Pilot's handbook

Wiki

Everything you need to know to survive and earn on the frontier. Articles are updated together with the game.

Ships

The starter ship, mass, hull and cosmetic liveries.

  • Starter shipThe wedge-shaped light ship every pilot starts with. Its mass, hold, shield and weapons.
  • Flight and controlsHow the ship flies. Newtonian physics, assisted and inertial modes, autopilot and key bindings.
  • LiveriesFour cosmetic ship schemes. They change the colours, not the stats.

Trade

Commodities, prices, scarcity and station production cycles.

  • Commodities and pricesThe 18 commodities of the frontier, how scarcity sets the price and where things are cheaper.
  • Station productionEvery two minutes stations produce and consume goods. Here is how to read the market.

Stations

Eight stations, their authorities, security and profiles.

  • Frontier stationsEight stations in six systems. Who runs them, how safe they are and what they live on.

Systems

Six star systems and the hyperspace jumps between them.

Factions

The four organisations of the frontier and reputation.

Police and law

Cargo scans, contraband, fines.

  • Law and contrabandHow station security works, what is prohibited and what smuggling can cost you.
  • PvP and the law between pilotsWhat happens when you attack another pilot online: fines, wanted status, police, notoriety, bounties and newcomer protection.

Pirates

Ambushes, combat, bounties and interceptions.

Contracts

Deliveries, rescues and pirate hunts.

  • ContractsDeliveries, rescues and interceptions. How to take work and what it pays.