Three seconds a module: refits
Published
In short: you change what a ship carries in the inventory (F2): fit a module, take one out, or put a weapon on a mount. Each change takes 3 seconds and is queued one at a time. The carrier refits only when clear of enemies; small craft only when docked. Numbers are placeholders.
At a glance
| Each move | 3 s |
| Queue | one at a time per ship |
| Kits | a module in a hold takes a quarter of its fitted room |
| Carrier | when clear of contacts, landed or in the air |
| Small craft | when docked in a carrier |
| Bunker | once it has unfolded |
| In combat | never |
How it works
- A refit is an order. Drag a module or weapon in F2 and it is queued. The ship works through its queue one move at a time; a module keeps working where it is until its move is done.
- Checked twice: when you ask, and again when it’s done. If the rules broke in between, for example an enemy came close or the hold filled, it’s called off and nothing moves. A refused move shows the reason.
- What you see: in F2 the moving row shows “fitting 2 s” with a bar, and a dimmed row where it’s going. The unit card shows “refitting” and the seconds left in the whole queue.
- Kits. A module in a hold is packed as a kit, a quarter of its fitted size: the 18,000 m³ small hangar packs into 4,500 m³.
- Some things can’t come out: a must-have such as the bridge can only be replaced; a cargo hold can’t come out while its contents wouldn’t fit without it; a hangar can’t come out while its docked craft wouldn’t fit.
More: bunkers, the hangar, modules.