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	<updated>2026-06-05T02:28:58Z</updated>
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		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30762</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30762"/>
		<updated>2022-05-02T11:16:41Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Build the supply conduit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame beams have been updated with new models. '''&lt;br /&gt;
:* Older versions which already have been placed won't update automatically. Old frame versions still count as valid frame so it is not necessary to replace these.  However lower object count can be achieved by using new frame pieces. &lt;br /&gt;
&lt;br /&gt;
'''The snapping methodology of supply conduit modules has been improved.'''&lt;br /&gt;
:* Supply conduit modules installed before 10.12.2021 will not be compatible with the new system, but will still function (provided they did so previously).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''If Fast Travel Core is removed and added back during countdown, system check does not find it, providing different results every press'''&lt;br /&gt;
:* The system check cycles between two different results with each press, cancelling the current countdown fixies this. Other components are found just fine during countdown system check if they are removed and added back.&lt;br /&gt;
&lt;br /&gt;
'''It is possible to warp while the capital ship weights too much, if you put down the objects that take it over the limit and warp before the mass is updated'''&lt;br /&gt;
:* Up to date mass calculations seem to take a while to arrive, so this is possible to do.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* Larger dock support is planned for the future.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* Capital ships will be able to start moving almost instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one.  &lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu&lt;br /&gt;
&lt;br /&gt;
Start building dock into empty build area. When having corner dock part in hand there should be holograms visible in the build area corners. Start building dock by using the holograms as starting point. Corner dock modules should snap into the holograms.&lt;br /&gt;
&lt;br /&gt;
When there is at least one corner part in place you can start placing side pieces. You can use continuous straight line placement by placing one and then holding M1 and moving mouse to the direction of the next part.&lt;br /&gt;
&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Modules&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
**Shell also can be built by using single parts which are made from Alium or Exutium. These are found in the crafting menu (PTU Capital Ship Tech Category) &lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]] [[File:Capital_Ship_shell_single_parts_alium_14042022.JPG|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Capital Ship Dock has same orientation indicator as in Ship Designer. Blue arrow indicating forward direction for the ship.  &lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster Module Frame&lt;br /&gt;
* Thruster Module Nozzle Ring&lt;br /&gt;
* Thruster Module Nozzle End&lt;br /&gt;
* Thruster Module Nozzle Support &lt;br /&gt;
&lt;br /&gt;
In order to function, a thruster needs to be built entirely inside one Capital Ship build area. &lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;Nozzle Rings&amp;quot; stacked together to increase the power of the thruster.  Up to 10 Nozzle Rings can be added to single thruster. &lt;br /&gt;
&lt;br /&gt;
A single &amp;quot;Nozzle Ring&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than two &amp;quot;Nozzle Rings&amp;quot; require additional support structures - Thruster Nozzle Supports - to support the thruster.&lt;br /&gt;
&lt;br /&gt;
Thruster Module Frame and Thruster Module Nozzle Support need to be in contact with the ship frame.&lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Nexus&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Supply Conduit Nexus on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:supply_conduit_pieces_2.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Nexus in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:terminals_supply_conduit_nexus_14042022.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Supply Conduit Nexus and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Nexus, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Nexus to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Nexus is 10, but multiple can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 8.4)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button or Enter to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:Resource_management_14042022.JPG|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:Fast_travel_terminal_14042022.JPG|400px]][[File:Fast_travel_terminal_2_info_14042022.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:Supply_conduit_pieces_2.jpg&amp;diff=30761</id>
		<title>File:Supply conduit pieces 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:Supply_conduit_pieces_2.jpg&amp;diff=30761"/>
		<updated>2022-05-02T11:16:05Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:Supply_conduit_pieces.jpg&amp;diff=30760</id>
		<title>File:Supply conduit pieces.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:Supply_conduit_pieces.jpg&amp;diff=30760"/>
		<updated>2022-05-02T11:14:39Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30759</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30759"/>
		<updated>2022-05-02T10:50:48Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame beams have been updated with new models. '''&lt;br /&gt;
:* Older versions which already have been placed won't update automatically. Old frame versions still count as valid frame so it is not necessary to replace these.  However lower object count can be achieved by using new frame pieces. &lt;br /&gt;
&lt;br /&gt;
'''The snapping methodology of supply conduit modules has been improved.'''&lt;br /&gt;
:* Supply conduit modules installed before 10.12.2021 will not be compatible with the new system, but will still function (provided they did so previously).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''If Fast Travel Core is removed and added back during countdown, system check does not find it, providing different results every press'''&lt;br /&gt;
:* The system check cycles between two different results with each press, cancelling the current countdown fixies this. Other components are found just fine during countdown system check if they are removed and added back.&lt;br /&gt;
&lt;br /&gt;
'''It is possible to warp while the capital ship weights too much, if you put down the objects that take it over the limit and warp before the mass is updated'''&lt;br /&gt;
:* Up to date mass calculations seem to take a while to arrive, so this is possible to do.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* Larger dock support is planned for the future.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* Capital ships will be able to start moving almost instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one.  &lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu&lt;br /&gt;
&lt;br /&gt;
Start building dock into empty build area. When having corner dock part in hand there should be holograms visible in the build area corners. Start building dock by using the holograms as starting point. Corner dock modules should snap into the holograms.&lt;br /&gt;
&lt;br /&gt;
When there is at least one corner part in place you can start placing side pieces. You can use continuous straight line placement by placing one and then holding M1 and moving mouse to the direction of the next part.&lt;br /&gt;
&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Modules&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
**Shell also can be built by using single parts which are made from Alium or Exutium. These are found in the crafting menu (PTU Capital Ship Tech Category) &lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]] [[File:Capital_Ship_shell_single_parts_alium_14042022.JPG|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Capital Ship Dock has same orientation indicator as in Ship Designer. Blue arrow indicating forward direction for the ship.  &lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster Module Frame&lt;br /&gt;
* Thruster Module Nozzle Ring&lt;br /&gt;
* Thruster Module Nozzle End&lt;br /&gt;
* Thruster Module Nozzle Support &lt;br /&gt;
&lt;br /&gt;
In order to function, a thruster needs to be built entirely inside one Capital Ship build area. &lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;Nozzle Rings&amp;quot; stacked together to increase the power of the thruster.  Up to 10 Nozzle Rings can be added to single thruster. &lt;br /&gt;
&lt;br /&gt;
A single &amp;quot;Nozzle Ring&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than two &amp;quot;Nozzle Rings&amp;quot; require additional support structures - Thruster Nozzle Supports - to support the thruster.&lt;br /&gt;
&lt;br /&gt;
Thruster Module Frame and Thruster Module Nozzle Support need to be in contact with the ship frame.&lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Nexus&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Supply Conduit Nexus on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Nexus in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:terminals_supply_conduit_nexus_14042022.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Supply Conduit Nexus and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Nexus, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Nexus to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Nexus is 10, but multiple can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 8.4)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button or Enter to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:Resource_management_14042022.JPG|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:Fast_travel_terminal_14042022.JPG|400px]][[File:Fast_travel_terminal_2_info_14042022.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30110</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30110"/>
		<updated>2022-02-18T12:45:50Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''The snapping methodology of supply conduit modules has been improved.'''&lt;br /&gt;
:* Supply conduit modules installed before 10.12.2021 will not be compatible with the new system, but will still function (provided they did so previously).&lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock corner holograms are shown as wrong version when moving from one area to another'''&lt;br /&gt;
:*Capital ship dock corner holograms randomly change to a wrong type when moving from one building area to another. So far this seems to only happen when holding Capital Ship Dock Corner Full or Capital Ship Dock Corner Half, which turns the hologram to be displayed as Capital Ship Dock Corner Beam. When trying to use Capital Ship Dock Corner Full, this also causes it to snap wrong way around.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship EBM gets misaligned during fast travels'''&lt;br /&gt;
:*Capital ship EBM borders get misaligned during fast travels, causing the EBM area to not match the area it should and item rotations being wrong. This seems to be happening as the capital ship reloads while crossing origin safe zone borders.&lt;br /&gt;
&lt;br /&gt;
'''If Fast Travel Core is removed and added back during countdown, system check does not find it, providing different results every press'''&lt;br /&gt;
:* The system check cycles between two different results with each press, cancelling the current countdown fixies this.&lt;br /&gt;
Other components are found just fine during countdown system check if they are removed and added back.&lt;br /&gt;
&lt;br /&gt;
'''It is possible to warp while the capital ship weights too much, if you put down the objects that take it over the limit and warp before the mass is updated'''&lt;br /&gt;
:* Up to date mass calculations seem to take a while to arrive, so this is possible to do.&lt;br /&gt;
&lt;br /&gt;
'''Fast Travel Terminal system check marks required resources passed even when resources are not connected to the utility grid'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship system check sometimes does not care if thrusters are not fully assembled'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship safe zone loads for player really slowly on large capital ships when logging in on the &amp;quot;wrong&amp;quot; end'''&lt;br /&gt;
Capital ship safe zone is loaded to players very slowly if the capital ship is large enough and login happens from the expansion end of the ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding devices from certain capital ships causes the parts to disappear'''&lt;br /&gt;
Unwelding devices from capital ships sometimes causes the items to vanish. &lt;br /&gt;
&lt;br /&gt;
'''Reducing Capital Ship generator output a lot while electricity generation is at maximum stops energy generation and sets generator at only half of input value'''&lt;br /&gt;
Can have three different outcomes depending on the generator and exorium production setup of the ship; shutting down electricity production, shutting down all devices or shutting down electricity production and halving the value the player inputted to the generator.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
:* Larger dock support is planned for the future.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* Capital ships will be able to start moving almost instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30109</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30109"/>
		<updated>2022-02-17T07:32:18Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Upcoming planned changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock corner holograms are shown as wrong version when moving from one area to another'''&lt;br /&gt;
:*Capital ship dock corner holograms randomly change to a wrong type when moving from one building area to another. So far this seems to only happen when holding Capital Ship Dock Corner Full or Capital Ship Dock Corner Half, which turns the hologram to be displayed as Capital Ship Dock Corner Beam. When trying to use Capital Ship Dock Corner Full, this also causes it to snap wrong way around.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship EBM gets misaligned during fast travels'''&lt;br /&gt;
:*Capital ship EBM borders get misaligned during fast travels, causing the EBM area to not match the area it should and item rotations being wrong. This seems to be happening as the capital ship reloads while crossing origin safe zone borders.&lt;br /&gt;
&lt;br /&gt;
'''If Fast Travel Core is removed and added back during countdown, system check does not find it, providing different results every press'''&lt;br /&gt;
:* The system check cycles between two different results with each press, cancelling the current countdown fixies this.&lt;br /&gt;
Other components are found just fine during countdown system check if they are removed and added back.&lt;br /&gt;
&lt;br /&gt;
'''It is possible to warp while the capital ship weights too much, if you put down the objects that take it over the limit and warp before the mass is updated'''&lt;br /&gt;
:* Up to date mass calculations seem to take a while to arrive, so this is possible to do.&lt;br /&gt;
&lt;br /&gt;
'''Fast Travel Terminal system check marks required resources passed even when resources are not connected to the utility grid'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship system check sometimes does not care if thrusters are not fully assembled'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship safe zone loads for player really slowly on large capital ships when logging in on the &amp;quot;wrong&amp;quot; end'''&lt;br /&gt;
Capital ship safe zone is loaded to players very slowly if the capital ship is large enough and login happens from the expansion end of the ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding devices from certain capital ships causes the parts to disappear'''&lt;br /&gt;
Unwelding devices from capital ships sometimes causes the items to vanish. &lt;br /&gt;
&lt;br /&gt;
'''Reducing Capital Ship generator output a lot while electricity generation is at maximum stops energy generation and sets generator at only half of input value'''&lt;br /&gt;
Can have three different outcomes depending on the generator and exorium production setup of the ship; shutting down electricity production, shutting down all devices or shutting down electricity production and halving the value the player inputted to the generator.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
:* Larger dock support is planned for the future.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* Capital ships will be able to start moving almost instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30108</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30108"/>
		<updated>2022-02-17T07:15:20Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* How to build capital ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock corner holograms are shown as wrong version when moving from one area to another'''&lt;br /&gt;
:*Capital ship dock corner holograms randomly change to a wrong type when moving from one building area to another. So far this seems to only happen when holding Capital Ship Dock Corner Full or Capital Ship Dock Corner Half, which turns the hologram to be displayed as Capital Ship Dock Corner Beam. When trying to use Capital Ship Dock Corner Full, this also causes it to snap wrong way around.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship EBM gets misaligned during fast travels'''&lt;br /&gt;
:*Capital ship EBM borders get misaligned during fast travels, causing the EBM area to not match the area it should and item rotations being wrong. This seems to be happening as the capital ship reloads while crossing origin safe zone borders.&lt;br /&gt;
&lt;br /&gt;
'''If Fast Travel Core is removed and added back during countdown, system check does not find it, providing different results every press'''&lt;br /&gt;
:* The system check cycles between two different results with each press, cancelling the current countdown fixies this.&lt;br /&gt;
Other components are found just fine during countdown system check if they are removed and added back.&lt;br /&gt;
&lt;br /&gt;
'''It is possible to warp while the capital ship weights too much, if you put down the objects that take it over the limit and warp before the mass is updated'''&lt;br /&gt;
:* Up to date mass calculations seem to take a while to arrive, so this is possible to do.&lt;br /&gt;
&lt;br /&gt;
'''Fast Travel Terminal system check marks required resources passed even when resources are not connected to the utility grid'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship system check sometimes does not care if thrusters are not fully assembled'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship safe zone loads for player really slowly on large capital ships when logging in on the &amp;quot;wrong&amp;quot; end'''&lt;br /&gt;
Capital ship safe zone is loaded to players very slowly if the capital ship is large enough and login happens from the expansion end of the ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding devices from certain capital ships causes the parts to disappear'''&lt;br /&gt;
Unwelding devices from capital ships sometimes causes the items to vanish. &lt;br /&gt;
&lt;br /&gt;
'''Reducing Capital Ship generator output a lot while electricity generation is at maximum stops energy generation and sets generator at only half of input value'''&lt;br /&gt;
Can have three different outcomes depending on the generator and exorium production setup of the ship; shutting down electricity production, shutting down all devices or shutting down electricity production and halving the value the player inputted to the generator.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30029</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30029"/>
		<updated>2022-01-20T08:54:47Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock corner holograms are shown as wrong version when moving from one area to another'''&lt;br /&gt;
:*Capital ship dock corner holograms randomly change to a wrong type when moving from one building area to another. So far this seems to only happen when holding Capital Ship Dock Corner Full or Capital Ship Dock Corner Half, which turns the hologram to be displayed as Capital Ship Dock Corner Beam. When trying to use Capital Ship Dock Corner Full, this also causes it to snap wrong way around.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship EBM gets misaligned during fast travels'''&lt;br /&gt;
:*Capital ship EBM borders get misaligned during fast travels, causing the EBM area to not match the area it should and item rotations being wrong. This seems to be happening as the capital ship reloads while crossing origin safe zone borders.&lt;br /&gt;
&lt;br /&gt;
'''If Fast Travel Core is removed and added back during countdown, system check does not find it, providing different results every press'''&lt;br /&gt;
:* The system check cycles between two different results with each press, cancelling the current countdown fixies this.&lt;br /&gt;
Other components are found just fine during countdown system check if they are removed and added back.&lt;br /&gt;
&lt;br /&gt;
'''It is possible to warp while the capital ship weights too much, if you put down the objects that take it over the limit and warp before the mass is updated'''&lt;br /&gt;
:* Up to date mass calculations seem to take a while to arrive, so this is possible to do.&lt;br /&gt;
&lt;br /&gt;
'''Fast Travel Terminal system check marks required resources passed even when resources are not connected to the utility grid'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship system check sometimes does not care if thrusters are not fully assembled'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship safe zone loads for player really slowly on large capital ships when logging in on the &amp;quot;wrong&amp;quot; end'''&lt;br /&gt;
Capital ship safe zone is loaded to players very slowly if the capital ship is large enough and login happens from the expansion end of the ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding devices from certain capital ships causes the parts to disappear'''&lt;br /&gt;
Unwelding devices from capital ships sometimes causes the items to vanish. &lt;br /&gt;
&lt;br /&gt;
'''Reducing Capital Ship generator output a lot while electricity generation is at maximum stops energy generation and sets generator at only half of input value'''&lt;br /&gt;
Can have three different outcomes depending on the generator and exorium production setup of the ship; shutting down electricity production, shutting down all devices or shutting down electricity production and halving the value the player inputted to the generator.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30019</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30019"/>
		<updated>2022-01-14T11:38:42Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*A capital ship that has been expanded to it's maximum size, still causes an expansion prompt to pop up every time EBM is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock corner holograms are shown as wrong version when moving from one area to another'''&lt;br /&gt;
:*Capital ship dock corner holograms randomly change to a wrong type when moving from one building area to another. So far this seems to only happen when holding Capital Ship Dock Corner Full or Capital Ship Dock Corner Half, which turns the hologram to be displayed as Capital Ship Dock Corner Beam. When trying to use Capital Ship Dock Corner Full, this also causes it to snap wrong way around.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship EBM gets misaligned during fast travels'''&lt;br /&gt;
:*Capital ship EBM borders get misaligned during fast travels, causing the EBM area to not match the area it should and item rotations being wrong. This seems to be happening as the capital ship reloads while crossing origin safe zone borders.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30018</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30018"/>
		<updated>2022-01-13T06:53:50Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*A capital ship that has been expanded to it's maximum size, still causes an expansion prompt to pop up every time EBM is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock corner holograms are shown as wrong version when moving from one area to another'''&lt;br /&gt;
:*Capital ship dock corner holograms randomly change to a wrong type when moving from one building area to another. So far this seems to only happen when holding Capital Ship Dock Corner Full or Capital Ship Dock Corner Half, which turns the hologram to be displayed as Capital Ship Dock Corner Beam. When trying to use Capital Ship Dock Corner Full, this also causes it to snap wrong way around.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship EBM gets misaligned during fast travels'''&lt;br /&gt;
:*Capital ship EBM borders get misaligned during fast travels, causing the EBM area to not match the area it should and item rotations being wrong. This seems to be happening as the capital ship reloads while crossing origin safe zone borders.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship's estimated time for a warp is shown as 0 h and 0 minutes until electricity production is turned on'''&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30002</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=30002"/>
		<updated>2022-01-07T13:00:28Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Regular ships are warped with capital ships if they are piloted by players close enough the capital ship'''&lt;br /&gt;
:* Regular ships are warped with capital ships if they are being piloted by a player nearby enough to the capital ship. Additionally these ships are lost midway at least on long enough warps and only the player piloting the ship can see the ship itself.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*A capital ship that has been expanded to it's maximum size, still causes an expansion prompt to pop up every time EBM is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock corner holograms are shown as wrong version when moving from one area to another'''&lt;br /&gt;
:*Capital ship dock corner holograms randomly change to a wrong type when moving from one building area to another. So far this seems to only happen when holding Capital Ship Dock Corner Full or Capital Ship Dock Corner Half, which turns the hologram to be displayed as Capital Ship Dock Corner Beam. When trying to use Capital Ship Dock Corner Full, this also causes it to snap wrong way around.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship EBM gets misaligned during fast travels'''&lt;br /&gt;
:*Capital ship EBM borders get misaligned during fast travels, causing the EBM area to not match the area it should and item rotations being wrong. This seems to be happening as the capital ship reloads while crossing origin safe zone borders.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29993</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29993"/>
		<updated>2022-01-04T09:25:26Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Regular ships are warped with capital ships if they are piloted by players close enough the capital ship'''&lt;br /&gt;
:* Regular ships are warped with capital ships if they are being piloted by a player nearby enough to the capital ship. Additionally these ships are lost midway at least on long enough warps and only the player piloting the ship can see the ship itself.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*A capital ship that has been expanded to it's maximum size, still causes an expansion prompt to pop up every time EBM is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship expansion visualization is not cleared if player insurance transfers out of the capital ship'''&lt;br /&gt;
:*Capital ship expansion area visualizations are not removed if a player insurance transfers away from the ship. There does however seem to be some max range to how far that is visible, as the effect seems to have cleared after visiting origin from the moon belt and then coming back.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship easy build mode visualization state is not correctly turned off if player leaves the ship area while it is on'''&lt;br /&gt;
:*Capital ship easy build mode border state is remembered incorrectly if player leaves the capital ship area while they are on. This causes the borders to always be visible when the player comes to the capital ship area instead of just being visible when easy build mode is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp panel keeps the selected warp destination even though the chip has been removed from the player's inventory'''&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29950</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29950"/>
		<updated>2021-12-29T12:06:00Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Regular ships are warped with capital ships if they are piloted by players close enough the capital ship'''&lt;br /&gt;
:* Regular ships are warped with capital ships if they are being piloted by a player nearby enough to the capital ship. Additionally these ships are lost midway at least on long enough warps and only the player piloting the ship can see the ship itself.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*A capital ship that has been expanded to it's maximum size, still causes an expansion prompt to pop up every time EBM is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship under neath can cause player to be able interract with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interract with the world while the player drops onto another surface as the regular ship is deleted. This does not occur when a player is killed while inside the capital ship after the warp.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29907</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29907"/>
		<updated>2021-12-20T09:35:03Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Upcoming planned changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Regular ships are warped with capital ships if they are piloted by players close enough the capital ship'''&lt;br /&gt;
:* Regular ships are warped with capital ships if they are being piloted by a player nearby enough to the capital ship. Additionally these ships are lost midway at least on long enough warps and only the player piloting the ship can see the ship itself.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp charge is lost if the ship is left in fully charged state for 12 hours''' &lt;br /&gt;
:* Leaving a capital ship alone for more than 12 hours while charging for fast travel causes it to lose the charge. &lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*A capital ship that has been expanded to it's maximum size, still causes an expansion prompt to pop up every time EBM is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship under neath can cause player to be able interract with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interract with the world while the player drops onto another surface as the regular ship is deleted. This does not occur when a player is killed while inside the capital ship after the warp.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29906</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29906"/>
		<updated>2021-12-17T11:25:40Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Regular ships are warped with capital ships if they are piloted by players close enough the capital ship'''&lt;br /&gt;
:* Regular ships are warped with capital ships if they are being piloted by a player nearby enough to the capital ship. Additionally these ships are lost midway at least on long enough warps and only the player piloting the ship can see the ship itself.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship warp charge is lost if the ship is left in fully charged state for 12 hours''' &lt;br /&gt;
:* Leaving a capital ship alone for more than 12 hours while charging for fast travel causes it to lose the charge. &lt;br /&gt;
&lt;br /&gt;
'''Capital ship device modules cause noticeable FPS drop when hovering device placement over them'''&lt;br /&gt;
:*Hovering large capital ship devices over other large capital ship devices when trying to place them, causes noticeable FPS drop. This happens with Exorium Processing Unit Module, Exorium Tank Module, Fast Travel Propellant Tank Module, Generator Module, Thruster Module Frame and Thruster Module Nozzle Support, ie. all modules that use Thruster connector bases.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship thrusters are not recognized as valid if they are on more than one build area'''&lt;br /&gt;
:*Capital ship thrusters are not recognized as valid if they cross any expansion border. This is intended, behavior but is currently not conveyed to players in any way.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*A capital ship that has been expanded to it's maximum size, still causes an expansion prompt to pop up every time EBM is toggled on.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship under neath can cause player to be able interract with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interract with the world while the player drops onto another surface as the regular ship is deleted. This does not occur when a player is killed while inside the capital ship after the warp.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29904</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29904"/>
		<updated>2021-12-10T13:46:24Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*Making the last expansion area valid on a capital ship causes expansion prompt to pop up every time EBM is toggle on.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Game freezes for a brief moment when a large capital ship dock area is loaded from LOD to fully detailed version'''&lt;br /&gt;
&lt;br /&gt;
'''Regular ships are warped with capital ships if they are piloted by players close enough the capital ship'''&lt;br /&gt;
:* Regular ships are warped with capital ships if they are being piloted by a player nearby enough to the capital ship. Additionally these ships are lost midway at least on long enough warps and only the player piloting the ship can see the ship itself.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29826</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29826"/>
		<updated>2021-12-08T12:58:52Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Refueling capital ship does not work if EBM is on'''&lt;br /&gt;
:* Refueling capital ship tanks with filling tool does not work when EBM is switched on.&lt;br /&gt;
&lt;br /&gt;
'''Warp frame blocks used:&amp;quot; count doesnt work and always shows as &amp;quot;0&amp;quot;.'''&lt;br /&gt;
:*&amp;quot;Warp frame blocks used:&amp;quot; counter at the top left side of the screen does not count blocks correctly.&lt;br /&gt;
&lt;br /&gt;
'''Capital and Dock orientation mismatch when fast traveling to a capital ship dock'''&lt;br /&gt;
:*When a Capital ship fast travels to a capital ship Dock, it does not orient itself according to the dock's orientation, which might cause some building functions to break, as placeable parts try to orient themselves according to the dock, instead of the ship.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship can't be resigned from inside a dock, if the station around it is resigned first.'''&lt;br /&gt;
:*If a capital ship is inside a dock, and the station which the dock is a part of is resigned, then the capital ship itself can not be resigned. Attempting to resign the Capital ship from the stations menu, will result in an chat log error message: &amp;quot;Failed to resign station New CapitalShip&amp;quot;.&lt;br /&gt;
:*The result is the same whether or not any parts have been placed inside the capital ship build area. &lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*Making the last expansion area valid on a capital ship causes expansion prompt to pop up every time EBM is toggle on.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Game freezes for a brief moment when a large capital ship dock area is loaded from LOD to fully detailed version'''&lt;br /&gt;
&lt;br /&gt;
'''Regular ships are warped with capital ships if they are piloted by players close enough the capital ship'''&lt;br /&gt;
:* Regular ships are warped with capital ships if they are being piloted by a player nearby enough to the capital ship. Additionally these ships are lost midway at least on long enough warps and only the player piloting the ship can see the ship itself.&lt;br /&gt;
&lt;br /&gt;
'''Ships at capital ship warp destination are not deleted properly if they are being hosted by someone'''&lt;br /&gt;
:*While hosted ships are deleted from the owner's ship list after being warped on by capital ship, the ship itself exists until the player hosting it stops hosting the ship.&lt;br /&gt;
&lt;br /&gt;
'''Being killed by capital ship fast travel while it deletes the ship underneath can cause player to be able interact with world for a moment'''&lt;br /&gt;
:*Being killed by capital ship fast travel while standing on a ship causes the player to be able to interact with the world for a short period of the player drops onto another surface as the regular ship is deleted. The issue does not seem to reoccur when player is killed while inside the capital ship after the fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Players can fall through ship capital ship parts after fast travel'''&lt;br /&gt;
:*Players can sometimes fall through capital ship parts when the capital ship reloads after fast travel.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship frame integrity goes from valid to invalid randomly'''&lt;br /&gt;
:*Capital ship frame integrity randomly fails even when it had passed for the last fast travel.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29821</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29821"/>
		<updated>2021-12-07T09:45:10Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Refueling capital ship does not work if EBM is on'''&lt;br /&gt;
:* Refueling capital ship tanks with filling tool does not work when EBM is switched on.&lt;br /&gt;
&lt;br /&gt;
'''Warp frame blocks used:&amp;quot; count doesnt work and always shows as &amp;quot;0&amp;quot;.'''&lt;br /&gt;
:*&amp;quot;Warp frame blocks used:&amp;quot; counter at the top left side of the screen does not count blocks correctly.&lt;br /&gt;
&lt;br /&gt;
'''Capital and Dock orientation mismatch when fast traveling to a capital ship dock'''&lt;br /&gt;
:*When a Capital ship fast travels to a capital ship Dock, it does not orient itself according to the dock's orientation, which might cause some building functions to break, as placeable parts try to orient themselves according to the dock, instead of the ship.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship can't be resigned from inside a dock, if the station around it is resigned first.'''&lt;br /&gt;
:*If a capital ship is inside a dock, and the station which the dock is a part of is resigned, then the capital ship itself can not be resigned. Attempting to resign the Capital ship from the stations menu, will result in an chat log error message: &amp;quot;Failed to resign station New CapitalShip&amp;quot;.&lt;br /&gt;
:*The result is the same whether or not any parts have been placed inside the capital ship build area. &lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*Making the last expansion area valid on a capital ship causes expansion prompt to pop up every time EBM is toggle on.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Game freezes for a brief moment when a large capital ship dock area is loaded from LOD to fully detailed version'''&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29820</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29820"/>
		<updated>2021-12-07T08:14:19Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''0&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Refueling capital ship does not work if EBM is on'''&lt;br /&gt;
:* Refueling capital ship tanks with filling tool does not work when EBM is switched on.&lt;br /&gt;
&lt;br /&gt;
'''Warp frame blocks used:&amp;quot; count doesnt work and always shows as &amp;quot;0&amp;quot;.'''&lt;br /&gt;
:*&amp;quot;Warp frame blocks used:&amp;quot; counter at the top left side of the screen does not count blocks correctly.&lt;br /&gt;
&lt;br /&gt;
'''Capital and Dock orientation mismatch when fast traveling to a capital ship dock'''&lt;br /&gt;
:*When a Capital ship fast travels to a capital ship Dock, it does not orient itself according to the dock's orientation, which might cause some building functions to break, as placeable parts try to orient themselves according to the dock, instead of the ship.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship can't be resigned from inside a dock, if the station around it is resigned first.'''&lt;br /&gt;
:*If a capital ship is inside a dock, and the station which the dock is a part of is resigned, then the capital ship itself can not be resigned. Attempting to resign the Capital ship from the stations menu, will result in an chat log error message: &amp;quot;Failed to resign station New CapitalShip&amp;quot;.&lt;br /&gt;
:*The result is the same whether or not any parts have been placed inside the capital ship build area. &lt;br /&gt;
&lt;br /&gt;
'''Max sized capital ship still gives an expansion prompt every time EBM is toggled on'''&lt;br /&gt;
:*Making the last expansion area valid on a capital ship causes expansion prompt to pop up every time EBM is toggle on.&lt;br /&gt;
&lt;br /&gt;
'''Fast travel VFX is shown in the distance in front of the capital ship'''&lt;br /&gt;
:*When a capital ship finishes fast travel, the visual effect for an arriving capital ship is shown in the distance, in front of the capital ship.&lt;br /&gt;
&lt;br /&gt;
'''Unwelding up capital ship terminals causes them to disappear'''&lt;br /&gt;
:*Unwelding capital ship terminals causes them to disappear entirely, instead of moving them to inventory.&lt;br /&gt;
&lt;br /&gt;
'''Game freezes for a brief moment when a large capital ship dock area is loaded from LOD to fully detailed version'''&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29796</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29796"/>
		<updated>2021-11-29T13:03:21Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Docks are not activated when completed'''0&lt;br /&gt;
:*Placing capital ship Dock pieces in a very fast succession sometimes causes two frame pieces to be placed on top of each other, causin the build area of the dock to not activate upon completion. After removing the overlapping pieces, the build area should activate. &lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Refueling capital ship does not work if EBM is on'''&lt;br /&gt;
:* Refueling capital ship tanks with filling tool does not work when EBM is switched on.&lt;br /&gt;
&lt;br /&gt;
'''Warp frame blocks used:&amp;quot; count doesnt work and always shows as &amp;quot;0&amp;quot;.'''&lt;br /&gt;
:*&amp;quot;Warp frame blocks used:&amp;quot; counter at the top left side of the screen does not count blocks correctly.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29795</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29795"/>
		<updated>2021-11-29T10:12:46Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
:*Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Refueling capital ship does not work if EBM is on'''&lt;br /&gt;
:* Refueling capital ship tanks with filling tool does not work when EBM is switched on.&lt;br /&gt;
&lt;br /&gt;
'''Warp frame blocks used:&amp;quot; count doesnt work and always shows as &amp;quot;0&amp;quot;.'''&lt;br /&gt;
:*&amp;quot;Warp frame blocks used:&amp;quot; counter at the top left side of the screen does not count blocks correctly.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29794</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29794"/>
		<updated>2021-11-29T10:11:45Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Adding parts to capital ship when the dock is disabled causes the parts to be part of the station instead'''&lt;br /&gt;
Adding parts to the capital ship while the capital ship dock is not enabled causes the parts to be added to the station instead.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Refueling capital ship does not work if EBM is on'''&lt;br /&gt;
:* Refueling capital ship tanks with filling tool does not work when EBM is switched on.&lt;br /&gt;
&lt;br /&gt;
'''Warp frame blocks used:&amp;quot; count doesnt work and always shows as &amp;quot;0&amp;quot;.'''&lt;br /&gt;
&amp;quot;Warp frame blocks used:&amp;quot; counter at the top left side of the screen does not count blocks correctly.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29779</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29779"/>
		<updated>2021-11-25T08:44:41Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
'''Refueling capital ship does not work if EBM is on'''&lt;br /&gt;
:* Refueling capital ship tanks with filling tool does not work when EBM is switched on.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29777</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29777"/>
		<updated>2021-11-24T14:17:05Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
''' Large capital device modules block some item placements next to them'''&lt;br /&gt;
:* Large capital ship device modules (such as exorium processing unit, exorium tank, fast travel propellant and generator) block adding some objects right next to them due to aggressive snapping. This issue is most prevalent when trying to place supply conduit device docks to supply conduits that are right next to the module frame, below/above/etc of the machine itself.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29773</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29773"/>
		<updated>2021-11-22T14:59:07Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=== Capital Ship Building Tutorial Video ===&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://youtu.be/_BQXmwnWsNY&amp;lt;/embedvideo&amp;gt;&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29767</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29767"/>
		<updated>2021-11-19T09:18:06Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Connect Devices to the Supply conduit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HasKnownIssues}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known Issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Warping capital ship causes it to warp nearby ships with it and leave them in middle of empty space'''&lt;br /&gt;
:*Warping capital ship causes ships hosted by players on board of the warping ship to also warp. However the ships hosted seem to be left somewhere on the way and do not reach the destination.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected, it's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
*The maximum connection range of a Device dock is 8 meters, which is measured from the center of the Device Dock to the center of the connectable device.&lt;br /&gt;
*The maximum amount of connections per Device dock is 10, but multiple Device Docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29747</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29747"/>
		<updated>2021-11-18T08:13:30Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
:*Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Warping capital ship causes it to warp nearby ships with it and leave them in middle of empty space'''&lt;br /&gt;
:*Warping capital ship causes ships hosted by players on board of the warping ship to also warp. However the ships hosted seem to be left somewhere on the way and do not reach the destination.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of connections per Device dock is 10, but multiple Device docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29736</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29736"/>
		<updated>2021-11-15T08:56:20Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
'''Warping capital ship causes it to warp nearby ships with it and leave them in middle of empty space'''&lt;br /&gt;
Warping capital ship causes ships hosted by players on board of the warping ship to also warp. However the ships hosted seem to be left somewhere on the way and do not reach the destination.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of connections per Device dock is 10, but multiple Device docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29735</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29735"/>
		<updated>2021-11-15T07:55:13Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Upcoming planned changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 8 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of connections per Device dock is 10, but multiple Device docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29688</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29688"/>
		<updated>2021-11-12T13:50:07Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Supply conduit Device docks are sometimes not interactable when placed by a client'''&lt;br /&gt;
Supply conduit Device docks are not always interactable when placed by someone else (client) than the station owner. When the capital ship owner places their own conduit, this seems to get fixed to them and sometimes for the client too.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Supply Conduits'''&lt;br /&gt;
:* The snapping methodology of supply conduit modules will be altered to be more predictable and reliable&lt;br /&gt;
:* Pre-existing supply conduit modules will not be compatible with the new system, but will still function (provided they did so previously)&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of connections per Device dock is 10, but multiple Device docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29685</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29685"/>
		<updated>2021-11-12T11:57:05Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Connect Devices to the Supply conduit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of connections per Device dock is 10, but multiple Device docks can be used in a supply conduit.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29684</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29684"/>
		<updated>2021-11-12T11:48:16Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Build the devices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The required devices for a functioning capital ship are;&lt;br /&gt;
* Exorium tank - stores liquid exorium&lt;br /&gt;
* Exorium processing unit - makes exorium fuel from liquid exorium&lt;br /&gt;
* Generator - makes electricity from exorium fuel&lt;br /&gt;
* Propellant tank - provides thrusters with propellant&lt;br /&gt;
* Thrusters - uses propellant to move the ship&lt;br /&gt;
* Fast Travel Core - consumes electricity and charges the ship for fast travel&lt;br /&gt;
* Shield Generator - consumes electricity and charges the ship for fast travel&lt;br /&gt;
&lt;br /&gt;
====Thrusters====&lt;br /&gt;
&lt;br /&gt;
The capital ship thrusters are modular devices. A complete thruster consists of:&lt;br /&gt;
* Thruster frame&lt;br /&gt;
* Thruster nozzle end&lt;br /&gt;
* Thruster nozzle ring&lt;br /&gt;
&lt;br /&gt;
A single thruster can have multiple &amp;quot;nozzle ends&amp;quot; stacked together to increase the power of the thruster. &lt;br /&gt;
A single &amp;quot;nozzle end&amp;quot; adds enough power to move 500 000 kv of ship mass.&lt;br /&gt;
&lt;br /&gt;
Thrusters with more than three &amp;quot;nozzle ends&amp;quot; require additional structures - Thruster nozzle supports - to support the thruster. &lt;br /&gt;
&lt;br /&gt;
::[[File:Thrusters.jpg|300px|Various sizes of a complete capital ship thruster.]]&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:Thrusters.jpg&amp;diff=29683</id>
		<title>File:Thrusters.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:Thrusters.jpg&amp;diff=29683"/>
		<updated>2021-11-12T11:44:54Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Different configurations of a capital ship thruster.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29682</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29682"/>
		<updated>2021-11-12T11:29:05Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Create a capital ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29681</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29681"/>
		<updated>2021-11-12T11:23:36Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Connect Devices to the Supply conduit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F or M1. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key/M1 again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Connecting devices 540p.mp4|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:Connecting_devices_540p.mp4&amp;diff=29680</id>
		<title>File:Connecting devices 540p.mp4</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:Connecting_devices_540p.mp4&amp;diff=29680"/>
		<updated>2021-11-12T11:21:39Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29679</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29679"/>
		<updated>2021-11-12T11:07:06Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Set up resource production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
====Charging the Fast Travel Core and Shield generator====&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator begins once you've selected a destination in The Fast travel screen, and started the countdown after a successful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29678</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29678"/>
		<updated>2021-11-12T11:04:28Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Set up resource production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Charging the Fast Travel Core and Shield generator'''&lt;br /&gt;
&lt;br /&gt;
Charging the Fast Travel Core and Shield generator starts once you've selected a destination in The Fast travel screen, and started the countdown after a succesful integrity check.&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29668</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29668"/>
		<updated>2021-11-11T13:19:49Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Upcoming planned changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will initially become 106 x 106 x 106 meters: the maximum size within a single build area of a Station.&lt;br /&gt;
:** Larger dock support is planned for the future.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29667</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29667"/>
		<updated>2021-11-11T12:31:32Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''The longest Supply conduit (864 cm) is too heavy to pick up'''&lt;br /&gt;
&lt;br /&gt;
'''Restarting the game causes EBM at capital ship to stop working until it fast travels to another location'''&lt;br /&gt;
:*Capital ship EBM stops working if a player exits the game and then returns. The only way to restore the functionality seems to be by fast travelling the ship to another location. Additionally the safe zone around the capital ship seems to disappear possibly randomly at the same time.&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will become 106 x 106 x 106 meters: the maximum size within a station's build area.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29666</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29666"/>
		<updated>2021-11-10T14:01:53Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Build the supply conduit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will become 106 x 106 x 106 meters: the maximum size within a station's build area.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29665</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29665"/>
		<updated>2021-11-10T14:00:33Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
'''Capital ship Fast travel sound effect is audible for all players to hear'''&lt;br /&gt;
:*Using capital ship fast travel causes all the players to hear the warping sound for the duration of the warp.&lt;br /&gt;
&lt;br /&gt;
'''Players do not remain in same session during capital ship fast travel'''&lt;br /&gt;
:* Players on board of capital ship are not in the same session during warping, and are not able to see each other.&lt;br /&gt;
&lt;br /&gt;
'''Players can be warped with the capital ship even though they are standing on a station outside the dock'''&lt;br /&gt;
:*Players can be warped with capital ships even if they are not on the ship itself and are standing on a station. This makes accidental warps likely since players cannot see if they are parented to capital ship or not.&lt;br /&gt;
&lt;br /&gt;
'''Building position of a capital ship in dock can cause it to &amp;quot;not fit&amp;quot; into another capital ship dock'''&lt;br /&gt;
:*The building position of a capital ship within the capital ship dock hall affects whether or not the ship is able to fit in a dock selected as the fast travel destination. In practice, ships that look like they should clearly fit in a particular dock, might not fit.&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will become 106 x 106 x 106 meters: the maximum size within a station's build area.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Note: Some parts of the supply conduit and the Device dock are being reworked, so changes to their functionalities should be expected.'''&amp;lt;/font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29664</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29664"/>
		<updated>2021-11-10T13:41:12Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Upcoming planned changes=&lt;br /&gt;
The following are current plans, and their details might change before actual implementation. &lt;br /&gt;
&lt;br /&gt;
'''Capital Ship Docks'''&lt;br /&gt;
:* The size of Capital ship docks will become predefined. The build area of the dock will become 106 x 106 x 106 meters: the maximum size within a station's build area.&lt;br /&gt;
:* Much like the SSC, Capital ship docks will have an orientation indicator, that clearly shows which direction in the build area is front and up.&lt;br /&gt;
&lt;br /&gt;
'''Capital Ships'''&lt;br /&gt;
:* The connection range between a supply conduit's Device Dock will be set to 6 meters.&lt;br /&gt;
:* The integrity check of a capital ship will also analyze the outer shell (or plating) of the ship, instead of just the frame.&lt;br /&gt;
:* Capital ships will be able to start moving instantly, but at a speed of 1 km/s. Charging the Fast travel core and Shield generator will provide greater speeds: 40 km/s or even more, depending on the charge time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Note: Some parts of the supply conduit and the Device dock are being reworked, so changes to their functionalities should be expected.'''&amp;lt;/font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29662</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29662"/>
		<updated>2021-11-10T08:43:34Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Build the supply conduit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Player left behind to the capital dock'''&lt;br /&gt;
:* Capital Ship may leave the player to the capital dock while the ship warps itself away&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Warp frame count errors'''&lt;br /&gt;
:* Capital Ship may have warp frame count errors, even though there seems to be no issues with the ship. Players can only attempt to fix the capital ship by unwelding pieces at the moment.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Environment visual errors during re-orientation'''&lt;br /&gt;
:* Moons and other visualizations spin around oddly when Capital Ship is re-orienting for fast travel&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Unable to turn on Easy Build Mode after fast travel'''&lt;br /&gt;
:* Easy Build Mode cannot be toggled on after fast traveling to a station with the Capital Ship. Leaving the station area or visiting the main menu should fix this.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Freezing while loading from LOD to full details'''&lt;br /&gt;
:* When big Capital Ship Docks load from LOD to fully detailed the game might freeze for a short while&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Unwelded modules disappear'''&lt;br /&gt;
:* Capital Ship Modules do not return to player inventory when unwelded, instead they disappear into the void&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Note: Some parts of the supply conduit and the Device dock are being reworked, so changes to their functionalities should be expected.'''&amp;lt;/font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29653</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29653"/>
		<updated>2021-11-09T13:06:13Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29627</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29627"/>
		<updated>2021-11-09T09:29:14Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: /* Connect Devices to the Supply conduit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Supply Conduit pipe.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
&lt;br /&gt;
If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
&lt;br /&gt;
===Fast travel===&lt;br /&gt;
&lt;br /&gt;
Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
&lt;br /&gt;
List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying  production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29624</id>
		<title>Capital Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Capital_Ships&amp;diff=29624"/>
		<updated>2021-11-09T08:07:41Z</updated>

		<summary type="html">&lt;p&gt;OlliFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Capital ships will soon be available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: currently you can have max. 3 owned stations. Capital ships are considered stations and count towards the maximum station count.&lt;br /&gt;
&lt;br /&gt;
=How to build capital ships=&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to get started on your capital ship building project. More images and videos coming soon.&lt;br /&gt;
&lt;br /&gt;
==Create a station==&lt;br /&gt;
&lt;br /&gt;
Start by creating a station as you normally would. Make sure to build a Basic and an Advanced Crafting Bench to your station - you'll need those to craft the items required for the Capital Ship and the Dock.&lt;br /&gt;
&lt;br /&gt;
To maximize the build size of your Capital Ship dock and the Capital Ship itself, expand the Easy Build Area of your station and build the Dock into the empty one. You will need to build some beams right on the border of the original area so that the Dock modules in the new build area will have something to attach to. Dock parts cannot be placed right next to the green Easy Build Mode border if the Easy Build Mode area hasn't been expanded on the other side.&lt;br /&gt;
&lt;br /&gt;
[[File:1_station_expanded_ebm_area.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship dock on your station==&lt;br /&gt;
&lt;br /&gt;
You can construct the Dock by crafting and using parts found in the Public Test Universe section of the Crafting menu. The parts for the actual Capital Ship are in the same place, so be sure to use the ones named &amp;quot;Capital Ship Dock...&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After crafting the parts, place them into your hotbar (enabled with F3) from the Crafting menu, and start snapping them to each other in the Easy Build Mode. You can toggle snapping on and off with C.&lt;br /&gt;
&lt;br /&gt;
To avoid issues with the build area forming, be sure to leave at least 2 meters (or one dock parts length) of space between the Dock's border and the station area's border.&lt;br /&gt;
It's recommended to use Easy Build Mode (enable/disable by pressing the &amp;quot;.&amp;quot; key) for faster building, but the Dock can be built outside of EBM as well by using the hotbar to place items in the world, and then welding the pieces in to place with the Weld Tool.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_parts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The biggest difference between the two modes is that Easy Build Mode automatically welds the modules and parts in place when you snap them into place in the world.&lt;br /&gt;
&lt;br /&gt;
* If a part is outlined with purple once placed in the scene, it means that you don't have any more of those parts in your inventory, and that the part is only created as a placeholder &amp;quot;hologram&amp;quot;. If this happens, just craft more at the workbench and you're good to go.&lt;br /&gt;
** Placeholders can be removed by grabbing them with E, and then by pressing Esc.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_part_purple_outline.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Once the last part is placed and your dock is complete, a purple force field should form around it, forming the build area inside the dock.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_dock_build_area_active.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Create a capital ship==&lt;br /&gt;
&lt;br /&gt;
To create a functioning Capital Ship, you'll need the following things: a frame, an outer shell, some devices, and a Supply Conduit. It's recommended to build your first ship in that order to make things easier for yourself, but you can do it any order you want.&lt;br /&gt;
&lt;br /&gt;
===Build the frame and the outer shell===&lt;br /&gt;
&lt;br /&gt;
You can build the frame (i.e. the bone structure) and the outer shell (i.e. plating) of the Capital Ship by crafting and using parts found in the same place as the Dock parts, under the Public Test Universe section of the Crafting menu. The building process is similar to creating the Dock, only this time it happens inside the Dock's build area.&lt;br /&gt;
* The frame is built by attaching beams (&amp;quot;Capital Ship Frame Column&amp;quot; in the Crafting menu) to each other&lt;br /&gt;
** All of the beams need to be attached to another beam in order to pass an integrity check&lt;br /&gt;
** Connecting two beams with a Block Module would lead to a failure in the warp's structural integrity&lt;br /&gt;
* The shell is built by covering the beams with Capital Ship Block Modules from the outside, found in the Crafting menu&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_hull_and_frame.jpg|400px]]&lt;br /&gt;
* You can place the first piece of the ship anywhere on the Dock's build area, and then start attaching other parts to it in Easy Build Mode (hotkey &amp;quot;.&amp;quot;)&lt;br /&gt;
* Use the integrity check tool to see any issues with the ships frame integrity&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_integrity_check.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Build the devices===&lt;br /&gt;
&lt;br /&gt;
The devices of the capital ship can be found and constructed in the Crafting menu. If you want to use preassembled device modules, you can find them in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
===Build the supply conduit===&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit (aka. Utility Grid) also needs to be built in order to connect the ship's devices to each other. The parts can be found in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
The needed parts for a functional Supply Conduit are, at a minimum, as follows:&lt;br /&gt;
* Supply Conduit Straight 108x108x432 cm&lt;br /&gt;
* Supply Conduit Device Dock&lt;br /&gt;
* 2 x Supply Conduit End&lt;br /&gt;
&lt;br /&gt;
A Supply Conduit can be bigger than this, but all open ends must be sealed with the Supply Conduit End part. For example, you can build it to reach all the devices of your ship, and place multiple Device Docks on it to serve as connection points (see connecting devices in 3.4.)&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_supply_conduit_assembled.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Terminals (or consoles) needed to manage the Supply Conduit:&lt;br /&gt;
* Station Resources Terminal&lt;br /&gt;
* Station Utility Grid Terminal&lt;br /&gt;
* Station Fast Travel Terminal&lt;br /&gt;
&lt;br /&gt;
These need to be within 10 meters of a Supply Conduit Device Dock in order to function.&lt;br /&gt;
&lt;br /&gt;
[[File:SB_PTU_051121_capital_ships_terminals_and_device_dock.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Connect Devices to the Supply conduit===&lt;br /&gt;
&lt;br /&gt;
In order for the devices to function and for the terminals to display relevant info, you'll need to connect the devices to the Supply conduit you've built. Terminals do not need to be connected. It's enough that they're located close to a Device Dock.&lt;br /&gt;
&lt;br /&gt;
To connect a device to the Supply conduit, just aim at a Device Dock and press F. A yellow line should appear, with which you can then move to a device you want to connect. With the yellow line still visible, point to the device you want to connect, and it should become highlighted in yellow, indicating that it can be connected. Press the F key again to establish the connection. A yellow line should now be drawn between the device and the Device dock, indicating an established connection.&lt;br /&gt;
&lt;br /&gt;
===Set up resource production===&lt;br /&gt;
&lt;br /&gt;
Once your devices and supply conduit are built, they're ready to be used. It all starts at the Liquid Exorium tanks, used to create Exorium Fuel by the Exorium Processsing Unit. The Exorium Fuel is then used by the generator to produce electricity, which is used by the Fast Travel Core and Shield Generator when they're charged up for fast travel.&lt;br /&gt;
&lt;br /&gt;
Make sure your Liquid Exorium tanks and Propellant tanks are filled. You can look at the Storage levels for each tank in the Resource Summary Terminal to see how much of each resource you currently have.&lt;br /&gt;
&lt;br /&gt;
The tanks can be refilled by walking up to them and using Filler Tools that are available in the Crafting menu.&lt;br /&gt;
&lt;br /&gt;
Once the tanks are full, first start the production of Exorium Fuel, and then electricity. This can be done at the Station Utility Grid Terminal by following these steps:&lt;br /&gt;
* Click on the desired field (e.g. Exorium fuel production)&lt;br /&gt;
* Set a numerical value between 0 and the maximum value shown (e.g. 4100)&lt;br /&gt;
* Press Esc to deactivate the text field&lt;br /&gt;
* Press the Edit button to Apply&lt;br /&gt;
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[[File:SB_PTU_051121_capital_ships_resource_management_setup.jpg|400px]]&lt;br /&gt;
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Note that the Fast Travel Core has a maximum electricity intake of 10 000 units per second. This means that if you set your Electricity Production to 70 000 (and the Exorium Fuel production accordingly), 60 000 units will be used to charge the Shield Generator, which has no maximum electricity intake.&lt;br /&gt;
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If the the Shield Generator is already at 100% charge, any electricity produced beyond 10 000 units will go to waste. The charge level can be checked from the Fast Travel Terminal screen once a fast travel process has been initiated and resource production set to produce electricity.&lt;br /&gt;
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===Fast travel===&lt;br /&gt;
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Once you have a functioning capital ship, you can test the fast travel functionality. Once you've selected a destination from the Fast Travel Terminal, the System check tells you whether or not the requirements for fast travel are met.&lt;br /&gt;
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[[File:SB_PTU_051121_capital_ships_fast_travel_screen_explained.png|400px]]&lt;br /&gt;
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After you make any changes related to the requirements (e.g. filled up fuel tanks or increased electricity production), you can press the &amp;quot;Update system check&amp;quot; button to see the effect they've had.&lt;br /&gt;
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=Known issues=&lt;br /&gt;
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List of known issues and bugs related to Capital ships and Capital ship docks.&lt;br /&gt;
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'''The build area visualization of capital ship docks is rotated 90 degrees when game is restarted'''&lt;br /&gt;
:*In a station that consists of at least two station parts, the build area visualization (blue force field) is sometimes rotated 90 degrees upon logging in.&lt;br /&gt;
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'''Utility Grid Terminal values are set incorrectly, when applying values that are too big or too small.'''&lt;br /&gt;
:*When applying  production values in the &amp;quot;Station utility grid terminal&amp;quot;, incorrect values will be set if the applied numbers are too big or too small. For example, if trying to set &amp;quot;Exorium fuel consumption&amp;quot; to a higher number than what is defined in &amp;quot;Exorium fuel production&amp;quot;, the value can be set to half of what the player was trying to apply, or reset completely.&lt;br /&gt;
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'''Universal Tool does not recognize capital ship dock parts and some capital ship parts.'''&lt;br /&gt;
:*The universal tool does not recognize some parts of a capital ship dock and some capital ship parts. While pointing at them with the Universal tool's Material tab open, the tool does not show a name or materials for the part.&lt;br /&gt;
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'''Capital ship dock does not deactivate when a piece is unwelded from the docks outer frame'''&lt;br /&gt;
:*In a station that consists of at least two station parts, unwelding a part from the dock's outer frame sometimes does not deactivate the build area. The build area is only deactived once it's reloaded (usually caused by player moving away and back again).&lt;br /&gt;
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'''Thruster Module Nozzle Ring snap issue'''&lt;br /&gt;
:* The Nozzle Ring module of Capital ship thruster looks symmetrical, and like it should snap into place with any rotation. There is an issue however, which causes it to not snap into place correctly if its rotation is off by 90 degrees.&lt;/div&gt;</summary>
		<author><name>OlliFB</name></author>
	</entry>
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