Welcome to the guide to the space trading and combat game Flatspace. |
![]() |
|
Intercosmic weapons have come a long way since the stargun plob-cannons of decades past. Modern commanders can choose from a wide array of weaponry made by a cornucopia of manufacturers. Most weapons can be divided into 'guns' and 'missiles'.
Guns The Fire control (default Left Mouse Button) will fire your main weapon. You may hold down fire for a continual burst.
Stun Weapons
Missiles The Arm Missile control (default M) will activate a missile. When a missile is armed, it's name will appear on the H.U.D. and the green targeting cursors will change to red. Press the Arm Missile control again to cycle through different pylons and associated arms. Press the Fire Missile control (default Left Mouse, the same as the Fire control) to launch a missile. If a target is selected, a guided missile will seek out that target. For a successful missile lock, the target should be close to your ship when you fire the missile. Firing a missile at someone is not very friendly and is detected by the target. If a missile is fired at your vessel a red alert is automatically triggered.
Gun Turrets The Order Turrets To Fire control (default O) will order all turret gunners to fire. The Turrets To Primary control (default X) will instruct all turret gunners to target the primary target to focus all of your firepower on one spot. Turret gunners are not as gung ho as pilots and will go off duty if injured.
Fighters Fighter pilots are often rough and ready, never say die, bold derring-do hero types of people who often relish dangerous situations. They also get paid danger money, an extra $50 on top of their normal docking wage. You can transfer people from the main ship to fighters and vice-versa at any time, but all fighters must have at least a pilot. Press the Launch Fighters control (default L) to launch all fighters on a seek and destroy mission. You must have a target to issue this order, fighters cannot merely patrol or perform astrobatics; these people are trained hunter killers. Selecting new targets while fighters are busy fighting is quite possible. The pilots will understand that you mean 'kill this too'. Use the radio to recall fighters if you need to. Fighters will automatically return to base when they lack targets to destroy. Compared to battle ships, fighters are small and flimsy but nimble little things. Using fighters in cramped spaces or dense asteroid fields can be foolish. A stationary base or slow moving hulk is little match for a fighter swarm. |