<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SKIGEAR</id>
	<title>NSV13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SKIGEAR"/>
	<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/wiki/Special:Contributions/SKIGEAR"/>
	<updated>2026-06-04T13:33:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.5</generator>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=34817</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=34817"/>
		<updated>2022-10-18T09:04:43Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Removing mentions to Flight Leader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
| headerbgcolor = #6d3a38&lt;br /&gt;
| headerfontcolor = white&lt;br /&gt;
| bgcolor = #d3706c&lt;br /&gt;
| image = Generic_pilot.png&lt;br /&gt;
| jobtitle = Fighter Pilot&lt;br /&gt;
| caption = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
| access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
| access2 = Maintenance&lt;br /&gt;
| difficulty = Medium&lt;br /&gt;
| supervisors = [[Master At Arms]], [[Air Traffic Controller]]&lt;br /&gt;
| rank = Sergeant ('''SGT''')&lt;br /&gt;
| duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
| guides = [[Guide to Fighters]]; [[Guide to enemy types]]&lt;br /&gt;
}}&lt;br /&gt;
[[file:fighter.png|right|thumb|The light fighter you will most likely be piloting.]]&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== Being a Fighter Pilot ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, destroy enemy ships, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an [[Planetary Assault|assault on a fortified planet]]. &lt;br /&gt;
&lt;br /&gt;
Make sure to listen to your [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. &lt;br /&gt;
== Getting in the Air ==&lt;br /&gt;
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a &amp;lt;s&amp;gt;dumb&amp;lt;/s&amp;gt; reasonable name, and get yourself to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to &amp;lt;s&amp;gt;gain bragging rights&amp;lt;/s&amp;gt; stand out from the other fighters. Then, when the ship jumps into combat, &amp;lt;s&amp;gt;scream incoherently at&amp;lt;/s&amp;gt; tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship &amp;lt;s&amp;gt;and forget to turn them back on when you're finished&amp;lt;/s&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. &lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to &amp;lt;s&amp;gt;be deleted&amp;lt;/s&amp;gt; die an embarrassing death. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized environment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized environment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. &lt;br /&gt;
== You've got a Hole in your Right Wing! ==&lt;br /&gt;
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devastating. In the event of a hit, you should do this:&lt;br /&gt;
# Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.&lt;br /&gt;
# Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. &lt;br /&gt;
# Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. While you can still fight without a canopy, you're a few shots away from ejecting entirely. Unless the situation is dire, your best option is return to the mothership for repairs.&lt;br /&gt;
When you land, yell at an MT to fix your fighter or (more likely) repair it yourself.&lt;br /&gt;
== [[File:Doubleagent.gif]] The Red Baron==&lt;br /&gt;
Being a traitor fighter pilot is a piece of cake in the right hands. In an easy scenario, your target is another fighter pilot. Through sabotage, you can severely cripple your target's ship and prevent them from being revived by tampering with the cloning machine. Alternatively, you can simply gun them down yourselves, but be prepared to explain it if there are other fighters or someone in the bridge sees. By emagging your fighter after activating maintenance mode (prefered) or simply breaking in and using the MAA's console (assuming they don't immediately fix it), you can disable weapon safeties and fire at the ship once in space but before fully exiting the overmap. Use this to your advantage if you feel it's time to go guns blazing at the window of your target's apartment, blow a hole to the AI, or get that &amp;quot;die a glorious death&amp;quot; objective. The choice is yours.&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:SKIGEAR/Sandbox&amp;diff=33432</id>
		<title>User:SKIGEAR/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:SKIGEAR/Sandbox&amp;diff=33432"/>
		<updated>2021-10-31T13:53:38Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some tasks to do&lt;br /&gt;
&lt;br /&gt;
-add images to the guide to enemy types&lt;br /&gt;
&lt;br /&gt;
-add images to guide to fighters&lt;br /&gt;
&lt;br /&gt;
-look through guide to fighters to add stuff and also make it obvious in fighter pilot page that you should read guide to fighters&lt;br /&gt;
&lt;br /&gt;
-check if bridgie page is outdated and fix it if it is&lt;br /&gt;
&lt;br /&gt;
-take some cool screenshots of combat for both guide to enemy types, guide to fighters and pilot, maybe bridgie as well&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:SKIGEAR/Sandbox&amp;diff=33431</id>
		<title>User:SKIGEAR/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:SKIGEAR/Sandbox&amp;diff=33431"/>
		<updated>2021-10-31T13:50:41Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Created page with &amp;quot;some tasks to do  -add images to the guide to enemy types -add images to guide to fighters -look through guide to fighters to add stuff and also make it obvious in fighter pil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some tasks to do&lt;br /&gt;
&lt;br /&gt;
-add images to the guide to enemy types&lt;br /&gt;
-add images to guide to fighters&lt;br /&gt;
-look through guide to fighters to add stuff and also make it obvious in fighter pilot page that you should read guide to fighters&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Inquisitorassaultcruiser.png&amp;diff=33430</id>
		<title>File:Inquisitorassaultcruiser.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Inquisitorassaultcruiser.png&amp;diff=33430"/>
		<updated>2021-10-31T09:12:03Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: wrote that its probably the wrong sprite but the filename in https://github.com/BeeStation/NSV13/blob/master/nsv13/code/modules/overmap/types/syndicate.dm doesn't say which dm file it's using&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for inquisitor-class assault cruiser. Current sprite is probably incorrect.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=33429</id>
		<title>Guide to enemy types</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=33429"/>
		<updated>2021-10-31T09:10:10Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Added images to Syndicate ships excluding the Assault Cruiser.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Syndicate =&lt;br /&gt;
The Syndicate is THE enemy in these Sectors. You will most often meet them on the battle &amp;lt;s&amp;gt;field&amp;lt;/s&amp;gt; space. Do note that the syndies are always developing newer and newer ships. So be prepared, some unknown foe may appear out of nowhere!&lt;br /&gt;
==Fighters==&lt;br /&gt;
=== Syndicate Interceptor ===&lt;br /&gt;
[[File:Syndicateinterceptor.png]]Syndicate interceptors are launched from larger, threatening carrier ships. Individually they pose little danger, but they can start dealing lots of damage when grouped up.&lt;br /&gt;
=== Syndicate Bomber ===&lt;br /&gt;
[[File:Syndicatebomber.png]]Also launched from carrier ships. Similar to interceptors, but they are equipped with multiple torpedoes and will target capital ships. If you're a [[Fighter Pilot]], take these ones down first. Rarer to see at the moment.&lt;br /&gt;
== Mediumweight spacecraft ==&lt;br /&gt;
=== Mako class patrol frigate ===&lt;br /&gt;
[[File:Makopatrolfrigate.png]]Smaller syndicate vessel which typically serves as a distraction to larger threats. Equipped with some light torpedoes.&lt;br /&gt;
=== Astartes class marine frigate ===&lt;br /&gt;
[[File:Makomarinefrigate.png]]A frigate which prioritizes boarding the NSV by getting close enough. Evade at all costs, unless you want a group of angry [[Syndicate Drop Trooper]]s onboard.&lt;br /&gt;
=== Mauler class flak frigate ===&lt;br /&gt;
[[File:Maulerflakfrigate.png]]The bane of [[Fighter Pilot|flyboys]] everywhere. Fast, and will prioritize shooting down fighter craft with Flak and Anti-air guns.&lt;br /&gt;
=== Aspala Class Sub-spacemarine ===&lt;br /&gt;
[[File:Aspalasub.png|96x96px]]The only ship type equipped with cloaking technology, which it uses to hide its IFF signal on the radar and turn partially invisible.&amp;lt;s&amp;gt; The reason why battles take forever&amp;lt;/s&amp;gt;&lt;br /&gt;
=== Thermonuclear destroyer ===&lt;br /&gt;
[[File:Thermonucleardestroyer.png|96x96px]]The big bad. Armed to the teeth with nuclear torpedoes and eager to test them out on you. If you encounter one in a system, run or prioritize shooting down the thermonuclear torpedoes with PDCs.&lt;br /&gt;
== Heavyweight spacecraft ==&lt;br /&gt;
=== Barracuda class tactical cruiser ===&lt;br /&gt;
[[File:Barracudataccruiser.png]]A beefier version of the aforementioned light cruiser. Tough to kill battleship which can wreck havoc with its gauss turrets and radial MAC cannon.&lt;br /&gt;
=== Syndicate combat carrier ===&lt;br /&gt;
[[File:Syndicatecombatcarrier.png]]A high priority target which constantly spawns Syndicate interceptors and bombers. Carriers are supply ships which repair their allies.&lt;br /&gt;
=== Inquisitior class assault cruiser ===&lt;br /&gt;
A slow, bulky tank of a ship that will devastate up close.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
The Syndicate - just like Nanotrasen - have multiple fleets they use for a multitude of tasks.&lt;br /&gt;
*Most often seen are the ''Border Patrol'' fleets. These fleets are strong enough to protect from the occaisonal incursion, but when a brave crew - that's where You come in - smashes through them, they mobilize the other fleets.&lt;br /&gt;
*''Commando Taskforce'' is a fleet with Boarding Frigates. Try to stay mobile, and ready up security when fighting them.&lt;br /&gt;
*''Nuclear Deterrent'' is a dangerous fleet armed with Nuclear Weaponry. Refill the 50 cals!&lt;br /&gt;
*''Unidentified Fleet'' is a fleet of Stealth Frigates. Prepare the radar and start looking for blips!&lt;br /&gt;
It should be noted that all of the above fleets come with an assortment of conventional ships - carriers, cruisers, fighters - alongside their special ships.&lt;br /&gt;
&lt;br /&gt;
There are also '''sector specific''' fleets, that inhabit a specific sector of the Starmap.&lt;br /&gt;
*The ''Rubicon Crossing Defenders''. The vigorus defenders standing guard outside the Syndicate capital system.&lt;br /&gt;
*The ''Dolos Welcoming Party''. The last defenders of the Syndicate Capital. Not many have seen them and even less have come back to tell the tale.&lt;br /&gt;
= Space Pirates =&lt;br /&gt;
{{Speech&lt;br /&gt;
|image=[[File:Pirate.png|48px|left]]&lt;br /&gt;
|text=Hey! If you are looking for the Midround skeletal enemies called Pirates, look [[Pirate|here]], and for the Boarding Pirates, look [[Syndicate_Drop_Trooper#Pirate_Boarders|here]]&lt;br /&gt;
|name=First Mate Spesswave}}&lt;br /&gt;
Yarr harr matey! Did you really think that only NT and the syndies had ships around here? Some brave and maybe foolsih crews have taken to the starts, and - after NTs forces have been stretched too thin - started raiding merchant vessels. They should be no match for an armed patrol ship, right?&lt;br /&gt;
== Lightweight ships ==&lt;br /&gt;
=== Space Pirate Gunboat ===&lt;br /&gt;
A swift and lightly armored vessel captured and modified by the pirates.&lt;br /&gt;
=== Space Pirate Missleboat ===&lt;br /&gt;
A small and nimble ship, armed with topredos. Hardly a danger.&lt;br /&gt;
=== Space Pirate Juggernaut ===&lt;br /&gt;
A slow and heavy warship. Given that it lacks the pirate's favored mobility, it is only used in fleets which usually stay in one system.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
*''Space Pirate Fleet'' is a small fleet made up of Gunboats.&lt;br /&gt;
*''Space Pirate Raiding Fleet'' is a fleet made up of Gunboats and Missleboats.&lt;br /&gt;
*''Space Pirate Holding Fleet'' is a fleet which includes the usual Gun and Missleboats, but also has a Juggernaut. These fleets usually defend the &amp;quot;home&amp;quot; systems of pirates.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33428</id>
		<title>File:Barracudataccruiser.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33428"/>
		<updated>2021-10-31T09:08:39Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: SKIGEAR reverted File:Barracudataccruiser.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for barracuda-class tactical cruiser.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33427</id>
		<title>File:Barracudataccruiser.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33427"/>
		<updated>2021-10-31T09:08:07Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: SKIGEAR reverted File:Barracudataccruiser.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for barracuda-class tactical cruiser.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33426</id>
		<title>File:Barracudataccruiser.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33426"/>
		<updated>2021-10-31T08:58:35Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: SKIGEAR uploaded a new version of File:Barracudataccruiser.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for barracuda-class tactical cruiser.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Spacepirategunboat.png&amp;diff=33425</id>
		<title>File:Spacepirategunboat.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Spacepirategunboat.png&amp;diff=33425"/>
		<updated>2021-10-31T08:47:30Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for space pirate gunboat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for space pirate gunboat.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Inquisitorassaultcruiser.png&amp;diff=33424</id>
		<title>File:Inquisitorassaultcruiser.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Inquisitorassaultcruiser.png&amp;diff=33424"/>
		<updated>2021-10-31T08:46:21Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for inquisitor-class assault cruiser.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for inquisitor-class assault cruiser.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Makomarinefrigate.png&amp;diff=33423</id>
		<title>File:Makomarinefrigate.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Makomarinefrigate.png&amp;diff=33423"/>
		<updated>2021-10-31T08:43:58Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for Astartes class marine frigate. It's a modified mako class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for Astartes class marine frigate. It's a modified mako class&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Thermonucleardestroyer.png&amp;diff=33422</id>
		<title>File:Thermonucleardestroyer.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Thermonucleardestroyer.png&amp;diff=33422"/>
		<updated>2021-10-31T08:42:48Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for thermonuclear destroyer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for thermonuclear destroyer.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Maulerflakfrigate.png&amp;diff=33421</id>
		<title>File:Maulerflakfrigate.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Maulerflakfrigate.png&amp;diff=33421"/>
		<updated>2021-10-31T08:38:51Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for mauler-class patrol frigate. It's a modified mako-class.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for mauler-class patrol frigate. It's a modified mako-class.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Makopatrolfrigate.png&amp;diff=33420</id>
		<title>File:Makopatrolfrigate.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Makopatrolfrigate.png&amp;diff=33420"/>
		<updated>2021-10-31T08:37:59Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for mako-class patrol frigate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for mako-class patrol frigate.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33419</id>
		<title>File:Barracudataccruiser.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Barracudataccruiser.png&amp;diff=33419"/>
		<updated>2021-10-31T08:37:33Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for barracuda-class tactical cruiser.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for barracuda-class tactical cruiser.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Syndicatecombatcarrier.png&amp;diff=33418</id>
		<title>File:Syndicatecombatcarrier.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Syndicatecombatcarrier.png&amp;diff=33418"/>
		<updated>2021-10-31T08:37:15Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for Syndicate combat carrier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for Syndicate combat carrier.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Aspalasub.png&amp;diff=33417</id>
		<title>File:Aspalasub.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Aspalasub.png&amp;diff=33417"/>
		<updated>2021-10-31T08:35:39Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for Aspala-class Subspacemarine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for Aspala-class Subspacemarine.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Syndicatebomber.png&amp;diff=33416</id>
		<title>File:Syndicatebomber.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Syndicatebomber.png&amp;diff=33416"/>
		<updated>2021-10-31T08:30:27Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for syndicate bomber.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for syndicate bomber.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Syndicateinterceptor.png&amp;diff=33415</id>
		<title>File:Syndicateinterceptor.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Syndicateinterceptor.png&amp;diff=33415"/>
		<updated>2021-10-31T08:25:43Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: File for syndicate interceptor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File for syndicate interceptor.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=33414</id>
		<title>Guide to enemy types</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_enemy_types&amp;diff=33414"/>
		<updated>2021-10-31T08:22:19Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: /* Syndicate Bomber */ just wrote that you dont see them as often&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Syndicate =&lt;br /&gt;
The Syndicate is THE enemy in these Sectors. You will most often meet them on the battle &amp;lt;s&amp;gt;field&amp;lt;/s&amp;gt; space. Do note that the syndies are always developing newer and newer ships. So be prepared, some unknown foe may appear out of nowhere!&lt;br /&gt;
==Fighters==&lt;br /&gt;
=== Syndicate Interceptor ===&lt;br /&gt;
Syndicate interceptors are launched from larger, threatening carrier ships. Individually they pose little danger, but they can start dealing lots of damage when grouped up.&lt;br /&gt;
=== Syndicate Bomber ===&lt;br /&gt;
Also launched from carrier ships. Similar to interceptors, but they are equipped with multiple torpedoes and will target capital ships. If you're a [[Fighter Pilot]], take these ones down first. Rarer to see at the moment.&lt;br /&gt;
== Mediumweight spacecraft ==&lt;br /&gt;
=== Mako class patrol frigate ===&lt;br /&gt;
Smaller syndicate vessel which typically serves as a distraction to larger threats. Equipped with some light torpedoes.&lt;br /&gt;
=== Astartes class marine frigate ===&lt;br /&gt;
A frigate which prioritizes boarding the NSV by getting close enough. Evade at all costs, unless you want a group of angry [[Syndicate Drop Trooper]]s onboard.&lt;br /&gt;
=== Mauler class flak frigate ===&lt;br /&gt;
The bane of [[Fighter Pilot|flyboys]] everywhere. Fast, and will prioritize shooting down fighter craft with Flak and Anti-air guns.&lt;br /&gt;
=== Aspala Class Sub-spacemarine ===&lt;br /&gt;
The only ship type equipped with cloaking technology, which it uses to hide its IFF signal on the radar and turn partially invisible.&amp;lt;s&amp;gt; The reason why battles take forever&amp;lt;/s&amp;gt;&lt;br /&gt;
=== Thermonuclear destroyer ===&lt;br /&gt;
The big bad. Armed to the teeth with nuclear torpedoes and eager to test them out on you. If you encounter one in a system, run or prioritize shooting down the thermonuclear torpedoes with PDCs.&lt;br /&gt;
== Heavyweight spacecraft ==&lt;br /&gt;
=== Barracuda class tactical cruiser ===&lt;br /&gt;
A beefier version of the aforementioned light cruiser. Tough to kill battleship which can wreck havoc with its gauss turrets and radial MAC cannon.&lt;br /&gt;
=== Syndicate combat carrier ===&lt;br /&gt;
A high priority target which constantly spawns Syndicate interceptors and bombers. Carriers are supply ships which repair their allies.&lt;br /&gt;
=== Inquisitior class assault cruiser ===&lt;br /&gt;
A slow, bulky tank of a ship that will devastate up close.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
The Syndicate - just like Nanotrasen - have multiple fleets they use for a multitude of tasks.&lt;br /&gt;
*Most often seen are the ''Border Patrol'' fleets. These fleets are strong enough to protect from the occaisonal incursion, but when a brave crew - that's where You come in - smashes through them, they mobilize the other fleets.&lt;br /&gt;
*''Commando Taskforce'' is a fleet with Boarding Frigates. Try to stay mobile, and ready up security when fighting them.&lt;br /&gt;
*''Nuclear Deterrent'' is a dangerous fleet armed with Nuclear Weaponry. Refill the 50 cals!&lt;br /&gt;
*''Unidentified Fleet'' is a fleet of Stealth Frigates. Prepare the radar and start looking for blips!&lt;br /&gt;
It should be noted that all of the above fleets come with an assortment of conventional ships - carriers, cruisers, fighters - alongside their special ships.&lt;br /&gt;
&lt;br /&gt;
There are also '''sector specific''' fleets, that inhabit a specific sector of the Starmap.&lt;br /&gt;
*The ''Rubicon Crossing Defenders''. The vigorus defenders standing guard outside the Syndicate capital system.&lt;br /&gt;
*The ''Dolos Welcoming Party''. The last defenders of the Syndicate Capital. Not many have seen them and even less have come back to tell the tale.&lt;br /&gt;
= Space Pirates =&lt;br /&gt;
{{Speech&lt;br /&gt;
|image=[[File:Pirate.png|48px|left]]&lt;br /&gt;
|text=Hey! If you are looking for the Midround skeletal enemies called Pirates, look [[Pirate|here]], and for the Boarding Pirates, look [[Syndicate_Drop_Trooper#Pirate_Boarders|here]]&lt;br /&gt;
|name=First Mate Spesswave}}&lt;br /&gt;
Yarr harr matey! Did you really think that only NT and the syndies had ships around here? Some brave and maybe foolsih crews have taken to the starts, and - after NTs forces have been stretched too thin - started raiding merchant vessels. They should be no match for an armed patrol ship, right?&lt;br /&gt;
== Lightweight ships ==&lt;br /&gt;
=== Space Pirate Gunboat ===&lt;br /&gt;
A swift and lightly armored vessel captured and modified by the pirates.&lt;br /&gt;
=== Space Pirate Missleboat ===&lt;br /&gt;
A small and nimble ship, armed with topredos. Hardly a danger.&lt;br /&gt;
=== Space Pirate Juggernaut ===&lt;br /&gt;
A slow and heavy warship. Given that it lacks the pirate's favored mobility, it is only used in fleets which usually stay in one system.&lt;br /&gt;
== Fleets ==&lt;br /&gt;
*''Space Pirate Fleet'' is a small fleet made up of Gunboats.&lt;br /&gt;
*''Space Pirate Raiding Fleet'' is a fleet made up of Gunboats and Missleboats.&lt;br /&gt;
*''Space Pirate Holding Fleet'' is a fleet which includes the usual Gun and Missleboats, but also has a Juggernaut. These fleets usually defend the &amp;quot;home&amp;quot; systems of pirates.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=User:SKIGEAR&amp;diff=33161</id>
		<title>User:SKIGEAR</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=User:SKIGEAR&amp;diff=33161"/>
		<updated>2021-09-01T10:01:51Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Created page with &amp;quot;hi i fly fighters and ships&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi&lt;br /&gt;
i fly fighters and ships&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Talk:Guide_to_Fighters&amp;diff=33160</id>
		<title>Talk:Guide to Fighters</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Talk:Guide_to_Fighters&amp;diff=33160"/>
		<updated>2021-08-31T16:51:03Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Created page with &amp;quot;If FL is being permanently removed, there are a lot of things mentioning the FL that should be removed along with the role, or changed to be &amp;quot;fellow fighter pilot&amp;quot; or somethin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If FL is being permanently removed, there are a lot of things mentioning the FL that should be removed along with the role, or changed to be &amp;quot;fellow fighter pilot&amp;quot; or something of the sort.&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=33159</id>
		<title>Guide to Fighters</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=33159"/>
		<updated>2021-08-31T16:49:14Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Described recent(?) Raptor changes to replace old description, fixed an incorrect keybind, added some flavor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=This page needs some images}}&lt;br /&gt;
Wishing to pilot a fighter is equal to wishing to die, in that both will get you killed. Welcome to the Guide to Fighters.&lt;br /&gt;
&lt;br /&gt;
'''Please note that there are several in-game tools for this for you to learn for yourself. Consult a Seegson terminal or the current FL for help.''' However, if your FL is completely incompetent (standard), read on.&lt;br /&gt;
== THE MOST IMPORTANT THINGS TO KNOW ==&lt;br /&gt;
Surprisingly, this is a list of the most important things to know about fighters.&lt;br /&gt;
=== The Controls ===&lt;br /&gt;
Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap.&lt;br /&gt;
&lt;br /&gt;
'''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit C to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
'''W and S''' control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The '''Alt Key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay put.&lt;br /&gt;
&lt;br /&gt;
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy vessels.&lt;br /&gt;
&lt;br /&gt;
'''Q and E''' activate a rotational drift, which is useful for &amp;lt;s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt; turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe, fighters have it off by default.&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
Before you even get in (which is done by left-clicking the fighter and entering the pilot seat), look at this list of helpful things:&lt;br /&gt;
* Fighter hardsuits and double-extended oxygen tanks from the suit containers near the hangar will save your life later, so get those.&lt;br /&gt;
* Entering a fighter will create two new parts of your GUI.&lt;br /&gt;
** &amp;quot;Stop observing&amp;quot; will exit the fighter. Do not press this while in space.&lt;br /&gt;
** The Ship tab, next to Preferences in the top right, contains every menu that you'll ever need, and some you won't.&lt;br /&gt;
* All fighters are equipped with a DRADIS, a radar system which updates once per second. It is a simple minimap showing you (blue), friendlies (green) and hostiles (red). Note that red may not always mean hostile, but that's not your call to make.&lt;br /&gt;
* Fighters have a fuel tank. The less fuel they have, the less time you have to fly. Tyrosene fuel is made in Chemistry and you start with a tanker of it in the hangar. Click it to grab the hose, then click a fighter with the hose to refuel it.&lt;br /&gt;
=== Take Off ===&lt;br /&gt;
Once you've gotten into a fighter, two screens will pop up: Your DRADIS console (radar) and your control console.&lt;br /&gt;
&lt;br /&gt;
To start up the fighter first press the &amp;quot;Canopy lock button&amp;quot; to close the canopy and switch to internal atmosphere. Do note that you will be unable to exit the fighter while the canopy is locked, so be sure to unlock it when you plan to exit. Your cranium will thank you later.&lt;br /&gt;
&lt;br /&gt;
First press the button labled &amp;quot;Battery&amp;quot;, then &amp;quot;Fuel injector&amp;quot;, and then &amp;quot;APU.&amp;quot; '''At this point do not press any more buttons.''' The RPM gauge will now begin to increase - you must wait for it to reach 100% before pressing &amp;quot;Ignition&amp;quot; or the engine will not start.&lt;br /&gt;
&lt;br /&gt;
Once the engine is on, deactivate the APU to preserve fuel.&lt;br /&gt;
&lt;br /&gt;
Inertia dampeners are the equivalent of the handbrake for your ship. They will very quickly prevent any movement in any direction, so if you're looking to go in a direction, these won't help. You can toggle your inertia dampeners with the Alt key or through the respective button in the control panel.&lt;br /&gt;
&lt;br /&gt;
Pressing C toggles laser-guided movement, which allows you to use your mouse to rotate the fighter. This is enabled by default.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use WASD to strafe in all directions, then disable laser-guided movement to get a cool new arrow and the ability to control it with Q and E. This arrow represents the direction your ship will be directed towards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Press shift to engage the afterburners, which will provide a temporary speed boost, useful for evading incoming fire and catching up with the mothership. Pressing X toggles intertial assistance mode, which will cause your ship to fly in the direction it is facing. Useful for big bulky boats, not so much for small nimble fighters.&lt;br /&gt;
&lt;br /&gt;
You can press the Help verb in the Ship tab to remind yourself of the fighter controls at any time.&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Movement is all well and good, but if you can only move you'll eventually die or piss yourself as you almost die. First, you want to get into space and far away from the ship you launched from, preferably in the direction of &amp;lt;s&amp;gt;other fighters&amp;lt;/s&amp;gt; hostile craft. Then, disable your weapon safeties with the relevant verb in the Ship tab or through the respective button in the control panel. You are now ready to explode things with your weapons, which begs the question: what are your weapons?&lt;br /&gt;
&lt;br /&gt;
The Space key switches between your primary and secondary mounts. The primary mount will typically be your fighter cannon, and the secondary will be a missile or torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Your missiles pack a really big punch, so if you fire in the general direction of the enemy, they'll home in and explode. Try not to have them home in on your mothership.&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighter can only hold so many at a time, and they can be shot down with PDC (Point Defense Cannon) rounds or flak, so use them wisely. With that in mind, let's talk about the fighter cannon.&lt;br /&gt;
&lt;br /&gt;
Fighter cannons are fully automatic and are your go-to choice for dealing damage. Heavy and light cannons hold ammunition, and will need to be reloaded often. If you find yourself running out of ammo during battle, don't hesitate to leave your squadron and return to base for immediate rearming.&amp;lt;br&amp;gt;&lt;br /&gt;
It's also good to note that there is every useful tool called Lock-on targeting that allows you to pick a ship out of the crowd in the middle of combat. This is done by holding shift and then clicking on the ship you want to target. This will probably do some beeps and boops and maybe show some sort of indicator, but now '''all of your missiles will target that ship, and with increased efficiency.''' This is very useful for &amp;lt;s&amp;gt;hitting your own fighters&amp;lt;/s&amp;gt; singling out single ships to take them out more efficiently.&lt;br /&gt;
=== Landing ===&lt;br /&gt;
When you want to go back to the ship for [[Guide_to_Fighters#hit by missile send help|various reasons]], enable the docking mode in your Ship panel, or the respective button in the control panel, and fly directly into it. Your ship will proceed to enter the ship Z-level, which indicates a successful docking, allowing you to maneuver yourself back to the hangar. That is, if you have a functioning docking computer installed in your fighter.&lt;br /&gt;
== Actually getting off the ground ==&lt;br /&gt;
Theory is easy. The real world is not. Let's have a look at that second one.&lt;br /&gt;
=== Finding a Fighter ===&lt;br /&gt;
On round start there will be aircraft either in the hangar or on the launch deck which are pre-built and in need of refuel and rearm before takeoff. You will typically find several Rapier light fighters, one (or zero) Scimitar heavy fighter, and one or more Sabre support craft.&lt;br /&gt;
&lt;br /&gt;
Each aircraft will need to be refueled and filled with ammo before they will truly be ready for you to &amp;lt;s&amp;gt;die in a blaze of ineptitude&amp;lt;/s&amp;gt; show off some of that pilot shit. This process generally includes fuel refilling via prepared fuel tanks around the hangar, filling of cannon ammo (light for the Vulcan, heavy for the BRRRT machine,) and finally missiles for the light fighters or torpedoes for the heavy fighters.&lt;br /&gt;
&lt;br /&gt;
Assuming your FL hasn't already set the fighters out neatly, you will need to find yourself a new home. Once you've found that home and claimed it, hop into the cockpit, flip over to the Ship tab or use the Change Name verb and christen your coffin with something creative.&lt;br /&gt;
&lt;br /&gt;
With your aircraft armed, fueled, and named, all that's left between you and your dream of being the next Maverick is an aircraft tug to an available electromagnetic catapult.&lt;br /&gt;
=== Launch Procedures ===&lt;br /&gt;
Before you can get out into space, you're gonna need to move your fighter without scraping the ground and ruining your armor. To do this, you'll want to find the M575 Aircraft Tug and the fighter tug key, which when combined will allow you to drive around the hangar bay. Now that you've &amp;lt;s&amp;gt;landed yourself in the brig for running people over&amp;lt;/s&amp;gt; gotten the tug up and running, drive it over to the aircraft you want to move and position yourself right up against it, then click the Load Fighter button to load it. With aircraft in tow, take it to the desired position and press the unload button to drop it; if you do this near a magnetic catapult it should automatically lock on to the catapult. &amp;lt;b&amp;gt;DO NOT&amp;lt;/b&amp;gt; press the Launch button on the tug, unless your intention is to shoot the aircraft off like a ghetto catapult.&lt;br /&gt;
&lt;br /&gt;
If your fighter enters a launch bay, you will immediately lose control of your fighter. Don't get out or you'll wish you were dead, then you'll die. Because you're in space. Stop having an existential crisis, and recognize you cannot move. You're currently on a magnetic arrestor. This essentially functions as a much larger inertia dampener which you cannot control; somebody in Air Control must release or launch you. Stay in your fighter and wait for the signal from your FL. They will use the launch computer and engage the launch sequence. This will be fairly obvious by the loud launch noises in your ears. The process should take around 10 seconds. Angle yourself towards space (NOT A WALL, PLEASE NOT A WALL), wait for launch, and you'll be sent into the cold dark void of space.&lt;br /&gt;
&lt;br /&gt;
If no ATC or other personnel are available to run the catapults, press the MAGLOCK button on your aircraft console, flip the brakes off (ALT key,) and whisk yourself gently (gently...) out of the tube before putting the ship in your rear view and zooming straight into enemy fire. As an additional note, some maps may include vacuumed flight decks; in such cases the use of tugs and catapults is still recommended for various reasons, but because you are already in the vacuum of space and on a reinforced flight deck you do not technically need either of those things to take off or operate your aircraft.&lt;br /&gt;
=== Ship to Ship Combat ===&lt;br /&gt;
Once you've launched, you will most likely see some red signatures on your DRADIS computer. These are signatures that have invalid IFF, and are (probably) extremely hostile. If they are, they will most likely be Syndicate ships (and if they're not Syndicate ships then you're fucked anyway).&lt;br /&gt;
&lt;br /&gt;
There are several types of Syndicate ships. Corvettes, Frigates, Cruisers, and Carriers with bombers and interceptors, and all have guns. Guns that shoot you.&lt;br /&gt;
&lt;br /&gt;
Corvettes are slow, but, like fighters, have missiles and flak cannons of their own. However, unlike fighters, they have a larger missile capacity and do a lot more damage with their flak cannon. &lt;br /&gt;
&lt;br /&gt;
Frigates are even bigger and slower, but have access to the devastating railgun, a shipside system that fires magnet-accelerated tungsten rounds at lightning speeds: basically an immovable rod. Avoid anti-air frigates, because they won't be avoiding you. Good fucking luck.&lt;br /&gt;
&lt;br /&gt;
You will want to give most capital ships a very wide berth, and ideally take them on with the help of your own ship, as Nanotrasen Space Vessels all come equipped with their own railguns and gauss weapons for precisely this purpose. Heavy fighters armed with torpedoes and BRRRRT are more capable of handling capital ships, but skill and caution are a necessary component for survival when busting bigger foes.&lt;br /&gt;
&lt;br /&gt;
Your FL will most likely give orders on formation. If they don't, stick with your other fighters and be careful. 'Lone Wolf' pilots die very quickly when hit by thermonuclear missiles, and since nobody else is with them, no raptor goes to pick them up.&lt;br /&gt;
=== Hit by missile send help ===&lt;br /&gt;
Thanks to our crack&amp;lt;s&amp;gt;head&amp;lt;/s&amp;gt; engineers at NT, your fighter is equipped with armour plates that can block at least one shot. Maybe. If you've taken at least two shots, 9 out of 10 experts would recommend getting the hell out of there. Engage docking, run home to mommy, and let the &amp;lt;s&amp;gt;Munitions Technician&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Air Traffic Controller&amp;lt;/s&amp;gt; Deck Technician figure out how you've managed to lodge an unexploded bomb in your fighter. A good rule to follow is if your armor is out, start setting up your plans to get back. Be careful - if the ship is near enemies, don't try to land your half-wrecked fighter in the middle of it, unless you really need to. Yell over ATC comms that you need to land/RTB (Return To Base) and &amp;lt;s&amp;gt;hope&amp;lt;/s&amp;gt; wait for them to pull out for a bit to let you land. &lt;br /&gt;
=== Is that explosion sprite bad? ===&lt;br /&gt;
Yes, yes it is. You are now completely ship-less and dead. Absolutely stellar. Here's a Medal of Honor. Fortunately for you it's 100% possible to be cloned. As it turns out, those suit sensors are good for something after all... You did turn them on right?&lt;br /&gt;
=== The Raptor ===&lt;br /&gt;
The Raptor can be distinguished from the other fighters by searching for intricate details on its hull: the rounded nose, the slightly wider cockpit, and the fact that it's a completely different ship. The Raptor can transport people and equipment in its internal, pressurized room, jump to different systems using its FTL drive (careful, as if the ship jumps while you're out on the overmap, you'll be left behind and will need to jump your way back), and can utilize multiple pieces of utility equipment listed below. Some &amp;lt;s&amp;gt;admin-spawned&amp;lt;/s&amp;gt; rare versions are equipped with guns to be used as gunships or to defend themselves from enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Raptors are designed as a support vessel. And because of this they are able to sport a selection of unique equipment which allows you to assist the fighters &amp;lt;s&amp;gt;and board enemy ships&amp;lt;/s&amp;gt;:&lt;br /&gt;
====Cargo Hold====&lt;br /&gt;
The cargo hold is by far the most well-known piece of utility equipment and does exactly what you would think, it stores anything the size of or smaller than a crate which can later be dropped off somewhere else. It has three upgrade tiers and takes up the primary equipment slot of the craft:&lt;br /&gt;
* A tier one cargo hold can store up to 5 crate-sized objects.&lt;br /&gt;
* Tier two cargo holds have a capacity of 10.&lt;br /&gt;
* The third tier cargo hold has space for 20 things!&lt;br /&gt;
====Repair Kit====&lt;br /&gt;
The air-to-air repair kit is a piece of machinery which allows you to repair the hull of other ships! It does this by using hull repair juice tanks and power, which it shoots at the target in a beam. Of course this is only intended to be used on small craft, and using it on the main ship would be next to useless outside of a dire situation.&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the cargo hold the repair kit takes up the primary equipment slot and has three different tiers, each of which reduces the firing delay of the beam.&lt;br /&gt;
====Resupply Kit====&lt;br /&gt;
Much like the repair kit, the resupply kit is used to assist other fighters out on the field. Though instead of repairing damaged hull, the resupply kit allows you to restock fighters on ammunition and fuel. It even allows you to jumpstart their battery!&amp;lt;br&amp;gt;&lt;br /&gt;
The main catch is however, that the resupply beam feeds directly from your battery and fuel tank into the target's, so watch out not to drain your own fuel tank or battery while refueling and starting up other craft.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course the kit can't just make ammo out of thin air, so in order to use it for supplying ammunition you will also need a cargo hold with the ammunition that's being loaded inside of it.&amp;lt;br&amp;gt;&lt;br /&gt;
To allow both a cargo hold and a resupply kit to be mounted on your ship at the same time, the resupply kit only takes up the secondary slot.&lt;br /&gt;
== Manual Repairs and Missile Replacement ==&lt;br /&gt;
If your Munitions Tech is incompetent, busy or otherwise unavailable (or perhaps you're a Munitions Tech with no idea what they're doing), you will need to channel your inner Engineer and pray to the one true Stormdrive, for you must now commit to the ultimate sin - doing something yourself and servicing the ship ''that you own''.&lt;br /&gt;
=== Opening the maintenance panel ===&lt;br /&gt;
To remove components from your fighter, you will need to engage maintenance mode. To do this, swipe an ID with fighter access and select the second option, then hop in. When inside, you will be able to eject components of your choice from the control panel by scrolling down. This is important for fixing flooded engines, which I will go into detail about below.&lt;br /&gt;
=== Repairing hull damage ===&lt;br /&gt;
If you somehow managed to keep your fighter after it got hit by a missile, and there aren't any enemies left, return to hangar for repairs (if there are enemies left, what are you waiting for you pansy?). Repairing hull damage is as simple as patching it up with a welding tool, be sure to wear a helmet unless you want to fly blind. Once your hull's all fixed up, get a new plate of armor, detailed more down below.&lt;br /&gt;
=== Repairing armor damage ===&lt;br /&gt;
So you managed to survive combat only taking a little bit of &amp;lt;s&amp;gt;friendly&amp;lt;/s&amp;gt; enemy fire to the face, and now you need to fix your armor, but smashing the welder into the ship does nothing! Worry not, the procedure is simple; if you still have a little armor left, take it off using the maintenance mode, and then repair it separately from the fighter. Once it stops letting you weld it, pick it up and toss it back on the fighter. In the case that your armor's completely knocked out, just get your hands on a new set of plating. If the spares bay in the hangar is empty, cargo can supply more from their handy techfab, provided that science has done the appropriate research.&lt;br /&gt;
=== Replacing missiles and torpedoes ===&lt;br /&gt;
If you've launched both of your rockets, and your cannon just isn't doing it for you, return to hangar for resupply. Refilling launchers is surprisingly simple:&lt;br /&gt;
&lt;br /&gt;
Grab yourself a '''Munitions Trolley''', which will typically be strewn randomly about the hangar. Three torpedo types are available: NTP-2 Standard, NTP-4 'BNKR', NTNK Thermonuclear, and a fourth missile type only available through Munitions, the NTP-0x Electronic Countermeasure:&lt;br /&gt;
&lt;br /&gt;
Heavy fighters use torpedo launchers, which can support a number of torpedoes:&lt;br /&gt;
* NTP-2 Standard is the most well-rounded.&lt;br /&gt;
* NTP-4 is essentially a better version of the standard, but costs more to build.&lt;br /&gt;
* NTNK Thermonuclear is a nuke (and therefore very powerful), but is easily shot down and has poor tracking.&lt;br /&gt;
* NTP-0x Electronic Countermeasure has almost no power, but is useful as a blank shot to draw fire.&lt;br /&gt;
Click and drag up to four missiles onto the trolley bring it beside your fighter, and put them both on the ground, then click and drag the missiles into your ship.&lt;br /&gt;
&lt;br /&gt;
Light fighters use missiles. These deal light damage, but are far cheaper than torpedoes.&lt;br /&gt;
=== Replacing Fuel ===&lt;br /&gt;
There should be a tank of Jet Fuel in the hangar somewhere which looks like a welder container. Please do not use a welder container.&lt;br /&gt;
Drag the tank over to the thirsty Fighter, grab the hose, and click said Fighter.&lt;br /&gt;
=== Fixing a faulty engine ===&lt;br /&gt;
Failing to start a space fighter correctly will result in its engine becoming flooded with fuel. If you hear &amp;quot;Fighter engine violently fizzles out!&amp;quot; in the chatbox, you're in trouble, as your engine has become flooded and will no longer function until it has been fixed.&lt;br /&gt;
&lt;br /&gt;
Fortunately, fixing this issue is as simple as finding yourself a screwdriver. Swipe your ID on the chassis, and engage maintenance mode. Enter the ship, find the engine component, and eject it. Hop out of the fighter, and use a screwdriver on the engine to purge the fuel. After this is done, disengage maintenance protocols, replace the engine, and you're golden.&lt;br /&gt;
=== We've run out of things ===&lt;br /&gt;
==== We've run out of fuel ====&lt;br /&gt;
You poor thing. Go beg for more from&lt;br /&gt;
[[ Guide_to_chemistry#Tyrosene|Chemistry]] (Or just order an aviation fuel crate)&lt;br /&gt;
==== We've run out of rockets ====&lt;br /&gt;
You poorer thing. Go beg for more from [[Guide_to_Munitions#Acquiring_ammunition|Munitions]].&lt;br /&gt;
==== We've run out of fighters ====&lt;br /&gt;
How?&amp;lt;br&amp;gt;You know what? Sure.&lt;br /&gt;
&lt;br /&gt;
You can build new ones! Get RnD to research fighter construction, have cargo print the parts in their departmental protolathe, and assemble them in the hangar. You want two wings and engines, and one of everything else. Keep a toolbox with a multitool and a welding mask handy for this process. If you get stuck during the assembly, examine the fighter chassis to see what needs done next.&lt;br /&gt;
#Choose a chassis, light, heavy, or utility, and fabricate it.&lt;br /&gt;
#Bolt and weld the chassis.&lt;br /&gt;
#Install an engine of your choice and bolt it to the frame.&lt;br /&gt;
#Install the auxiliary power unit (APU), wire it to the engine with cable coil, and secure it with a screwdriver.&lt;br /&gt;
#Add the fighter fuel tank and secure the bolts with a wrench.&lt;br /&gt;
#Install avionics, wire it together with the other components, and screw it in place.&lt;br /&gt;
#Add a targeting sensor and screw it in.&lt;br /&gt;
#Add the countermeasure dispenser and wrench the bolts.&lt;br /&gt;
#Add fighter armour plating, bolt and weld it on. Keep in mind that the armour you choose to use will have an affect on your mobility during flight.&lt;br /&gt;
#Select a primary mount. Light and heavy fighters will use cannons. Bolt it in place when you've made your mind up.&lt;br /&gt;
#Select a secondary mount. (Missile launcher, torpedo launcher) and bolt it in.&lt;br /&gt;
#Use an airlock painter to paint the surface of your complete frame! This step will need to be repeated, once for the surface and once for the details.&lt;br /&gt;
#Click on the fighter with an empty hand to finalize it. This will open a confirmation box, so make sure you have moved the frame to the hangar bay or open space before finishing the job.&lt;br /&gt;
#The fighter isn't ready to go just yet. You need to install a battery for it to function, and the primary and secondary mounts will need ammunition. If you're using a fabricated fuel tank, you should refuel it with tyrosene.&lt;br /&gt;
#Be sure to install a fighter docking computer if you want to leave the Z-level and go onto the overmap.&lt;br /&gt;
#Mount an atmospheric regulator if you enjoy breathing without the need for a suit.&lt;br /&gt;
#A canopy is needed unless you want to be peppered with enemy bullets.&lt;br /&gt;
#You can rename your finished fighter by using the ships verb tab. Examples: &amp;quot;Thor XCI&amp;quot;, &amp;quot;Vishari 52&amp;quot;, &amp;quot;Thermonuclear Missile 3&amp;quot;&lt;br /&gt;
== Bonus Information ==&lt;br /&gt;
* You can change the name of your fighter in the Ship panel.&lt;br /&gt;
* If you have the required access, you can swipe your ID on a fighter to boot the current occupants out and enable the inertia dampeners. Useful for that one griffing bastard or when your Raptor's &amp;quot;Cargo&amp;quot; is saying mean things.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=33158</id>
		<title>Guide to Fighters</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=33158"/>
		<updated>2021-08-31T16:36:36Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Adding some more advice, fixing what needs to be done for armor repairing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=This page needs some images}}&lt;br /&gt;
Wishing to pilot a fighter is equal to wishing to die, in that both will get you killed. Welcome to the Guide to Fighters.&lt;br /&gt;
&lt;br /&gt;
'''Please note that there are several in-game tools for this for you to learn for yourself. Consult a Seegson terminal or the current FL for help.''' However, if your FL is completely incompetent (standard), read on.&lt;br /&gt;
== THE MOST IMPORTANT THINGS TO KNOW ==&lt;br /&gt;
Surprisingly, this is a list of the most important things to know about fighters.&lt;br /&gt;
=== The Controls ===&lt;br /&gt;
Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap.&lt;br /&gt;
&lt;br /&gt;
'''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit C to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
'''W and S''' control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The '''Alt Key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay put.&lt;br /&gt;
&lt;br /&gt;
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy vessels.&lt;br /&gt;
&lt;br /&gt;
'''Q and E''' activate a rotational drift, which is useful for &amp;lt;s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt; turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe, fighters have it off by default.&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
Before you even get in (which is done by left-clicking the fighter and entering the pilot seat), look at this list of helpful things:&lt;br /&gt;
* Fighter hardsuits and double-extended oxygen tanks from the suit containers near the hangar will save your life later, so get those.&lt;br /&gt;
* Entering a fighter will create two new parts of your GUI.&lt;br /&gt;
** &amp;quot;Stop observing&amp;quot; will exit the fighter. Do not press this while in space.&lt;br /&gt;
** The Ship tab, next to Preferences in the top right, contains every menu that you'll ever need, and some you won't.&lt;br /&gt;
* All fighters are equipped with a DRADIS, a radar system which updates once per second. It is a simple minimap showing you (blue), friendlies (green) and hostiles (red). Note that red may not always mean hostile, but that's not your call to make.&lt;br /&gt;
* Fighters have a fuel tank. The less fuel they have, the less time you have to fly. Tyrosene fuel is made in Chemistry and you start with a tanker of it in the hangar. Click it to grab the hose, then click a fighter with the hose to refuel it.&lt;br /&gt;
=== Take Off ===&lt;br /&gt;
Once you've gotten into a fighter, two screens will pop up: Your DRADIS console (radar) and your control console.&lt;br /&gt;
&lt;br /&gt;
To start up the fighter first press the &amp;quot;Canopy lock button&amp;quot; to close the canopy and switch to internal atmosphere. Do note that you will be unable to exit the fighter while the canopy is locked, so be sure to unlock it when you plan to exit.&lt;br /&gt;
&lt;br /&gt;
First press the button labled &amp;quot;Battery&amp;quot;, then &amp;quot;Fuel injector&amp;quot;, and then &amp;quot;APU.&amp;quot; '''At this point do not press any more buttons.''' The RPM gauge will now begin to increase - you must wait for it to reach 100% before pressing &amp;quot;Ignition&amp;quot; or the engine will not start.&lt;br /&gt;
&lt;br /&gt;
Once the engine is on, deactivate the APU to preserve fuel.&lt;br /&gt;
&lt;br /&gt;
Inertia dampeners are the equivalent of the handbrake for your ship. They will very quickly prevent any movement in any direction, so if you're looking to go in a direction, these won't help. You can toggle your inertia dampeners with the Alt key or through the respective button in the control panel.&lt;br /&gt;
&lt;br /&gt;
Pressing C toggles laser-guided movement, which allows you to use your mouse to rotate the fighter. This is enabled by default.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use WASD to strafe in all directions, then disable laser-guided movement to get a cool new arrow and the ability to control it with Q and E. This arrow represents the direction your ship will be directed towards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Press shift to engage the afterburners, which will provide a temporary speed boost, useful for evading incoming fire and catching up with the mothership. Pressing X toggles intertial assistance mode, which will cause your ship to fly in the direction it is facing. Useful for big bulky boats, not so much for small nimble fighters.&lt;br /&gt;
&lt;br /&gt;
You can press the Help verb in the Ship tab to remind yourself of the fighter controls at any time.&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Movement is all well and good, but if you can only move you'll eventually die or piss yourself as you almost die. First, you want to get into space and far away from the ship you launched from, preferably in the direction of &amp;lt;s&amp;gt;other fighters&amp;lt;/s&amp;gt; hostile craft. Then, disable your weapon safeties with the relevant verb in the Ship tab or through the respective button in the control panel. You are now ready to explode things with your weapons, which begs the question: what are your weapons?&lt;br /&gt;
&lt;br /&gt;
The Ctrl key switches between your primary and secondary mounts. The primary mount will typically be your fighter cannon, and the secondary will be a missile or torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Your missiles pack a really big punch, so if you fire in the general direction of the enemy, they'll home in and explode. Try not to have them home in on your mothership.&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighter can only hold so many at a time, and they can be shot down with PDC (Point Defense Cannon) rounds or flak, so use them wisely. With that in mind, let's talk about the fighter cannon.&lt;br /&gt;
&lt;br /&gt;
Fighter cannons are fully automatic and are your go-to choice for dealing damage. Heavy and light cannons hold ammunition, and will need to be reloaded often. If you find yourself running out of ammo during battle, don't hesitate to leave your squadron and return to base for immediate rearming.&amp;lt;br&amp;gt;&lt;br /&gt;
It's also good to note that there is every useful tool called Lock-on targeting that allows you to pick a ship out of the crowd in the middle of combat. This is done by holding shift and then clicking on the ship you want to target. This will probably do some beeps and boops and maybe show some sort of indicator, but now '''all of your missiles will target that ship, and with increased efficiency.''' This is very useful for &amp;lt;s&amp;gt;hitting your own fighters&amp;lt;/s&amp;gt; singling out single ships to take them out more efficiently.&lt;br /&gt;
=== Landing ===&lt;br /&gt;
When you want to go back to the ship for [[Guide_to_Fighters#hit by missile send help|various reasons]], enable the docking mode in your Ship panel, or the respective button in the control panel, and fly directly into it. Your ship will proceed to enter the ship Z-level, which indicates a successful docking, allowing you to maneuver yourself back to the hangar. That is, if you have a functioning docking computer installed in your fighter.&lt;br /&gt;
== Actually getting off the ground ==&lt;br /&gt;
Theory is easy. The real world is not. Let's have a look at that second one.&lt;br /&gt;
=== Finding a Fighter ===&lt;br /&gt;
On round start there will be aircraft either in the hangar or on the launch deck which are pre-built and in need of refuel and rearm before takeoff. You will typically find several Rapier light fighters, one (or zero) Scimitar heavy fighter, and one or more Sabre support craft.&lt;br /&gt;
&lt;br /&gt;
Each aircraft will need to be refueled and filled with ammo before they will truly be ready for you to &amp;lt;s&amp;gt;die in a blaze of ineptitude&amp;lt;/s&amp;gt; show off some of that pilot shit. This process generally includes fuel refilling via prepared fuel tanks around the hangar, filling of cannon ammo (light for the Vulcan, heavy for the BRRRT machine,) and finally missiles for the light fighters or torpedoes for the heavy fighters.&lt;br /&gt;
&lt;br /&gt;
Assuming your FL hasn't already set the fighters out neatly, you will need to find yourself a new home. Once you've found that home and claimed it, hop into the cockpit, flip over to the Ship tab or use the Change Name verb and christen your coffin with something creative.&lt;br /&gt;
&lt;br /&gt;
With your aircraft armed, fueled, and named, all that's left between you and your dream of being the next Maverick is an aircraft tug to an available electromagnetic catapult.&lt;br /&gt;
=== Launch Procedures ===&lt;br /&gt;
Before you can get out into space, you're gonna need to move your fighter without scraping the ground and ruining your armor. To do this, you'll want to find the M575 Aircraft Tug and the fighter tug key, which when combined will allow you to drive around the hangar bay. Now that you've &amp;lt;s&amp;gt;landed yourself in the brig for running people over&amp;lt;/s&amp;gt; gotten the tug up and running, drive it over to the aircraft you want to move and position yourself right up against it, then click the Load Fighter button to load it. With aircraft in tow, take it to the desired position and press the unload button to drop it; if you do this near a magnetic catapult it should automatically lock on to the catapult. &amp;lt;b&amp;gt;DO NOT&amp;lt;/b&amp;gt; press the Launch button on the tug, unless your intention is to shoot the aircraft off like a ghetto catapult.&lt;br /&gt;
&lt;br /&gt;
If your fighter enters a launch bay, you will immediately lose control of your fighter. Don't get out or you'll wish you were dead, then you'll die. Because you're in space. Stop having an existential crisis, and recognize you cannot move. You're currently on a magnetic arrestor. This essentially functions as a much larger inertia dampener which you cannot control; somebody in Air Control must release or launch you. Stay in your fighter and wait for the signal from your FL. They will use the launch computer and engage the launch sequence. This will be fairly obvious by the loud launch noises in your ears. The process should take around 10 seconds. Angle yourself towards space (NOT A WALL, PLEASE NOT A WALL), wait for launch, and you'll be sent into the cold dark void of space.&lt;br /&gt;
&lt;br /&gt;
If no ATC or other personnel are available to run the catapults, press the MAGLOCK button on your aircraft console, flip the brakes off (ALT key,) and whisk yourself gently (gently...) out of the tube before putting the ship in your rear view and zooming straight into enemy fire. As an additional note, some maps may include vacuumed flight decks; in such cases the use of tugs and catapults is still recommended for various reasons, but because you are already in the vacuum of space and on a reinforced flight deck you do not technically need either of those things to take off or operate your aircraft.&lt;br /&gt;
=== Ship to Ship Combat ===&lt;br /&gt;
Once you've launched, you will most likely see some red signatures on your DRADIS computer. These are signatures that have invalid IFF, and are (probably) extremely hostile. If they are, they will most likely be Syndicate ships (and if they're not Syndicate ships then you're fucked anyway).&lt;br /&gt;
&lt;br /&gt;
There are several types of Syndicate ships. Corvettes, Frigates, Cruisers, and Carriers with bombers and interceptors, and all have guns. Guns that shoot you.&lt;br /&gt;
&lt;br /&gt;
Corvettes are slow, but, like fighters, have missiles and flak cannons of their own. However, unlike fighters, they have a larger missile capacity and do a lot more damage with their flak cannon. &lt;br /&gt;
&lt;br /&gt;
Frigates are even bigger and slower, but have access to the devastating railgun, a shipside system that fires magnet-accelerated tungsten rounds at lightning speeds: basically an immovable rod. Avoid anti-air frigates, because they won't be avoiding you. Good fucking luck.&lt;br /&gt;
&lt;br /&gt;
You will want to give most capital ships a very wide berth, and ideally take them on with the help of your own ship, as Nanotrasen Space Vessels all come equipped with their own railguns and gauss weapons for precisely this purpose. Heavy fighters armed with torpedoes and BRRRRT are more capable of handling capital ships, but skill and caution are a necessary component for survival when busting bigger foes.&lt;br /&gt;
&lt;br /&gt;
Your FL will most likely give orders on formation. If they don't, stick with your other fighters and be careful. 'Lone Wolf' pilots die very quickly when hit by thermonuclear missiles, and since nobody else is with them, no raptor goes to pick them up.&lt;br /&gt;
=== Hit by missile send help ===&lt;br /&gt;
Thanks to our crack&amp;lt;s&amp;gt;head&amp;lt;/s&amp;gt; engineers at NT, your fighter is equipped with armour plates that can block at least one shot. Maybe. If you've taken at least two shots, 9 out of 10 experts would recommend getting the hell out of there. Engage docking, run home to mommy, and let the &amp;lt;s&amp;gt;Munitions Technician&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Air Traffic Controller&amp;lt;/s&amp;gt; Deck Technician figure out how you've managed to lodge an unexploded bomb in your fighter. A good rule to follow is if your armor is out, start setting up your plans to get back. Be careful - if the ship is near enemies, don't try to land your half-wrecked fighter in the middle of it, unless you really need to. Yell over ATC comms that you need to land/RTB (Return To Base) and &amp;lt;s&amp;gt;hope&amp;lt;/s&amp;gt; wait for them to pull out for a bit to let you land. &lt;br /&gt;
=== Is that explosion sprite bad? ===&lt;br /&gt;
Yes, yes it is. You are now completely ship-less and dead. Absolutely stellar. Here's a Medal of Honor. Fortunately for you it's 100% possible to be cloned. As it turns out, those suit sensors are good for something after all... You did turn them on right?&lt;br /&gt;
=== The Raptor ===&lt;br /&gt;
The Raptor can be distinguished from the other fighters by searching for intricate details on its hull: the rounded nose, the slightly wider cockpit, and the fact that it's a completely different ship. However, it is functionally identical to the other fighters, except it's armaments.&amp;lt;br&amp;gt;&lt;br /&gt;
Raptors are designed as a support vessel. And because of this they are able to sport a selection of unique equipment which allows you to assist the fighters &amp;lt;s&amp;gt;and board enemy ships&amp;lt;/s&amp;gt;:&lt;br /&gt;
====Cargo Hold====&lt;br /&gt;
The cargo hold is by far the most well-known piece of utility equipment and does exactly what you would think, it stores anything the size of or smaller than a crate which can later be dropped off somewhere else. It has three upgrade tiers and takes up the primary equipment slot of the craft:&lt;br /&gt;
* A tier one cargo hold can store up to 5 crate-sized objects.&lt;br /&gt;
* Tier two cargo holds have a capacity of 10.&lt;br /&gt;
* The third tier cargo hold has space for 20 things!&lt;br /&gt;
====Repair Kit====&lt;br /&gt;
The air-to-air repair kit is a piece of machinery which allows you to repair the hull of other ships! It does this by using hull repair juice tanks and power, which it shoots at the target in a beam. Of course this is only intended to be used on small craft, and using it on the main ship would be next to useless outside of a dire situation.&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the cargo hold the repair kit takes up the primary equipment slot and has three different tiers, each of which reduces the firing delay of the beam.&lt;br /&gt;
====Resupply Kit====&lt;br /&gt;
Much like the repair kit, the resupply kit is used to assist other fighters out on the field. Though instead of repairing damaged hull, the resupply kit allows you to restock fighters on ammunition and fuel. It even allows you to jumpstart their battery!&amp;lt;br&amp;gt;&lt;br /&gt;
The main catch is however, that the resupply beam feeds directly from your battery and fuel tank into the target's, so watch out not to drain your own fuel tank or battery while refueling and starting up other craft.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course the kit can't just make ammo out of thin air, so in order to use it for supplying ammunition you will also need a cargo hold with the ammunition that's being loaded inside of it.&amp;lt;br&amp;gt;&lt;br /&gt;
To allow both a cargo hold and a resupply kit to be mounted on your ship at the same time, the resupply kit only takes up the secondary slot.&lt;br /&gt;
== Manual Repairs and Missile Replacement ==&lt;br /&gt;
If your Munitions Tech is incompetent, busy or otherwise unavailable (or perhaps you're a Munitions Tech with no idea what they're doing), you will need to channel your inner Engineer and pray to the one true Stormdrive, for you must now commit to the ultimate sin - doing something yourself and servicing the ship ''that you own''.&lt;br /&gt;
=== Opening the maintenance panel ===&lt;br /&gt;
To remove components from your fighter, you will need to engage maintenance mode. To do this, swipe an ID with fighter access and select the second option, then hop in. When inside, you will be able to eject components of your choice from the control panel by scrolling down. This is important for fixing flooded engines, which I will go into detail about below.&lt;br /&gt;
=== Repairing hull damage ===&lt;br /&gt;
If you somehow managed to keep your fighter after it got hit by a missile, and there aren't any enemies left, return to hangar for repairs (if there are enemies left, what are you waiting for you pansy?). Repairing hull damage is as simple as patching it up with a welding tool, be sure to wear a helmet unless you want to fly blind. Once your hull's all fixed up, get a new plate of armor, detailed more down below.&lt;br /&gt;
=== Repairing armor damage ===&lt;br /&gt;
So you managed to survive combat only taking a little bit of &amp;lt;s&amp;gt;friendly&amp;lt;/s&amp;gt; enemy fire to the face, and now you need to fix your armor, but smashing the welder into the ship does nothing! Worry not, the procedure is simple; if you still have a little armor left, take it off using the maintenance mode, and then repair it separately from the fighter. Once it stops letting you weld it, pick it up and toss it back on the fighter. In the case that your armor's completely knocked out, just get your hands on a new set of plating. If the spares bay in the hangar is empty, cargo can supply more from their handy techfab, provided that science has done the appropriate research.&lt;br /&gt;
=== Replacing missiles and torpedoes ===&lt;br /&gt;
If you've launched both of your rockets, and your cannon just isn't doing it for you, return to hangar for resupply. Refilling launchers is surprisingly simple:&lt;br /&gt;
&lt;br /&gt;
Grab yourself a '''Munitions Trolley''', which will typically be strewn randomly about the hangar. Three torpedo types are available: NTP-2 Standard, NTP-4 'BNKR', NTNK Thermonuclear, and a fourth missile type only available through Munitions, the NTP-0x Electronic Countermeasure:&lt;br /&gt;
&lt;br /&gt;
Heavy fighters use torpedo launchers, which can support a number of torpedoes:&lt;br /&gt;
* NTP-2 Standard is the most well-rounded.&lt;br /&gt;
* NTP-4 is essentially a better version of the standard, but costs more to build.&lt;br /&gt;
* NTNK Thermonuclear is a nuke (and therefore very powerful), but is easily shot down and has poor tracking.&lt;br /&gt;
* NTP-0x Electronic Countermeasure has almost no power, but is useful as a blank shot to draw fire.&lt;br /&gt;
Click and drag up to four missiles onto the trolley bring it beside your fighter, and put them both on the ground, then click and drag the missiles into your ship.&lt;br /&gt;
&lt;br /&gt;
Light fighters use missiles. These deal light damage, but are far cheaper than torpedoes.&lt;br /&gt;
=== Replacing Fuel ===&lt;br /&gt;
There should be a tank of Jet Fuel in the hangar somewhere which looks like a welder container. Please do not use a welder container.&lt;br /&gt;
Drag the tank over to the thirsty Fighter, grab the hose, and click said Fighter.&lt;br /&gt;
=== Fixing a faulty engine ===&lt;br /&gt;
Failing to start a space fighter correctly will result in its engine becoming flooded with fuel. If you hear &amp;quot;Fighter engine violently fizzles out!&amp;quot; in the chatbox, you're in trouble, as your engine has become flooded and will no longer function until it has been fixed.&lt;br /&gt;
&lt;br /&gt;
Fortunately, fixing this issue is as simple as finding yourself a screwdriver. Swipe your ID on the chassis, and engage maintenance mode. Enter the ship, find the engine component, and eject it. Hop out of the fighter, and use a screwdriver on the engine to purge the fuel. After this is done, disengage maintenance protocols, replace the engine, and you're golden.&lt;br /&gt;
=== We've run out of things ===&lt;br /&gt;
==== We've run out of fuel ====&lt;br /&gt;
You poor thing. Go beg for more from&lt;br /&gt;
[[ Guide_to_chemistry#Tyrosene|Chemistry]] (Or just order an aviation fuel crate)&lt;br /&gt;
==== We've run out of rockets ====&lt;br /&gt;
You poorer thing. Go beg for more from [[Guide_to_Munitions#Acquiring_ammunition|Munitions]].&lt;br /&gt;
==== We've run out of fighters ====&lt;br /&gt;
How?&amp;lt;br&amp;gt;You know what? Sure.&lt;br /&gt;
&lt;br /&gt;
You can build new ones! Get RnD to research fighter construction, have cargo print the parts in their departmental protolathe, and assemble them in the hangar. You want two wings and engines, and one of everything else. Keep a toolbox with a multitool and a welding mask handy for this process. If you get stuck during the assembly, examine the fighter chassis to see what needs done next.&lt;br /&gt;
#Choose a chassis, light, heavy, or utility, and fabricate it.&lt;br /&gt;
#Bolt and weld the chassis.&lt;br /&gt;
#Install an engine of your choice and bolt it to the frame.&lt;br /&gt;
#Install the auxiliary power unit (APU), wire it to the engine with cable coil, and secure it with a screwdriver.&lt;br /&gt;
#Add the fighter fuel tank and secure the bolts with a wrench.&lt;br /&gt;
#Install avionics, wire it together with the other components, and screw it in place.&lt;br /&gt;
#Add a targeting sensor and screw it in.&lt;br /&gt;
#Add the countermeasure dispenser and wrench the bolts.&lt;br /&gt;
#Add fighter armour plating, bolt and weld it on. Keep in mind that the armour you choose to use will have an affect on your mobility during flight.&lt;br /&gt;
#Select a primary mount. Light and heavy fighters will use cannons. Bolt it in place when you've made your mind up.&lt;br /&gt;
#Select a secondary mount. (Missile launcher, torpedo launcher) and bolt it in.&lt;br /&gt;
#Use an airlock painter to paint the surface of your complete frame! This step will need to be repeated, once for the surface and once for the details.&lt;br /&gt;
#Click on the fighter with an empty hand to finalize it. This will open a confirmation box, so make sure you have moved the frame to the hangar bay or open space before finishing the job.&lt;br /&gt;
#The fighter isn't ready to go just yet. You need to install a battery for it to function, and the primary and secondary mounts will need ammunition. If you're using a fabricated fuel tank, you should refuel it with tyrosene.&lt;br /&gt;
#Be sure to install a fighter docking computer if you want to leave the Z-level and go onto the overmap.&lt;br /&gt;
#Mount an atmospheric regulator if you enjoy breathing without the need for a suit.&lt;br /&gt;
#A canopy is needed unless you want to be peppered with enemy bullets.&lt;br /&gt;
#You can rename your finished fighter by using the ships verb tab. Examples: &amp;quot;Thor XCI&amp;quot;, &amp;quot;Vishari 52&amp;quot;, &amp;quot;Thermonuclear Missile 3&amp;quot;&lt;br /&gt;
== Bonus Information ==&lt;br /&gt;
* You can change the name of your fighter in the Ship panel.&lt;br /&gt;
* If you have the required access, you can swipe your ID on a fighter to boot the current occupants out and enable the inertia dampeners. Useful for that one griffing bastard or when your Raptor's &amp;quot;Cargo&amp;quot; is saying mean things.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Air_Traffic_Controller&amp;diff=33157</id>
		<title>Air Traffic Controller</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Air_Traffic_Controller&amp;diff=33157"/>
		<updated>2021-08-31T16:18:52Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: small edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = #d3706c&lt;br /&gt;
|image = atc.png&lt;br /&gt;
|jobtitle = Air Traffic Controller&lt;br /&gt;
|caption = &amp;quot;All fighters RTB, sector is clear... NOT CLEAR, NOT CLEAR!&amp;quot;&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|access2 = [[Maintenance]]&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|supervisors = [[Flight Leader]], [[Master At Arms]]&lt;br /&gt;
|rank = Sub-Lieutenant ('''SLT''')&lt;br /&gt;
|duties = Launch the Fighters and coordinate them, also check the radar in case one of the Fighters forgets how to start the APU.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
}}&lt;br /&gt;
You are an Air Traffic Controller, you coordinate the fighters all the way from launch to the return to base, make sure none get left behind and update&lt;br /&gt;
both them and the rest of the ship of the status of the Area of Operations.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Find the ATC Control room and launch the fighters, launch a empty fighter and then get ridiculed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Basic Skills:''' Communicate with Command on when to launch the fighters&amp;lt;br&amp;gt;&lt;br /&gt;
'''Advanced Skills:''' Repair and rearm docked fighters, coordinate between Command and the [[Fighter Pilot|Pilots]] on which enemy ships to target&lt;br /&gt;
== Is that All? ==&lt;br /&gt;
Air Traffic Controller can be as useful as the player wants it to, you really are the only guy on the ship whose job is to check the DRADIS and isn't busy with something else, the pilots are trying not to get blown up and command staff is probably chasing after that RD that added a catgirl law to the AI.&lt;br /&gt;
== MagCats and You ==&lt;br /&gt;
MagCats or Magnetic Catapults are the totally safe 90% of the time preferred way to deploy your expendable fighters to the AO, double check with the [[Fighter Pilot|pilot]] the ship on that catapult is in fact occupied (yes, it happens more than you think) and that they are ready for launch, if all is green, open the launch tube and launch them from the console next to the DRADIS. The same console can be used to directly message the fighter pilot, which is useful for pre-flight checks.&lt;br /&gt;
== How to report information ==&lt;br /&gt;
Unless someone asks via common, you should only update via Air Control Channel, report how many contacts are there when you arrive to the AO as your DRADIS is the only one in ACC that is immediately scanning the AO Z level. Stay vigilant on contacts and inform if neccesary to the [[Fighter Pilot|pilots]] of important targets such as [[Guide_to_enemy_types|carriers or cruisers]].&lt;br /&gt;
&lt;br /&gt;
You also have access to the Command comms, with '':c''. On this channel, you can talk with the [[Bridge Staff]], and coordinate during combat. You can ask them when to launch the fighters, what should they target, and when should they pull back. But you can also relay information from the pilots to the bridge, telling them how many fighters are in air, how many enemy ships got shot down, etc.&lt;br /&gt;
&lt;br /&gt;
Do your best to keep the pilots out of trouble. If a pilot has burst their canopy, tell them to RTB immediately and try to inform the helms officer that they should slow down so that the pilot can dock safely. If a new group of enemies just jumped in, tell the pilots their numbers, shiptypes, if they shouldretreat. At the very least, try and prevent them being left behind when the ship FTLs.&lt;br /&gt;
== &amp;quot;IM COMING IN HOT!!&amp;quot; ==&lt;br /&gt;
So, an unlucky pilot just came back, his fighter is a burning wreck, and he is too &amp;lt;s&amp;gt;lazy&amp;lt;/s&amp;gt; hurt to repair it. This is where you come in. With your access, you can easily and quickly repair a damaged fighter. This process is further detailed [[Guide_to_Fighters#Manual_Repairs_and_Missile_Replacement|here]], but let's go over it now as well.&lt;br /&gt;
&lt;br /&gt;
You can check on the armour and hull damage of a fighter by hopping in the canopy, and looking through the UI that pops up. ''Hull'' damage can be repaired by simply welding the fighter. ''Armour'' damage is a bit more tricky. You need to put on a new set of plating. Where you get this plating? Well, there should be a few around the hangar bay. If you find none, go to cargo and beg them to print a new one in their lathe. That is, if RnD has researched it.&lt;br /&gt;
&lt;br /&gt;
You can also help in other matters. Refuel the fighters by dragging fuel tanks next to them, and plopping the nozzle in. Supply the fighters by &amp;lt;s&amp;gt;stealing&amp;lt;/s&amp;gt; asking for torpedos from the [[Weapons Bay]]. Give in to the BRRRT Gods by buying more ammo at [[Cargo]].&lt;br /&gt;
&lt;br /&gt;
Or you could just ask a [[Munitions Technician]] to help, but don't expect much.&lt;br /&gt;
== The Raptor ==&lt;br /&gt;
The big, bulky Utility fighters - commonly known as Raptors - in the hangar allow you to take a more proactive approach to fighter support. These Raptors can be equipped with utility modules, such as Air-to-Air repair kits, or Air-to-Air resupply kits. With these all you need to do is liftoff, go near another fighter and listen to the pilot's amazement as he suddenly has ammo and health.&lt;br /&gt;
&lt;br /&gt;
More details about the Utility craft can be found [[Guide_to_Fighters#The_Raptor|here]].&lt;br /&gt;
== Grand Theft Tug V ==&lt;br /&gt;
As a [[traitor]] ATC, your options might seem few and far between, but with a bit of creativity, you can become the fear of the Hangar bay.&lt;br /&gt;
&lt;br /&gt;
It is a sad truth that tugs are not as robust as you think. They are not fast, and security is more than ready to stop you. However, not all is lost.&lt;br /&gt;
&lt;br /&gt;
One of your options is getting a fighter, loading it with missles, then emagging it to toggle IFF off. From there all you need to do is liftoff and fire at the ship. Standard missles can do damage, but when a nuke hits - and I mean HITS, not damages the armour or the hull - a maxcap sized explosion happens.&lt;br /&gt;
&lt;br /&gt;
Or if you feel less comfortable in air, you could always sabotage the ship's combat ability by launching the fighters out to space without a pilot or launching the fighter with pilots into walls. Just be ready to fend off the mob of angry flyboys ready to lynch you.&lt;br /&gt;
&lt;br /&gt;
Worth noting is that you also have a radio with access to the command channel. And if all else fails, use your fancy light stick to BONK people to death.&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Talk:Flight_Leader&amp;diff=32670</id>
		<title>Talk:Flight Leader</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Talk:Flight_Leader&amp;diff=32670"/>
		<updated>2021-04-15T11:03:59Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FL page says FL has a special heavy fighter that takes more damage and is slower. &lt;br /&gt;
&lt;br /&gt;
FL fighter only takes less damage due to upgraded components roundstart, don't know exactly how to state that, and it's a light fighter - Ski&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Talk:Flight_Leader&amp;diff=32669</id>
		<title>Talk:Flight Leader</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Talk:Flight_Leader&amp;diff=32669"/>
		<updated>2021-04-15T11:03:28Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: Created page with &amp;quot;FL page says FL has a special heavy fighter that takes more damage and is slower.   FL fighter only takes less damage due to upgraded components roundstart, don't know exactly...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FL page says FL has a special heavy fighter that takes more damage and is slower. &lt;br /&gt;
&lt;br /&gt;
FL fighter only takes less damage due to upgraded components roundstart, don't know exactly how to state that, and it's a light fighter&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Flight_Leader&amp;diff=32668</id>
		<title>Flight Leader</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Flight_Leader&amp;diff=32668"/>
		<updated>2021-04-15T10:59:09Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = #d3706c&lt;br /&gt;
|image = Generic_fl.png&lt;br /&gt;
|jobtitle = Flight Leader&lt;br /&gt;
|caption = &amp;quot;This is Gold Leader, we're starting for the target shaft now!&amp;quot;&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|access2 = [[Maintenance]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|supervisors = [[Master At Arms]]&lt;br /&gt;
|rank = Sergeant ('''SGT''')&lt;br /&gt;
|duties = Try to create some semblance of organization in your squadron. Curl up in a ball and cry in your ship as your fighters shoot at one another on accident or ram directly into you.&lt;br /&gt;
|guides = [[Guide to Fighters]]; [[Guide to enemy types]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Flight Leader, the top dog, the space ace, and likely the only one who actually knows how to fly a fighter. Do your best to keep the flight team together, but if push comes to shove, you may be the ship's only hope.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' [[Beyond_the_impossible|Keep your squadron alive]], communicate with the MAA and Bridge about the status of your fighters, nag munitions about giving you torpedoes, just be another [[Fighter Pilot]]&lt;br /&gt;
== Being the Flight Lead ==&lt;br /&gt;
As the Flight leader, you answer directly to the Master at Arms and the Bridge, with all of the strange delinquent fighter pilots being ''your'' responsibility. Your job, aside from being another fighter pilot and attacking enemy ships, is to teach newer pilots the ropes, coordinate with munitions to get more torpedoes for your fighters, let the Bridge know either through the MAA who can use command radio or through your flight control radio the status of fighters leaving or returning to the ship, and kicking out fighter pilots who are a danger to themselves and others from the force.&lt;br /&gt;
&lt;br /&gt;
===Your fighter===&lt;br /&gt;
Your &amp;lt;s&amp;gt;only joy in life&amp;lt;/s&amp;gt; reward for signing up as an FL is the special heavy fighter roundstart. It - as the name suggests - can take much more damage then light fighters, altough it is a bit slower. Otherwise, this fighter can be repaired and rearmed [[Guide to Fighters|like any other fighter]]. It can also be rebuilt after RnD researches the parts for it.&lt;br /&gt;
&lt;br /&gt;
== Demoting pilots ==&lt;br /&gt;
There will come a time when either one of roundstart pilots or one of the [[Clown|weirdos]] that the XO reassigned to pilot/made a fighter pilot squad member will act up. In this case, it's up to you to gauge if it's time to demote them to prevent any potential harm to your assigned vessel's patrol. If a stern talking to will not prevent them from hijacking fighter tugs, tugs that are not their own, firing on their fellow squadron members, or acting otherwise irrationally, it is time to demote them. Contact Security and explain the situation so they can assist you in escorting the pilot in question to the XO line for demotion. In the event that this individual is particularly dangerous, out of line, or you deem is intentionally sabotaging the round, Ahelp immediately.&lt;br /&gt;
&lt;br /&gt;
== [[File:Doubleagent.gif]] The Red Baron==&lt;br /&gt;
Being a traitor Flight Leader is a piece of cake in the right hands. In an easy scenario, your target is another fighter pilot. Through sabotage, you can severely cripple your target's ship and prevent them from being revived by tampering with the cloning machine. Alternatively, you can simply gun them down yourselves, but be prepared to explain it if there are other fighters or someone in the bridge sees. By emagging your fighter after activating maintenance mode (prefered) or simply breaking in and using the MAA's console (assuming they don't immediately fix it), you can disable weapon safeties and fire at the ship once in space but before fully exiting the overmap. Use this to your advantage if you feel it's time to go guns blazing at the window of your target's apartment, blow a hole to the AI, or get that &amp;quot;die a glorious death&amp;quot; objective. The choice is yours.&lt;br /&gt;
{{job-stub}}&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=32667</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=32667"/>
		<updated>2021-04-15T10:58:52Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = #d3706c&lt;br /&gt;
|image = Generic_pilot.png&lt;br /&gt;
|jobtitle = Fighter Pilot&lt;br /&gt;
|caption = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|access2 = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|supervisors = [[Flight Leader]], [[Air Traffic Controller]]&lt;br /&gt;
|rank = Corporal ('''CPL''')&lt;br /&gt;
|duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
|guides = [[Guide to Fighters]]; [[Guide to enemy types]]&lt;br /&gt;
}}&lt;br /&gt;
[[file:fighter.png|right|thumb|The light fighter you will most likely be piloting.]]&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== Being a Fighter Pilot ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an [[Planetary Assault|assault on a fortified planet]]. &lt;br /&gt;
&lt;br /&gt;
Make sure to listen to your [[Flight Leader]] and [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. &lt;br /&gt;
&lt;br /&gt;
== Getting in the Air ==&lt;br /&gt;
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a &amp;lt;s&amp;gt;dumb&amp;lt;/s&amp;gt; reasonable name, and get yourself to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to &amp;lt;s&amp;gt;gain bragging rights&amp;lt;/s&amp;gt; stand out from the other fighters. Then, when the ship jumps into combat, &amp;lt;s&amp;gt;scream incoherently at&amp;lt;/s&amp;gt; tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship &amp;lt;s&amp;gt;and forget to turn them back on when you're finished&amp;lt;/s&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. &lt;br /&gt;
&lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to &amp;lt;s&amp;gt;be deleted&amp;lt;/s&amp;gt; die an embarrassing death. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized environment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized environment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. &lt;br /&gt;
&lt;br /&gt;
== You've got a Hole in your Right Wing! ==&lt;br /&gt;
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devastating. In the event of a hit, you should do this:&lt;br /&gt;
# Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.&lt;br /&gt;
# Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. &lt;br /&gt;
# Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. While you can still fight without a canopy, you're a few shots away from ejecting entirely. Unless the situation is dire, your best option is return to the mothership for repairs.&lt;br /&gt;
&lt;br /&gt;
When you land, yell at an MT to fix your fighter or (more likely) repair it yourself.&lt;br /&gt;
&lt;br /&gt;
== [[File:Doubleagent.gif]] The Red Baron==&lt;br /&gt;
Being a traitor fighter pilot is a piece of cake in the right hands. In an easy scenario, your target is another fighter pilot. Through sabotage, you can severely cripple your target's ship and prevent them from being revived by tampering with the cloning machine. Alternatively, you can simply gun them down yourselves, but be prepared to explain it if there are other fighters or someone in the bridge sees. By emagging your fighter after activating maintenance mode (prefered) or simply breaking in and using the MAA's console (assuming they don't immediately fix it), you can disable weapon safeties and fire at the ship once in space but before fully exiting the overmap. Use this to your advantage if you feel it's time to go guns blazing at the window of your target's apartment, blow a hole to the AI, or get that &amp;quot;die a glorious death&amp;quot; objective. The choice is yours.&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=32666</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=32666"/>
		<updated>2021-04-15T10:57:51Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = #d3706c&lt;br /&gt;
|image = Generic_pilot.png&lt;br /&gt;
|jobtitle = Fighter Pilot&lt;br /&gt;
|caption = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|access2 = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|supervisors = [[Flight Leader]], [[Air Traffic Controller]]&lt;br /&gt;
|rank = Corporal ('''CPL''')&lt;br /&gt;
|duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
|guides = [[Guide to Fighters]]; [[Guide to enemy types]]&lt;br /&gt;
}}&lt;br /&gt;
[[file:fighter.png|right|thumb|The light fighter you will most likely be piloting.]]&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== Being a Fighter Pilot ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an [[Planetary Assault|assault on a fortified planet]]. &lt;br /&gt;
&lt;br /&gt;
Make sure to listen to your [[Flight Leader]] and [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. &lt;br /&gt;
&lt;br /&gt;
== Getting in the Air ==&lt;br /&gt;
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a &amp;lt;s&amp;gt;dumb&amp;lt;/s&amp;gt; reasonable name, and get yourself to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to &amp;lt;s&amp;gt;gain bragging rights&amp;lt;/s&amp;gt; stand out from the other fighters. Then, when the ship jumps into combat, &amp;lt;s&amp;gt;scream incoherently at&amp;lt;/s&amp;gt; tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship &amp;lt;s&amp;gt;and forget to turn them back on when you're finished&amp;lt;/s&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. &lt;br /&gt;
&lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to &amp;lt;s&amp;gt;be deleted&amp;lt;/s&amp;gt; die an embarrassing death. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized environment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized environment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. &lt;br /&gt;
&lt;br /&gt;
== You've got a Hole in your Right Wing! ==&lt;br /&gt;
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devastating. In the event of a hit, you should do this:&lt;br /&gt;
# Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.&lt;br /&gt;
# Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. &lt;br /&gt;
# Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. While you can still fight without a canopy, you're a few shots away from ejecting entirely. Unless the situation is dire, your best option is return to the mothership for repairs.&lt;br /&gt;
&lt;br /&gt;
When you land, yell at an MT to fix your fighter or (more likely) repair it yourself.&lt;br /&gt;
&lt;br /&gt;
== [[File:Doubleagent.gif]] The Red Baron==&lt;br /&gt;
Being a traitor fighter pilot is a piece of cake in the right hands. In an easy scenario, your target is another fighter pilot. Through sabotage, you can severely cripple your target's ship and prevent them from being revived by tampering with the cloning machine. Alternatively, you can simply gun them down yourselves, but be prepared to explain it if there are other fighters or someone in the bridge sees. By emagging your ship (prefered) or simply breaking in and using the MAA's console (assuming they don't immediately fix it), you can disable weapon safeties and fire at the ship once in space but before fully exiting the overmap. Use this to your advantage if you feel it's time to go guns blazing at the window of your target's apartment, blow a hole to the AI, or get that &amp;quot;die a glorious death&amp;quot; objective. The choice is yours.&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=32665</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Fighter_Pilot&amp;diff=32665"/>
		<updated>2021-04-15T10:19:52Z</updated>

		<summary type="html">&lt;p&gt;SKIGEAR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_jobs&lt;br /&gt;
|headerbgcolor = #6d3a38&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|bgcolor = #d3706c&lt;br /&gt;
|image = Generic_pilot.png&lt;br /&gt;
|jobtitle = Fighter Pilot&lt;br /&gt;
|caption = &amp;quot;How do I fly this thing?&amp;quot;&lt;br /&gt;
|access = [[Hangar Bay]], [[Flight Deck]]&lt;br /&gt;
|access2 = Maintenance&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|supervisors = [[Flight Leader]], [[Air Traffic Controller]]&lt;br /&gt;
|rank = Corporal ('''CPL''')&lt;br /&gt;
|duties = Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers.&lt;br /&gt;
|guides = [[Guide to Fighters]]&lt;br /&gt;
}}&lt;br /&gt;
[[file:fighter.png|right|thumb|The light fighter you will most likely be piloting.]]&lt;br /&gt;
You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home.&lt;br /&gt;
== Being a Fighter Pilot ==&lt;br /&gt;
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an [[Planetary Assault|assault on a fortified planet]]. &lt;br /&gt;
&lt;br /&gt;
Make sure to listen to your [[Flight Leader]] and [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. &lt;br /&gt;
&lt;br /&gt;
== Getting in the Air ==&lt;br /&gt;
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a &amp;lt;s&amp;gt;dumb&amp;lt;/s&amp;gt; reasonable name, and get yourself to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to &amp;lt;s&amp;gt;gain bragging rights&amp;lt;/s&amp;gt; stand out from the other fighters. Then, when the ship jumps into combat, &amp;lt;s&amp;gt;scream incoherently at&amp;lt;/s&amp;gt; tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship &amp;lt;s&amp;gt;and forget to turn them back on when you're finished&amp;lt;/s&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. &lt;br /&gt;
&lt;br /&gt;
== Into the Danger Zone ==&lt;br /&gt;
[[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to &amp;lt;s&amp;gt;be deleted&amp;lt;/s&amp;gt; die an embarrassing death. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized environment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized environment and onto a magcat.&lt;br /&gt;
&lt;br /&gt;
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. &lt;br /&gt;
&lt;br /&gt;
== You've got a Hole in your Right Wing! ==&lt;br /&gt;
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devastating. In the event of a hit, you should do this:&lt;br /&gt;
# Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.&lt;br /&gt;
# Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. &lt;br /&gt;
# Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. While you can still fight without a canopy, you're a few shots away from ejecting entirely. Unless the situation is dire, your best option is return to the mothership for repairs.&lt;br /&gt;
&lt;br /&gt;
When you land, yell at an MT to fix your fighter or (more likely) repair it yourself.&lt;br /&gt;
&lt;br /&gt;
== [[File:Doubleagent.gif]] The Red Baron==&lt;br /&gt;
Being a traitor fighter pilot is a piece of cake in the right hands. In an easy scenario, your target is another fighter pilot. Through sabotage, you can severely cripple your target's ship and prevent them from being revived by tampering with the cloning machine. Alternatively, you can simply gun them down yourselves, but be prepared to explain it if there are other fighters or someone in the bridge sees. By emagging your ship (prefered) or simply breaking in and using the MAA's console (assuming they don't immediately fix it), you can disable weapon safeties and fire at the ship once in space but before fully exiting the overmap. Use this to your advantage if you feel it's time to go guns blazing at the window of your target's apartment, blow a hole to the AI, or get that &amp;quot;die a glorious death&amp;quot; objective. The choice is yours.&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>SKIGEAR</name></author>
	</entry>
</feed>