The basic parts of the ship are now in place, a Hull, Engine, and C&C but they are just containers which hold Subsystems.
Lets start with our power systems. In the part filter select Subsystem, then select Size 1, and Hull.
In the list you should now see all subsystems that can fit into a hull.
On your ship, right click on the Hull, and select Subsystems, a small inventory window will open. This is where you place subsystems. The larger the module the more subsystem slots it will have.
Subsystems have a slot requirement as well, and a size 1 reactor has a volume of 3. We are going to place one in the hull now. You will also notice some other stats on the reactors;
- Mass is added to your ships total
- Compatibility is the module that it can go into
- Size is the size category it belongs to
- Volume is how much subsystem space it takes
- Durability is how much damage that subsystem can take before it goes offline
- Cost is the credit value of the item (not fully implemented yet)
- att_power is how much power the reactor provides
- att_pRange is how many conduit hops the power will flow.
Conduit hops are an important concept, in our design the hull that the reactor is in the center and there is an engine on one side and a C&C on the other, each of these is only 1 conduit hop away. The engine however is 2 conduit hops away from the C&C. All subsystems need power in order to function, take this into account when designing your ships.
Place the reactor in the hull subsystem window and click close. You will see the ship status on the left update with the total power your ship has, and its additional mass.
Now lets add a sensor to the C&C module so that you can detect things on radar. Set the filter to Size 1, C&C, Subsystem, right click on the C&C and select Subsystems and place a sensor in it from the list, not that a sensor booster is not the same.
And the final step for now the engines themselves. Set the filter to Size 1, Engine, Subsystem. Right click on the ships engine and open its subsystem window, select an engine from the list and place it in the subsystem inventory.
Engines stats are a little different, all movement in Kinetic Void is based off of thrust, these values represent how much thrust is being applied in that direction
- Pitch / Yaw
You now know the basics to building a ship, you are not limited to the number of modules or subsystems you can use. Though remember everything has mass, and every subsystem has a power requirement.