This page is intended as a repository of various spacecraft available within the Jump to Lightspeed expansion, however it will also introduce ships
Introduction
Players may obtain spacecrafts in three different ways:
- by joining any squadron even in the beginning of the game the player may choose to recieve a starter ship for free. If the player resets its squadron status by joining another, it then may also choose to recieve a starter ship for free joining the new squadron. Some starter squadrons will ask the player whether will they need a starter ship, some will grant the ship no question by the second ever conversation (the one with begin to train)
- chassis blueprints are crafted by shipwright players, which blueprint needs to be converted into ship deed at chassis dealer npc - which npc are located inside starport buildings (it varies, but most commonly the big round building with T shaped control tower, and noisy ship traffic) - that ship deed then need to be added to datapad of the player from its inventory manually
- quests may also reward the players with ships
As it is currently not enough for players to obtain a ship, the player also needs certifications in order to be able to fly those. The player will be granted these certifications once the player has joined to a squadron, and is participating in space content, and with specific missions required to earn specific nodes in this secondary profession beside
politician, and
chronicler - these boxes (nodes) can be seen in "secondary professions" interface's "
space" tab. Depending on the squadron the player joins will determine which faction's ships will the player be able to unlock certifications to. Each squadron change resets the certifications to zero even if the change happens into the same faction. There are two main factions in the game: imperial, and rebel (the rebel one is also called alliance). Besides these there is free lancer faction that is basicaly neither of these two, and is only present in space currently. Despite the fact that there are three possible
faction choices (it will be nine squadron choices total), there are four kinds of certifications of ships to fly with, with the fourth one being neutral (that is the generic neither one of the
three factions)
Ships are modular which means the player will be able to switch (to equip, to load) its "modules" (ship components). The main ship component (or module) is the chassis. Other than the chassis is behaving like any other component (for example it can take damage, and then be repaired), it will also define...
- ...what the ship is
- , the look of the ship
- , the frame for the other ship components the entire ship consists of
- , the entry point to the ship from the player's datapad
- , the maximum mass limit for the other components' masses
- , the hull points (health points of the ship)
- , and its "hidden attributes" (see below)
In case the player is using chassis blueprint at chassis dealer in a starport, the player should count on the newly built ship being empty contrary to the starter ships that are recieved with (even though) starter equipment, that are relatively strong compared to space loot, and rewards on that level
Ships can not be launched without at least reactor, and engine components loaded into it, or without these at least repaired along with the chassis itself
- For new players it is recommended to buy, or craft the respective three kinds of repair kits just in case missclicks happen for unintentional landings instead of repairings at space stations after ship destructions (repair kits for reactor, engine, chassis)
- Other various components need to be installed into the empty hull (empty chassis) at starship terminal inside starport buildings, including weapons, capacitors, shields, boosters, etc...
- Other than the starship terminal the player may look at its ship's loaded compnents using its datapad (k by default), and by right clicking the ship, then selecting manage right there
Ship components will also require certifications that are also unlocked with "space" secondary profession nodes, however only the loading of these components will require the certification, and is no longer necessary faction specific - if the component is equipped (loaded) already to a lower level certification requiring ship (for example the heavy mass version of any of the starter fighters) without certification to the component, the ship may still be flewn. This is why changing (resetting) squadron with heavy mass versions of starter fighters that are fully equipped (literally "loaded") with high level certification requiring components is advised. At this point it is worth mentioning that "astromech" components are used by rebel ships the most contrary to "flight computer" components that are used by all the other factions the most (see table below on this page)
There are so called "POB" ships - these are ships with fully walkable, interactable interiors for multiple players of an inmediate "player group". Most of these also offer players to man its turrets. These are basically player
homes in space - albeit with no
city
Some if not only the imperial faction squadrons will require the player to join the respective faction's army on the ground as well before joining the chosen squadron, and other squadrons may be joined as a
pilot exclusively (free lancer is not present among the ground factions). Each faction has got its own starter spacecraft from the humble Scyk, through the bestagonal Prototype Tie Light Duty, to the infamous X-Wing (press o by default to open wings in space)
- Imperial faction
- Rebel (alliance) faction
- Freelance faction
- CorSec Squadron (the most independent)
- RSF Squadron (Imperial aligned - the player will be expected to deal with rebels cold blood)
- Smuggler Alliance (Alliance aligned - the player will be expected to deal with imperials cold blood)
See more info at
pilot page
Regarding the selection of ships: the player might also consider the general feel, or purpose of the ships. All Chassis have a number of hidden attributes that control how they perform (listed below). Generally common sense does prevail a bit, a light fighter is going to be very nimble, but not have lots of weaponry and unable to take too much damage. A heavy fighter will be armed to the teeth and able to take a lot of punishment, but going to be pretty sluggish.
Attributes
Each spacecraft has a number of static attributes that determine how they handle in flight. These, along with the engine you've installed ultimately control how responsive is to fly the ship
Class - this is the classification that the ship falls in, you've a mixture of fighters, bombers, interceptors etc. This gives a good idea on how the overall ship performs in the black.
Mass - depending upon the resources used and the skill of the shipwright, crafted ships have a range of masses available. This determines the total weight of the components that can be installed in the spacecraft. The higher this value the better!
Build - this is simply the cost in credits you need to pay a Chassis Dealer to build the ship and add it to your datapad.
Speed % - this value modifies the Top Value attribute of an engine. So a crafted Mark II Engine with a Speed of 50, in a Scyk would have an actual Top Speed of 47.5 with it's Speed % of 95%. The actual speed shown on the HUD is multiplied by a factor of 10 - so the speed you'll see on your screen in this case will be 475.
Acc. & Dec. - the maximum acceleration and deceleration of the ship. This controls how quickly you ramp up to your top speed and how slowly you drop to zero. If only one value is present then the ship has the same acceleration and deceleration values.
Pitch, Yaw & Roll - the most complicated attributes to actually understand, these relate to your movement up/down (pitch), left/right (yaw) and roll (rotate). The chassis value is the maximum number of degrees you can turn/rotate at a time. Your engine will control how quickly you accelerate to that point.
Rotation - this affects how responsive your ship is to turning (pitch/yaw) when traveling at speed. A bit like some vehicles can take a corner more quickly than others, each spacecraft has an optimum speed at which to turn. The center value is the optimal speed to travel at to make the sharpest turn. Most spacecraft turn optimally at 40% or 50% of the top speed, some ships like the A-Wing and TIE Advanced this point is 80% and ships like the YT-1300 this drops to 30%. The Roll attribute isn't affected by this, so rolling in addition to turning you'll be able to make turns at higher speeds - despite this "roll" for rotation percentages below in the tables are still present, and are specified (for a reason yet to be known)
Slide Dampener - when performing a turn (pitch/yaw) a ship slides a little bit as the forward momentum carries you forward (think of it a bit like the turning circle on a car). The Slide Dampener attribute reduces the amount of slide that occurs. A higher value represents less slide and a tighter turn.
FC or Am - whether the ship may be equipped with Flight Computer or Astromech component. Currently it is impossible to load (to equip) both
As a note, I've currently yet to find out the actual time-frame used in relation to acceleration.
Missing legend for tables
Partial legend
- Chassis - the name of the ship's chassis, and link for not the ship's page, but for its picture
- Class - the class of the ship
- Cert - certification level required in the respective faction. There are no cross faction certifications other than the neutral faction ships' which will work with any faction's respective level of certification. These are unlocked via pilot skill node progression
- Mass - it is not the mass of the chassis, but the mass limit of the chassis
- Build - it is the chassis dealer's fee to make the respective chassis from shipwright player crafted blueprint. "k" means thousand for example 10k means 10_000
- Speed % - this value modifies the top speed value of the engine the player is using with this chassis
- Acc./Dec - these are the maximum acceleration, and deceleration of the ship. When a single value is present, then that value applies to both
- Pitch/Yaw/Roll - these are the attitude rates of the ship. (These are probably applied forces with maximum turn rate values - althugh it is yet to be known for sure)
- The ship uses Pitch to orientate itself up-down
- The ship uses Yaw to orientate itself left-right
- The ship uses Roll to orientate itself counter clock wise-clock wise
- "Rotation %", and "Rotation" - this stands for attitude rate efficiency by speed. The three values here are percentage numbers from 0 to 100 that are refering to the ship's speed. The reason there are three of these percentage numbers is that those are in relation to the ship's attitude rates (pitch, yaw, roll). For example if the yaw of this rotation is 50 (that is 50%), then the player going 100% maximum speed, or 1% maximum speed has got the worse time yawing its ship compared to be going exactly 50% of the maximum speed - which is the best time yawing
- Slide Damp - is the inertial dampener of the ships in this game. The higher it is the less the ship is going to slide into the forward direction (not the upward) when the ship is turned in any direction (pitch, yaw, roll)
- Weapons - i have got genuine no clue what do these numbers mean
- t - i have got no idea
- m - i have got no idea
- FC or Am - this means whether the ship may fit an astromech, or a flight computer
- asterisk (*) - there is a note about that information right at the bottom of the respective table
- squiggly line (~) - this is a mark to break the visual continuity of the column in the table for example in case a value is asterisked*, and for values it means that the value present is not accurate
Notes to tables below
As a note, it is not very obvious what do the numbers mean, and what do "t", and "m" stand for inside the weapons columns
- according to my latest knowledge the number of weapons is depending on the mass limit of the chassis, and the mass of the weapons (beside player preference), and there should be no hard limit for weapon amount loaded to ships - so i am not sure what the numbers mean
- in case the numbers do not mean some kind of damage multiplication, or even color variation, but the amount of weapons possible to equip (to load) onto the ship, then:
- maybe t stands for turret amount, but i am not sure
- maybe m stands for "missile" which in the game is called "ordnance"
- maybe m stands for "main weapon", beside which optional numbers are mentioned
- maybe m stands for "maximum", or "maybe" that would refer to optionally addition according to preference
- maybe m stands for "mass" refering to the mass limit built chassis - that the additional amount of weapons are possible with a ship chassis that is built by experimenting mass limit
- In my personal opinion it must be very understandable to mark things like this, but please add a legend
As another note, it is very not obvious why rotation percentages in the tables below also refer to roll percentages in the meantime attributes above mention that roll does not matter
Other sources of this information will list a Tier attribute for each chassis. This was when Pilot had a traditional profession with trees. In R3 we have a linear system where you gain Ship Certificates as you level up, so tier doesn't play a big enough part to list - you can either fly the ship or not.
Freelance Spacecraft
| Chassis | Class | Cert | Mass | Build | Speed % | Acc./Dec | Pitch/Yaw/Roll | Rotation % | Slide Damp | Weapons | FC or Am |
|---|
| Scyk | Light Fighter | 1 | ~12k | 10k | 95% | 50 | 600/600/300 | 20/50/90 | 1.9 | 1 + 1m | ~flight computer* |
| Scyk (Heavy) | Light Fighter | 1 | ~97k | 10k | 95% | 50 | 600/600/300 | 20/50/90 | 1.8 | 1 + 1m | flight computer |
| Kihraxz | Light Fighter | 2 | ~41k | 25k | 110% | 45 | 400/400/200 | 5/80/80 | 1.8 | 1 + 1m | flight computer |
| Dunelizard | Medium Fighter | 6 | ~156k | 15k | 95% | 30/35 | 300/300/150 | 20/40/60 | 1.3 | 2 + 1m | flight computer |
| Ixiyen | Heavy Fighter | 10 | ~177k | 50k | 95% | 35 | 200/200/100 | 20/40/50 | 1.3 | 2 + 2m | flight computer |
| Rihkxyrk | Superiority Fighter | 10 | ~193k | 75k | 97% | 40 | 100/100/50 | 20/35/40 | 1.3 | 3 + 1m | flight computer |
| Kimogila | Heavy Fighter | 14 | ~200k | 25k | 92% | 35 | 100/100/50 | 20/40/50 | 1.3 | 3 + 2m | flight computer |
| TransGalMeg Vaksai | Medium Fighter | 14 | ~150k | - | 100% | 350 | 400/400/200 | 20/50/75 | 1.6 | 1 + 1m | flight computer |
| Vaksai Heavy Starfighter | Heavy Fighter | 14 | ~149k | 75k | 97% | 400 | 100/100/50 | 20/35/40 | 1.3 | 1 + 1m | flight computer |
| Havoc | Medium Fighter | 14 | ~184k | ? | 96% | 40/45 | 250/250/125 | 20/55/65 | 1.5 | 2 + 1t + 2m | flight computer |
| Naboo N-1 | Interceptor | 14 | ~66k | 75k | 100% | 40/60 | 250/250/125 | 5/80/80 | 1.6 | 1 + 1m | astromech |
| M22-T Krayt | Heavy Fighter | 18 | ~212k | 100k | 92% | 35 | 100/100/50 | 20/40/50 | 1.3 | 3 + 1t + 1m | flight computer |
| YT-1300 | POB
Passenger | 18 | ~5m | 100k | 80% | 10 | 50/50/37.5 | 20/30/30 | 1.2 | 2t + 2m | flight computer |
| AEG-77 Vigo | POB
Gunship | 18 | ~3m | 1m | 60% | 10 | 10/10/10 | 10/20/20 | 1.2 | 2 + 6t | flight computer |
*Scyk given free by trainer requires an Astromech rather than a flight computer.
Imperial Spacecraft
| Chassis | Class | Cert | Mass | Build | Speed % | Acc./Dec | Pitch/Yaw/Roll | Rotation | Slide Damp | Weapons | FC or Am |
|---|
| Prototype Tie Light Duty | Light Fighter | 1 | 11k | 0 | 97% | 50 | 600/600/300 | 20/50/90 | 1.9 | 1 + 1m | flight computer |
| TIE Light Duty | Light Fighter | 1 | ~12k | 10k | 96% | 50 | 600/600/300 | 20/50/90 | 1.7 | 1 + 1m | ~astromech* |
| TIE Fighter | Light Fighter | 2 | ~20k | 15k | 98% | 40 | 500/500/250 | 20/50/75 | 1.8 | 1 + 1m | flight computer |
| Heavy TIE Fighter | Light Fighter | 2 | ~97k | 15k | 98% | 40 | 500/500/250 | 20/50/75 | 1.8 | 1 + 1m | flight computer |
| TIE/In | Medium Fighter | 6 | ~79k | 25k | 97% | 40 | 400/400/200 | 20/50/75 | 1.6 | 1 + 1m | flight computer |
| TIE Interceptor | Interceptor | 10 | ~51k | 50k | 107% | 40/60 | 300/300/150 | 5/80/80 | 1.6 | 1 + 1m | flight computer |
| TIE Bomber | Bomber | 10 | ~194k | 50k | 95% | 30 | 80/80/40 | 10/30/30 | 1.2 | 2 + 2m | flight computer |
| Imperial Guard Tie Interceptor | Interceptor | 14 | ~80k | - | 100% | 40/60 | 300/300/150 | 5/80/80 | 1.6 | 1 + 1m | flight computer |
| TIE Advanced | Interceptor | 14 | ~66k | 75k | 100% | 40/60 | 300/300/150 | 5/80/80 | 1.7 | 2 + 1m | flight computer |
| TIE Aggressor | Heavy Fighter | 14 | ~123k | 75k | 95% | 20/30 | 150/200/100 | 20/40/40 | 1.3 | 1 + 1t + 1m | flight computer |
| TIE Defender | Superiority Fighter | 14 | ~180k | 100k | 93% | 25/30 | 200/300/150 | 20/40/50 | 1.5 | 3 + 1m | flight computer |
| TIE Oppressor | Heavy Fighter | 18 | ~173k | 100k | 90% | 35 | 100/100/50 | 20/35/40 | 1.3 | 2 + 3m | flight computer |
| VT-49 Decimator | POB
Passenger | 18 | ~5m | 100k | 80% | 10 | 50/50/37.5 | 20/30/30 | 1.2 | 2t + 3m | flight computer |
| YE-4 Gunship | POB
Gunship | 18 | ~3m | 1m | 60% | 10 | 10/10/10 | 10/20/20 | 1.2 | 2 + 6t | flight computer |
*Known bug, TIE Light Duty should take a flight computer.
Rebel Spacecraft
| Chassis | Class | Cert | Mass | Build | Speed % | Acc./Dec | Pitch/Yaw/Roll | Rotation | Slide Damp | Weapons | FC or Am |
|---|
| Z-95 | Light Fighter | 1 | ~12k | 10k | 93% | 50 | 600/600/300 | 20/50/90 | 1.9 | 1 + 1m | astromech |
| Z-95 (Heavy) | Light Fighter | 1 | ~97k | ? | 95% | 50 | 600/600/300 | 20/50/90 | 1.7 | 1 + 1m | astromech |
| Y-Wing | Bomber | 2 | ~153k | 15k | 90% | 25/30 | 80/80/40 | 10/30/50 | 1.2 | 1 + 1t + 1m | astromech |
| Y-Wing Longprobe | Bomber | 6 | ~174k | 25k | 90% | 25/35 | 100/100/50 | 10/30/35 | 1.4 | 2 + 2m | astromech |
| X-Wing | Medium Fighter | 10 | ~102k | 50k | 95/100% | 25/35 | 350/450/300 | 20/60/70 | 1.5 | 2 + 1m | astromech |
| X-Wing Advanced | Superiority Fighter | 14 | ~180k | ? | 90/95% | 25/35 | 200/300/150 | 20/40/50 | 1.5 | 3 + 1m | astromech |
| A-Wing | Interceptor | 14 | ~66k | 75k | 100% | 40/60 | 250/250/125 | 5/80/80 | 1.6 | 1 + 1m | flight computer |
| B-Wing | Heavy Bomber | 18 | ~245k | 100k | 90% | 30/35 | 75/75/50 | 10/30/30 | 1.3 | 4 + 2m | flight computer |
| T-Wing | Interceptor | 18 | ~80k | ? | 100% | 45 | 375/375/250 | 20/40/80 | 1.6 | 1 + 1m | flight computer |
| YKL-37R | POB
Passenger | 18 | ~5m | 100k | 80% | 10 | 50/50/37.5 | 20/30/30 | 1.2 | 2t + 3m | flight computer |
| Incom X-4 | POB
Gunship | 18 | ~3m | 1m | 60% | 10 | 10/10/10 | 10/10/10 | 1.2 | 2 + 6t | flight computer |
Neutral Spacecraft
| Chassis | Class | Cert | Mass | Build | Speed % | Acc./Dec | Pitch/Yaw/Roll | Rotation | Slide Damp | Weapons | FC or Am |
|---|
| Sorosuub Luxury Yacht | POB
Passenger | 1 | - | - | 80% | 10 | 50/50/37.5 | 20/30/30 | 1.1 | - | - |
| ARC-170 | Medium Fighter | 14 | ~125k | - | 97% | 40 | 400/400/200 | 20/50/75 | 1.7 | 1 + 2t + 1m | astromech |
| Belbullab-22 | Interceptor | 14 | ~90k | - | 95% | 40 | 400/400/200 | 20/50/80 | 1.6 | 2 + 1m | flight computer |
| Eta-2 Actis | Interceptor | 14 | ~90k | - | 95% | 40 | 400/400/200 | 20/50/80 | 1.6 | 2 + 1m | astromech |
| V-Wing | Interceptor | 14 | ~66k | - | 95/100% | 40/60 | 250/250/125 | 5/80/80 | 1.6 | 1 + 1m | astromech |
| KSE Firespray | Heavy Fighter | 18 | ~214k | 100k | 94% | 40/45 | 200/200/100 | 20/40/40 | 1.6 | 4 + 2m | flight computer |
| Y-8 | POB
Mining | 18 | ~5m | - | 80% | 15/10 | 50/50/37.5 | 20/30/30 | 1.2 | 1 + 4t | flight computer |
| YT-2400 | POB
Passenger | 18 | ~5m | 100k | 80% | 10 | 50/50/37.5 | 20/30/30 | 1.2 | 2t + 2m | flight computer |
Up to date as of
Update 1.3.3 - Point Five Past Lightspeed.