Fit its hardware. Follow the power through its systems.

KESTREL / equipment study

Same hull. Different job.

Three sections. Your choice of hardware.

Start from

Starting designs compare travel, shield reserve and recovery. Loading one can be undone.

KESTRELEditing: middle
Loading live ship geometry…Click a mount to equip it

    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

    A complement is a plan, not people already aboard. In the game, qualified personnel must be assigned from the existing roster.

    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 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.

    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 ↗