Flight and controls
How the ship flies. Newtonian physics, assisted and inertial modes, autopilot and key bindings.
There is no friction in space. Cut the engines and the ship will not stop; turn the nose and the ship keeps flying where it was going. The simulation runs at 60 steps per second regardless of the frame rate.
Flight modes
- Assisted (default). You set the desired speed with
W/S, and the flight computer accelerates or brakes the ship and cancels sideways drift. It only uses the engines’ real thrust. - Inertial. Direct engine control. Velocity is kept, and the hull can rotate independently of the motion. Toggle with
Tab.
Autopilot
P engages the autopilot to the navigation target. It turns, brakes, matches speed and, if you have docking clearance (L), takes the ship into the dock by itself.
Time acceleration
[ and ] switch between 1x, 2x, 5x and 10x. The whole simulation speeds up, so contract deadlines pass faster too. Acceleration is disabled in combat.
Keys
| Key | Action |
|---|---|
W / S |
Set speed; in inertial mode, forward/reverse thrust |
A / D |
Lateral thrust |
R / F |
Vertical thrust |
| Arrows | Pitch and yaw |
Q / E |
Roll |
Shift |
Brake to zero |
Tab |
Assisted/inertial mode |
P |
Autopilot |
N |
Next navigation target |
L |
Docking clearance |
U |
Undock |
M |
Galaxy map |
J |
Charge hyperdrive |
Space |
Fire lasers |
C |
Cockpit/external camera |
G |
Retro/sharp graphics |
K |
Controls guide |
Keys are bound to physical positions and work with any keyboard layout.