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DescriptionEdit

A .ship file and a ship_data.csv entry contain all of the information directly about a ship. The more commonly balance tweaked information is in the ship_data.csv while the less commonly edited information is in the .ship file. It is formatted as a comma delimited CSV file.

Fighters have .ship files, corresponding entries in ship_data.csv and in addition corresponding entries in the wing data csv file, for fighter specific information.

It is highly recommended to use a spreadsheet application to open or edit CSV files for Starsector rather than a text editor. Please do note that due to a lack of standardisation in the CSV format some spreadsheet programs will not open or save this file as Starsector expects without specifically setting the delimiter as commas in the application.

ExampleEdit

For a frigate ship:

Wolf,wolf,Frigate,displacer,5,1500,150,2250,1875,150,50,150,130,100,60,120,200,FRONT,,150,0.4,0.8,,,15,30,50,40,1,40,10,12000,10,20,180,0.25,5,5,,200

For a wing:

Gladius,gladius,,,,500,125,1500,,300,0,150,120,50,90,180,40,NONE,,0,0,0,,,2,2,,,,,10,,3,5,,,1.5,1.5,,109

ElementsEdit

At the very top of ship_data.csv, you will see a list of categories. Going from left to right, the function of each will be described:

Column name Type Description
name Text Player-friendly in-game display name of the ship. This isn't the internal name for the ship.
id Text Internal ID used to reference this ship in the corresponding .ship file, .variant files and campaign scripts. This must be unique across the mod, vanilla files and any other mods active. For this reason it is highly recommended to add some form of unique prefix such as myuniquemod_shipid. Case sensitive.
designation Text The ship designation display name. Does not affect gameplay. Unused for wings which use values from wing data csv instead.
system id Text Ship system for this ship. Must match the id of a ship system in the ship systems CSV
fleet pts Number Abstract number denoting how powerful the ship is. Used for when two AI fleets clash in the campaign and for determining maximum total abstract fleet power for randomly generated fleet doctrines. Unused for fighters.
hitpoints Number Determines the ship's hull.
armor rating Number Determines the ship's armor.
max flux Number Determines the ship's base maximum flux capacity.
8/6/5/4% Unused by the game engine in this version. Can be left blank or have any data with no effect.
flux dissipation Number Determines the ship's base flux dissipation.
ordnance points Number Determines the ship's Ordnance Points.
fighter bays Number Determines the ship's number of fighter bays.
max speed Number Determines the ship's maximum speed.
acceleration Number Determines how fast a ship can accelerate. Lower values mean longer acceleration times, while higher values mean faster acceleration times.
deceleration Number Determines how fast a ship can decelerate. Lower values mean longer deceleration times, while higher values mean faster deceleration times.
max turn rate Number Determines the maximum rate a which a ship can turn. This is also used by Axial Rotation to set the rotation speed for stations
turn acceleration Number Determines how fast a ship reaches is maximum turn rate after beginning a turn
mass Number Determines how "heavy" a ship is. Used when calculating damage from collisions with other vessels or asteroids. Also affects how much the ship is moved from weapons with an Impact value, such as Graviton Beam. Ships with higher mass will deal more damage to smaller vessels/asteroids in collisions, and take less damage as well. In the case of stations or other ships with modules then the mass of the base ship plus all module "ships" is added together.
shield type Determines what type of defense the ship has. Possible values are NONE, OMNI, FRONT or PHASE, based on the ShieldAPI.
shield arc Number Determines the maximum coverage of the ship's shield in degrees.
shield upkeep Number (usually decimal) Flux per second cost incurred when the shields are raised. Denoted as a decimal multiplier of the ship's base flux dissipation rate e.g 0.5 means the flux per second cost is half of its dissipation, 0.1 means the flux per second cost is one-tenth of its dissipation.
defense id ID of the phase cloak system to use, if shield type is set to PHASE. Allowing for different types of phase cloaks to be added. Can be left blank unless using PHASE in shield type. Possible entries are phasecloak
shield efficiency Number (usually decimal) Determines how much damage shields take. Denoted as how much flux 1 point of damage will cause. 0.5 would mean that shields take half damage from the weapon impacting it, while 1.0 would mean that shields take full damage from the weapon impacting it.
phase cost Number Flux cost to activate the ship's phase cloak.
phase upkeep Number Flux per second that the phase cloak generates when active.
min crew Number Determines the ship's skeleton crew number.
max crew Number Determines the ship's maximum crew.
cargo Number Determins the amount of cargo the ship can carry. Unused for wings.
fuel Number Determines the amount of fuel the ship can carry. Unused for wings.
fuel/ly Number The amount of fuel a ship consumes per lightyear when travelling in hyperspace and when using Emergency Burn. Unused for wings.
range Number The distance in lightyears a ship can travel with full fuel. Fuel capacity divided by fuel/ly. Unused for wings.
max burn Number Determines the ship's burn speed.
base value Number The amount of base credits the ship costs in the campaign. Unused for wings which use values in wing data csv instead.
cr %/day Number How much Combat readiness is recovered per day out of combat.
CR to deploy Number Reduction to combat readiness after combat from being deployed.
peak CR sec Number Determines the ship's Peak Performance Time; how long the ship can stay in combat before combat readiness begins to decay, in seconds. It is possible to remove CR loss by leaving both peak CR sec & CR loss/sec values blank, which has uses for stations. Unused for wings.
CR loss/sec Number How much combat readiness the ship loses per second after peak performance time runs out. It is possible to remove CR loss by leaving both peak CR sec & CR loss/sec values blank, which has uses for stations. Unused for wings.
supplies/rec Number How many supplies the ship takes to recover after being deployed in combat
supplies/mo Number How many supplies the ship consumes per month as maintenance
hints These 'hints' change the way the game treats this ship in various ways. These refer to ShipHullSpecAPI.ShipTypeHints. Possible hints:
  • CARRIER - Changes AI behaviour to primarily fight using its fighters
  • CIVILIAN - Changes AI behaviour to usually be more timid
  • COMBAT - Changes AI behaviour regarding the CARRIER hint. Ships with both COMBAT and CARRIER will fight with both fighters and the ship's own armament.
  • FREIGHTER
  • HIDE_IN_CODEX - Do not include an entry for this ship in the codex
  • LINER
  • SHIP_WITH_MODULES - Required for ships that use modules
  • STATION - This ship becomes uncontrollable, the AI is hinted to not move it during combat (aside from the commonly seen rotation via Axial Rotation hullmod) and this ship will start the battle already deployed, as opposed to being deployed from an edge at the start.
  • TANKER
  • UNBOARDABLE - Cannot be recovered by the player.
number Unused by the game engine in this version. Can be left blank or have any data with no effect.
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Up to date for version 0.8.1a-RC8


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