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.
- Star systems and hyperspace jumpsThe six systems of the frontier, the distances between them and how the hyperdrive works.
Factions
The four organisations of the frontier and reputation.
- Factions and reputationThe four organisations of the frontier, reputation ranks and what they give you.
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.
- Combat and piratesAmbushes, pulse lasers, shield and hull, pirate bounties and insurance.
Contracts
Deliveries, rescues and pirate hunts.
- ContractsDeliveries, rescues and interceptions. How to take work and what it pays.