TEXTFLIGHT OPERATOR MANUAL

Congratulations operator, if you are reading this, you have been granted access to the TEXTFLIGHT remote access protocol. This extensive manual aims to instruct you on how to operate this powerful tool and explore the galaxy from the comfort of your own home.

TABLE OF CONTENTS

SECTION 01: INTRODUCTION

The universe is vast, and bountiful. It is also home to countless other operators, like yourself, many of which are hostile. At first things can seem overwhelming, but persevere and your fleet will grow. Here are some tasks which will set you in the right direction, which you can learn more about by reading the rest of this manual:

  1. Explore the nearby area for resources.
  2. Produce more fuel for your fusion reactor.
  3. Locate an uninhabited system and establish a planetary base.
  4. Construct a new, larger ship equipped with better outfits.
  5. Establish a colony and join a faction

The interface language can be changed using the language command. The account username and password can be changed using the username and password commands, and optionally an email address can be attached using the email command in case you ever need to reset your password.

Every day you log in, your login streak will increase. Forgetting to log in for a day will result in your streak being reset to zero. Every day, you will receive one crate with a quality corresponding to your login streak, which can be opened using the crate command. Crates contain a random number of items, or a single outfit of a random mark. Higher quality crates contain more items and larger outfits.

If you have a premium key and would like to redeem it, use the redeem command. This will consume the key and permanently upgrade your account to premium status. Currently, the only function of premium is to grant the usage of colour codes in your chat messages. See SECTION 05: COMMUNICATION for more information.

Many of the commands available in game are not documented in this manual; use the help command to get a list of all commands and their usage.

SECTION 02: POWERING SYSTEMS

Structure outfits are operated using the set command, which controls how much system power is routed into them. The default operation setting is 16, however a lower setting can be used to conserve power and reduce heat. Outfits can also be overcharged, but this will cause exponential increases in the generated heat. Use the scan command to list outfits and cargo installed on a structure, and pass the outfit ID obtained from the outfit manifest to the set command in order to modify it’s operation setting.

To bring a structure online, start by using the status command to check whether the structure is overheating or experiencing a brownout. If the structure is overheating, start by powering on coolant pumps. If the structure is experiencing a brownout, power the generators first. If both conditions exist simultaneously, the structure has been deadlocked, and will require power to be transferred to it by a donor using the supply command.

Once the first outfits have been brought online, run the status command again to view energy and heat consumption rates. If energy consumption is positive, direct more power to the generators. If heat production is positive, direct more power to the coolant pumps. As more outfits are brought online, continue to monitor the structure’s status.

Solar arrays provide a steady supply of free energy, however, their efficiency depends on the brightness of the star the structure is orbiting. As a result, using solar arrays when jumping into uncharted systems can cause immediate system failure if the star is not bright enough to power all outfits.

Two types of reactors are available; fusion reactors, and fission reactors. Both act as a reliable power supply, but consume fuel, loaded directly from the structure’s cargo hold. As a result, reactors will likely need to be shut down when not in use in order to conserve fuel. Fission reactors are far more compact than their fusion counterparts, but require uranium fuel cells which are extremely difficult to produce. Hydrogen fuel cells, by comparison, are much easier to obtain.

SECTION 03: NAVIGATION

The universe is a difficult place to navigate. To begin, use the nav command to list available hyperspace links, planets, and nearby structures. Ships have a class designation based on their outfit space:

Use the jump command with the link ID to jump. You need 100% warp charge to jump, however only some of the charge will be consumed. How much charge is consumed depends on the drag value of the hyperspace link. Warp engines can be charged by directing power to them; if not set to full power, they will be unable to reach 100% charge, but will still charge partially (albeit at a slower rate). Overcharging warp engines will cause them to charge faster, but will not grant additional charge beyond 100%. The greater a structure’s mass, the longer it will take to charge. Jettisoning cargo can be used to provide a quick escape if not enough time is present to fully charge the warp engines.

The jump command can also be given the IDs of other ships as arguments, if you wish to jump an entire fleet at once. Remote jump initiation will not function if you do not have high enough reputation with the ship’s owner, or if an operator has transferred their control core to the ship.

Antigravity engines are used to land and take off from planets, with the land and launch commands respectively. Planet IDs are listed in the output from the nav command. Antigravity engines operate instantly, but can only lift a limited amount of mass. As a result, ships with large quantities of outfits or cargo will need larger antigravity engines to compensate for the additional load.

Systems vary in their available resources; each system carries a specific type of ore, with varying densities. Planets can be used to construct bases, with the exception of gas giants. Each type also carries their own unique traits:

To dock to another structure, use the dock command. The dock command can be executed on a remote ship using the rdock command. Ships can only be docked to one structure at a time, and ships cannot be docked to if they are already docked to another structure. Other types of structures, such as bases, cannot be docked but can be docked to. The eject command is used to eject docked structures; passing without arguments will eject all docked structures.

SECTION 04: MANUFACTURING

To obtain raw materials, direct power to mining beams. When used in orbit, the nav command can be used to view the type of asteroid present in the system, and their density. Higher density values allow ore to be collected significantly faster. When used while landed on a gas giant or greenhouse planet, various gases are collected, including hydrogen, oxygen, and xenon. The status command can be used to view the mining interval, and current mining progress. At the end of each mining interval, one unit of ore or varying quantities of gases are added to the structure’s cargo.

Once materials have been collected, available crafting recipes can be listed and queued with the craft command. This can be used to manufacture more complex items, and outfits. Assemblers are required in order to manufacture items, and increasing power to the assemblers will increase the rate at which items are produced. The resources and time required to manufacture outfits is multiplied by the outfit’s mark. The queue command can be used to view resources queued for crafting. Although the cancel command can be used to cancel a queue item, no resources will be yielded.

Ships can be constructed using the construct command, and planetary bases can be constructed with base. Planetary bases are cheaper, but cannot launch from the planet they are constructed on. Structures require Light Material and Heavy Plating to construct. A single Heavy Plating is required for each outfit space, however, the demand for Light Material increases exponentially, with the formula outfit_space ^ cost_factor, where cost_factor is four when constructing ships, 1.5 when constructing planetary bases, and one when constructing planetary bases on habitable planets. Shipyards must be present and powered in order to construct ships, and cannot be overcharged. Planetary bases, however, require no shipyards to construct, but must be built while landed on the planet, and share space with all other bases on that planet.

Docked structures can be transferred to with the trans command, granting full control of them. The load command can be used to load cargo onto another structure, and the supply command can be used to transfer energy to it. The beam command may also be used to beam the control core directly onto another structure you are not docked to, so long as you have docking permission.

Outfits can be installed with the install command, and uninstalled with the uninstall command. These commands will not function unless the structure has been completely powered down. The order of installed outfits can be changed with the swap command, although this has no effect on their function.

A list of materials and outfits that can be manufactured is provided under SECTION 09: DATA FILES. All properties are multiplied by the outfit’s mark. Additionally, most properties gain a 10% boost to performance for each mark. For example, a mark three outfit would receive a 30% boost.

To establish a colony, you will need Living Spaces and a Distribution Center. Distribution Centers consume Supply Packages as a fuel, and supply Living Spaces with food. If a Living Space has enough food, its population will slowly begin to grow. If a Living Space does not have enough food or if it has insufficient power, its population will decline. Habitable planets multiply the colonist capacity of Living Spaces by 128 on bases, and will not require Distribution Centers (and therefore won’t require Supply Packages either), making them the ideal location for establishing a colony.

SECTION 05: COMMUNICATION

Operators can be messaged using the subs command to send a subspace message directly to their session, or the fact command which sends a subspace message to all operators in your faction. Structures can be communicated with using the hail command, or locl to hail every structure in the system with the same message. Structures not located in the same system as you cannot be hailed.

Messages are displayed when you run any command. You can restrict what messages you receive using the chat command. A setting of zero disables all messages, 1 or more allows hail and subs, 2 or more allows locl and fact, and 3 allows all messages, including glob. If your account has been marked with premium status, you can use format codes in your message. The following codes are available:

SECTION 06: FACTIONS

Factions provide a convenient way for you to share resources with the people you’re playing with, as well as keep track of your friends (and enemies) using the reputation system.

To join a faction or create a new one, simply use the faction_join command. Faction names cannot have spaces, however faction passwords can.

To view information on your current faction, use the faction_info command; you can also use this to view other factions. You can leave your faction at any time with the faction_leave command.

If you are a faction owner, you can use faction_rename to change the name of your faction, and faction_passwd to change the password required to join it. You can also kick members from the faction using faction_kick. Faction owners cannot leave their faction unless there are no other members remaining; if you wish to do so anyways, transfer ownership to someone else with faction_chown.

Systems and planets can be claimed by factions; using faction_claim in space will claim the system you’re currently in, and using it on the surface of a planet will claim that planet. You cannot claim systems or planets if there are any structures from an opposing faction present.

Claimed systems and planets can be named with the faction_name command. These names can contain spaces. Claims can also be released using the faction_release command; any names assigned to systems or planets will be removed if this command is used.

SECTION 07: REPUTATION

By default, you have zero reputation with all other operators and factions, and they have zero reputation with you. Having negative reputation will cause your structures to automatically fire upon each other. Having at least one reputation will allow you to dock to their structures, two will allow you to remotely jump their ships, and three will allow you to transfer to their structures.

You lose reputation with someone any time you fire upon, destroy, or capture their structures. The rep command allows you to set the reputation of another operator, and the repf command allows you to set the reputation of another faction. The faction_rep and faction_repf commands behave the same way, except they affect your faction’s reputations instead of your personal reputations.

SECTION 08: COMBAT

The most important aspect of combat is defence. To prevent structures from being destroyed or captured, direct power to shield matrices. Shield energy will persist even if the matrices are unpowered, and prevent the destruction of the structure so long as it is present. The status and scan commands can be used to view the status of a structure’s shields.

Structures will automatically target any other structures they view as having negative reputation. Personal reputation takes precedence over faction reputation in this process. Structures will also target other structures who target them, or when directed to via the target command.

Three types of weapons are currently available. Electron beams will drain the shields of a target, while EMP and plasma damage will drain their energy and increase their heat, respectively. The ultimate goal of combat is to reduce the target’s shields to zero, or cause the target to overheat and experience a brownout simultaneously, disabling it.

Once a structure’s shields have been reduced to zero, their structure can be destroyed using the destroy command. Note that using the target command will apply a reputation penalty of -10, while using the destroy command applies an additional penalty of -100. Structures can also be captured, for a penalty of -100 reputation. Capturing a structure will see your structure’s crew battling the crew of the enemy. If all your crew are killed, the capture will fail. Some outfits improve your crew’s ability to attack or defend themselves. If capture is successful, the ownership of the structure is transferred to your operator, and the airlock command can be used to remove any enemy operators from the structure.

SECTION 09: DATA FILES

Basic materials:

Outfits (all outfits require one Outfit Frame):