cruising

Fly and lands over planets

What cruising is

Cruising is how you fly your ship over a planet's surface and put it down where you want it.

You need it to land anywhere that is not a major spaceport, and you need it to reach ore, because mining now requires your ship to be physically close to the deposit.

It is real time and fully multiplayer. Other pilots are flying the same terrain at the same moment, and you can see them.

Before you fly: three stats on your ship card

Your ship's own numbers decide how it handles. Open the ship card and find these three.

Ships Cruise stats

Cruise turn rate

How quickly your ship rotates with A and D. Driven mostly by your maximum G and your mass. A scout turns. A loaded hauler argues.

Maximum Landing Speed (MLS)

The impact speed your landing gear and shields can absorb without damage.

This is measured on your TOTAL speed: horizontal plus vertical combined. Under it, the landing is clean and you take no damage at all. Over it, shields take the hit irst, then armour.

Ship Mining Range

Listed under Operative stats. The furthest you can be from a deposit and still mine it.

Starting a cruise session

Go to the quadrant page of a fully scanned quadrant. You will see three buttons.

Landing Buttons

Auto Land at HQ

One press and your ship is placed at the spaceport. No flying required. This behaves exactly as landing did before 5.5.0.

It only appears at the larger HQs that have a spaceport, which currently means Earth and the Moon.

Planet View

Look at the surface without flying.

Initiate Landing

Land anywhere else in the quadrant. This is the button that opens a cruise session.

After pressing it, double-click anywhere on the map to set your destination.

Select Land target

The session then opens with your ship already descending vertically from a random position, its route drawn on the left view.

Press Q immediately. That stops the descent and holds you at altitude while you get your bearings. Nothing bad happens if you take a moment.

The two views

Cruise views

Left: top-down

Your ship and the terrain around it, seen from above.

Right: elevation profile

A cross-section of the terrain ahead of and behind your route. This is the view that tells you whether you are about to fly into a ridge.

The controls

The Keys Help button lists these in-game.

Your ship's responsiveness comes from its own stats. Go gently the first few times. It is entirely possible to destroy a ship by flying it too fast into the ground.

Q and V are not the same thing

This is the most important distinction in the whole system.

Q stops you. V stops the acceleration.

Q is a toggle. Press it twice and you are in free fall. Press it again to stabilise. Every pilot does this once.

How to land

Kill the horizontal motion first. MLS is measured on total speed, so a gentle descent while still drifting sideways can still wreck the ship.

Reading the damage before you take it

Top right of the elevation view, two readouts update continuously.

They show the damage you would take if you hit the ground right now, at your current speed.

Damage telemetry

Shields absorb first. Armour takes whatever is left.

You never have to estimate this. The numbers are on screen the entire way down.

Cruising and mining

The mining modal now shows the distance from your active ship for every deposit, and mining only starts when you are inside your ship's Mining Range.

The workflow is: scan the quadrant, find the deposit, press Initiate Landing, cruise to within range, land, mine.

Mining Range

Common mistakes

You are not alone down there

The quadrant map shows every ship from every player, landed or in cruise. Other pilots' ships appear in your top-down view at true size when you zoom in.

Nobody can attack you while you fly or mine.

Quadrant Overview

Quick reference