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[[File:Hangar_Bay_Example.png|thumb|500px|right|Fighters deploying from a Hangar Bay]]
# Hangar Bay Module
[[File:Hangar_skilltree.png|thumb|Hangar Bay Skill Tree|320px|right]]


Hangar Bays are equipment modules that allow a ship to carry, deploy, and recall **fighter craft** — small combat ships that act as autonomous wingmen. Unlike Drones, fighters are fully-fledged ships with their own equipment, hull, and crew requirements.
Hangar Bays are equipment modules that allow a ship to carry, deploy, and recall '''fighter craft''' — small combat ships that act as autonomous wingmen. Unlike Drones, fighters are fully-fledged ships with their own equipment, hull, and crew requirements.


The individual setup of fighters is entirely up to the Player. It's quite common to use fighters for anti-fighter screening while your main ship focuses on capital ships, or to assign them as priority interceptors against specific threats.
The individual setup of fighters is entirely up to the Player. It's quite common to use fighters for anti-fighter screening while your main ship focuses on capital ships, or to assign them as priority interceptors against specific threats.


ECHO can use Hangar Bays, and will actively deploy fighters when entering combat and recall them when leaving a POI. The Player can also deploy or recall manually by clicking the **Deploy** / **Recall** buttons at the bottom of the screen.
[[Echo|ECHO]] can use Hangar Bays, and will actively deploy fighters when entering combat and recall them when leaving a POI. The Player can also deploy or recall manually by clicking the '''Deploy''' / '''Recall''' buttons at the bottom of the screen.


Fighters can be destroyed by enemy activity. When destroyed, the Hangar Bay will manufacture a replacement after a short delay. Launching an Emergency Jump with fighters deployed is not an issue — the bay automatically despawns them and they'll be rebuilt when re-deployed.
Fighters can be destroyed by enemy activity. When destroyed, the Hangar Bay will manufacture a replacement after a short delay. Launching an Emergency Jump with fighters deployed is not an issue — the bay automatically despawns them and they'll be rebuilt when re-deployed.


== '''Hangar Bay Slots''' ==
---

## Hangar Bay Slots


Hangar Bays exist in all rarities and sizes. The number of fighter slots depends on the bay's base capacity and your Engineering skill unlocks.
Hangar Bays exist in all rarities and sizes. The number of fighter slots depends on the bay's base capacity and your Engineering skill unlocks.


{| style="background:transparent; border:none;"
### Slot Count
| valign="top" |
{| class="wikitable"
|+Hangar Bay Slots Base off Module
!Size
!Small
!Medium
!Large
|-
!Base Slots
|1
|1
|2
|-
!Unique Skill
|—
|—
|T3HangarBayStella: +1
|-
!Total Slots
|'''1'''
|'''1'''
|'''3'''
|}
| valign="bottom" |
|}


There is 1 Engineering skill that increases the maximum amount of Fighters that can be stored and controlled — '''T3HangarBayStella''', a Tier 3 unique skill unlocked via a specific captain (Stella).
| Size | Base Slots | Skill Bonus | Total Slots |
|------|-----------|-------------|-------------|
| Small | 1 | — | 1 |
| Medium | 1 | — | 1 |
| Large | 2 | T3HangarBayStella: +1 | **3** |


== '''Assigning Fighters''' ==
There is 1 Engineering skill that increases the maximum amount of Fighters that can be stored and controlled — **T3HangarBayStella**, a Tier 3 unique skill unlocked via a specific captain (Stella).


Unlike Drones which are configured per-slot from the Drone Bay UI, fighters are assigned from your '''Personal Hangar''' (accessible at any Space Station with a hangar facility).
---

## Assigning Fighters

Unlike Drones which are configured per-slot from the Drone Bay UI, fighters are assigned from your **Personal Hangar** (accessible at any Space Station with a hangar facility).


To assign a fighter:
To assign a fighter:
# Dock at a Space Station

# Open the '''Personal Hangar''' screen
1. Dock at a Space Station
# Select the ship you want to act as carrier
2. Open the **Personal Hangar** screen
# Click on an empty Hangar Slot
3. Select the ship you want to act as carrier
# Choose one of your owned ships from the list
4. Click on an empty Hangar Slot
5. Choose one of your owned ships from the list


Any ship in your fleet can be assigned as a fighter — including captured ships, mission rewards, or vessels you've built. The fighter keeps all its equipment, custom name, paint, and configuration.
Any ship in your fleet can be assigned as a fighter — including captured ships, mission rewards, or vessels you've built. The fighter keeps all its equipment, custom name, paint, and configuration.


Slots are stored in your save as `HangarBaySlotData` — each slot records the fighter's GUID and a rebuild timer if the fighter was destroyed. Empty slots auto-sync as capacity changes, so you never have to manually clean up.
Slots are stored in your save as <code>HangarBaySlotData</code> — each slot records the fighter's GUID and a rebuild timer if the fighter was destroyed. Empty slots auto-sync as capacity changes, so you never have to manually clean up.


== '''Fighter Behavior''' ==
---

## Fighter Behavior


Once deployed, fighters act on their own for most combat activities. They can be re-focused on a single target by clicking it.
Once deployed, fighters act on their own for most combat activities. They can be re-focused on a single target by clicking it.
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Fighters will not follow you into a Space Station interior or through a Jump Gate. They will return to the Hangar Bay automatically when you leave the POI.
Fighters will not follow you into a Space Station interior or through a Jump Gate. They will return to the Hangar Bay automatically when you leave the POI.


If a fighter is damaged, it can be ordered back to the bay for repairs using the **Auto-Repair Recall** feature — the fighter will fly back, dock, repair, and re-deploy automatically once its hull and armor are restored.
If a fighter is damaged, it can be ordered back to the bay for repairs using the '''Auto-Repair Recall''' feature — the fighter will fly back, dock, repair, and re-deploy automatically once its hull and armor are restored.


== '''Resupply''' ==
---

## Resupply


Fighters accumulate cargo — mostly salvage and loot from combat kills. When a fighter returns to the bay for repairs or recall, its cargo is automatically transferred to the carrier ship. This makes fighters excellent as mobile cargo mules in combat-heavy areas.
Fighters accumulate cargo — mostly salvage and loot from combat kills. When a fighter returns to the bay for repairs or recall, its cargo is automatically transferred to the carrier ship. This makes fighters excellent as mobile cargo mules in combat-heavy areas.


If cargo transfer fails or finds nothing to move, the slot goes on a **15-second cooldown** before it can request resupply again.
If cargo transfer fails or finds nothing to move, the slot goes on a '''15-second cooldown''' before it can request resupply again.


== '''Fighter Power & Stats''' ==
---


Fighters do '''not''' draw from the ship's weapon power pool. Each fighter is an independent ship with its own:
## Fighter Power & Stats
* '''Hull HP''' and '''Armor HP''' — fully independent from the carrier
* '''Equipment''' — all modules, turrets, and systems function independently
* '''Crew''' — Fighters require '''Pilot''' crew (from your carrier's crew pool)


=== '''Pilot Requirement''' ===
Fighters do **not** draw from the ship's weapon power pool. Each fighter is an independent ship with its own:


Each deployed fighter consumes '''1 Pilot''' from the carrier's crew. If you don't have enough Pilots, the bay will show a warning:
- **Hull HP** and **Armor HP** — fully independent from the carrier
- **Equipment** — all modules, turrets, and systems function independently
- **Crew** — Fighters require **Pilot** crew (from your carrier's crew pool)


<blockquote>''"No Pilots available"''</blockquote>
### Pilot Requirement

Each deployed fighter consumes **1 Pilot** from the carrier's crew. If you don't have enough Pilots, the bay will show a warning:

> *"No Pilots available"*


Deployment simply won't happen until you assign more Pilots. Off-duty fighters in the bay don't consume crew.
Deployment simply won't happen until you assign more Pilots. Off-duty fighters in the bay don't consume crew.


### Passive Bay Repair
=== '''Passive Bay Repair''' ===


The bay has a built-in repair rate of roughly **1/90th of max hull per second**. Fighters sitting in the bay slowly regenerate health and armor over time — no action required. The formula is:
The bay has a built-in repair rate of roughly '''1/90th of max hull per second'''. Fighters sitting in the bay slowly regenerate health and armor over time — no action required. The formula is:


<pre>repair_per_second = (1/90) * max_hp * (1 + HangarBayRepairRate_bonus)</pre>
```
repair_per_second = (1/90) * max_hp * (1 + HangarBayRepairRate_bonus)
```


The `HangarBayRepairRate` stat comes from equipment, aspects, skills, or hull bonuses and applies to both repair speed and rebuild time.
The <code>HangarBayRepairRate</code> stat comes from equipment, aspects, skills, or hull bonuses and applies to both repair speed and rebuild time.


### Key Constants
=== '''Key Constants''' ===


{| class="wikitable"
| Constant | Value |
!Constant
|----------|-------|
!Value
| Rebuild time (base) | 120 seconds |
|-
| Launch clearance distance | 4 units |
|Rebuild time (base)
| Launch impulse speed | 6 units/sec |
|120 seconds
| Bay repair rate | 1/90th max HP/sec |
|-
| Dock snap distance | 0.3 units |
|Launch clearance distance
| Hide radius fraction | 1.0x ship size |
|4 units
| Resupply cooldown (empty) | 15 seconds |
|-
| Docking capture radius | 2 units |
|Launch impulse speed
| Path sample count | 16 points |
|6 units/sec
| Carrier lead time | 0.5 seconds |
|-
|Bay repair rate
|1/90th max HP/sec
|-
|Dock snap distance
|0.3 units
|-
|Hide radius fraction
|1.0x ship size
|-
|Resupply cooldown (empty)
|15 seconds
|-
|Docking capture radius
|2 units
|-
|Path sample count
|16 points
|-
|Carrier lead time
|0.5 seconds
|}


== '''Docking Path''' ==
---


When a fighter returns to the bay, it doesn't just snap back. It flies a '''cubic Bezier curve''' calculated in real-time:
## Docking Path
# The fighter's current position and velocity are sampled

# The carrier's future position is predicted (0.5s lead time)
When a fighter returns to the bay, it doesn't just snap back. It flies a **cubic Bezier curve** calculated in real-time:
# A 16-point curved path is generated with control arms clamped between 2 and 12 units

# The fighter follows the path at its natural speed, adjusting heading at up to 300°/sec
1. The fighter's current position and velocity are sampled
# At 2 units from the dock point, the fighter enters the bay mask and the sprite hides
2. The carrier's future position is predicted (0.5s lead time)
# At 0.3 units from dock, the fighter is considered docked
3. A 16-point curved path is generated with control arms clamped between 2 and 12 units
4. The fighter follows the path at its natural speed, adjusting heading at up to 300°/sec
5. At 2 units from the dock point, the fighter enters the bay mask and the sprite hides
6. At 0.3 units from dock, the fighter is considered docked


This means fighters can chase a moving carrier and still land cleanly — even if the carrier is turning or accelerating.
This means fighters can chase a moving carrier and still land cleanly — even if the carrier is turning or accelerating.


== '''Fighter Rebuilding''' ==
---

## Fighter Rebuilding


When a fighter is destroyed:
When a fighter is destroyed:
# The slot enters '''Rebuild''' mode

# A '''120-second timer''' starts
1. The slot enters **Rebuild** mode
# The timer is modified by the carrier's <code>HangarBayRepairRate</code> stat
2. A **120-second timer** starts
# Once the timer finishes, the fighter is fully restored (full hull, armor, and shields)
3. The timer is modified by the carrier's `HangarBayRepairRate` stat
# If the carrier is still in combat with fighters set to auto-deploy, the fighter launches immediately
4. Once the timer finishes, the fighter is fully restored (full hull, armor, and shields)
5. If the carrier is still in combat with fighters set to auto-deploy, the fighter launches immediately


If the carrier performs an Emergency Jump while a fighter is being rebuilt, the rebuild timer pauses and resumes when you're cleared for deployment again.
If the carrier performs an Emergency Jump while a fighter is being rebuilt, the rebuild timer pauses and resumes when you're cleared for deployment again.


== '''Launch Effects''' ==
---


Fighters launch from visually marked '''Launch Points''' on the carrier ship model. During launch:
## Launch Effects
* A smoke puff effect spawns at the launch point (size 3.2, 22 particles, 3.5s lifetime)

* The fighter accelerates to 6 units/sec away from the bay
Fighters launch from visually marked **Launch Points** on the carrier ship model. During launch:
* A sprite mask hides the fighter while inside the bay, then reveals it as it exits

- A smoke puff effect spawns at the launch point (size 3.2, 22 particles, 3.5s lifetime)
* A smoke trail follows the fighter (0.35 size, 1.2s duration, 35 particles/sec spawn rate)
- The fighter accelerates to 6 units/sec away from the bay
* The fighter is marked <code>isLaunching = true</code> until it clears 4 units from the bay
- A sprite mask hides the fighter while inside the bay, then reveals it as it exits
- A smoke trail follows the fighter (0.35 size, 1.2s duration, 35 particles/sec spawn rate)
- The fighter is marked `isLaunching = true` until it clears 4 units from the bay


The docking animation mirrors all of this in reverse — the fighter enters the mask, hides, and despawns.
The docking animation mirrors all of this in reverse — the fighter enters the mask, hides, and despawns.


== '''Known Limitations''' ==
---

## Known Limitations


- **Combat only** — fighters cannot mine, salvage, or use utility beams. They are pure combat vessels.
* '''Combat only''' — fighters cannot mine, salvage, or use utility beams. They are pure combat vessels.
- **Pilot requirement** — each active fighter needs 1 Pilot crew. Running out means no deployment.
* '''Pilot requirement''' — each active fighter needs 1 Pilot crew. Running out means no deployment.
- **Station docking** — fighters cannot dock at Space Stations independently. They follow the carrier.
* '''Station docking''' — fighters cannot dock at Space Stations independently. They follow the carrier.
- **Flat rebuild time** — rebuilding takes 120 seconds regardless of the fighter's cost, rarity, or equipment value.
* '''Flat rebuild time''' — rebuilding takes 120 seconds regardless of the fighter's cost, rarity, or equipment value.
- **Despawn on travel** — if the carrier enters warp, uses a Jump Gate, or Emergency Jumps, all fighters are despawned immediately and must be rebuilt.
* '''Despawn on travel''' — if the carrier enters warp, uses a Jump Gate, or Emergency Jumps, all fighters are despawned immediately and must be rebuilt.
- **Slot cap** — Large bays can hold at most 3 fighters (2 base + 1 skill). There are no Aspect upgrades for hangar slots (unlike Drone Bays which can stack up to 18).
* '''Slot cap''' — Large bays can hold at most 3 fighters (2 base + 1 skill). There are no Aspect upgrades for hangar slots (unlike Drone Bays which can stack up to 18).


== '''Tips''' ==
---


* Assign your '''best-equipped spare ship''' as a fighter — it keeps all its modules, turrets, and weapons
## Tips
* Fighters are excellent for drawing aggro away from your main ship in tough fights
* Use the '''Recall''' button before looting to collect fighter cargo without manually transferring
* The '''T3HangarBayStella''' skill is a massive power spike — 3 fighters instead of 2 is a 50% increase in firepower
* If you're running low on Pilots, check your crew assignments — you may have Pilots assigned to other roles or not enough trained
* Fighters with long-range weapons (missiles, beams) are more survivable than close-range brawlers since they stay at distance
* If your carrier has strong shields, fighters benefit indirectly by having fewer enemies targeting them


[[Category:Game Concepts]]
- Assign your **best-equipped spare ship** as a fighter — it keeps all its modules, turrets, and weapons
- Fighters are excellent for drawing aggro away from your main ship in tough fights
- Use the **Recall** button before looting to collect fighter cargo without manually transferring
- The **T3HangarBayStella** skill is a massive power spike — 3 fighters instead of 2 is a 50% increase in firepower
- If you're running low on Pilots, check your crew assignments — you may have Pilots assigned to other roles or not enough trained
- Fighters with long-range weapons (missiles, beams) are more survivable than close-range brawlers since they stay at distance
- If your carrier has strong shields, fighters benefit indirectly by having fewer enemies targeting them

Revision as of 15:53, 21 July 2026

File:Hangar Bay Example.png
Fighters deploying from a Hangar Bay
File:Hangar skilltree.png
Hangar Bay Skill Tree

Hangar Bays are equipment modules that allow a ship to carry, deploy, and recall fighter craft — small combat ships that act as autonomous wingmen. Unlike Drones, fighters are fully-fledged ships with their own equipment, hull, and crew requirements.

The individual setup of fighters is entirely up to the Player. It's quite common to use fighters for anti-fighter screening while your main ship focuses on capital ships, or to assign them as priority interceptors against specific threats.

ECHO can use Hangar Bays, and will actively deploy fighters when entering combat and recall them when leaving a POI. The Player can also deploy or recall manually by clicking the Deploy / Recall buttons at the bottom of the screen.

Fighters can be destroyed by enemy activity. When destroyed, the Hangar Bay will manufacture a replacement after a short delay. Launching an Emergency Jump with fighters deployed is not an issue — the bay automatically despawns them and they'll be rebuilt when re-deployed.

Hangar Bay Slots

Hangar Bays exist in all rarities and sizes. The number of fighter slots depends on the bay's base capacity and your Engineering skill unlocks.

Hangar Bay Slots Base off Module
Size Small Medium Large
Base Slots 1 1 2
Unique Skill T3HangarBayStella: +1
Total Slots 1 1 3

There is 1 Engineering skill that increases the maximum amount of Fighters that can be stored and controlled — T3HangarBayStella, a Tier 3 unique skill unlocked via a specific captain (Stella).

Assigning Fighters

Unlike Drones which are configured per-slot from the Drone Bay UI, fighters are assigned from your Personal Hangar (accessible at any Space Station with a hangar facility).

To assign a fighter:

  1. Dock at a Space Station
  2. Open the Personal Hangar screen
  3. Select the ship you want to act as carrier
  4. Click on an empty Hangar Slot
  5. Choose one of your owned ships from the list

Any ship in your fleet can be assigned as a fighter — including captured ships, mission rewards, or vessels you've built. The fighter keeps all its equipment, custom name, paint, and configuration.

Slots are stored in your save as HangarBaySlotData — each slot records the fighter's GUID and a rebuild timer if the fighter was destroyed. Empty slots auto-sync as capacity changes, so you never have to manually clean up.

Fighter Behavior

Once deployed, fighters act on their own for most combat activities. They can be re-focused on a single target by clicking it.

In combat, all fighters will focus on the target you click or the target that attacks the player first — unless you specifically order them elsewhere by clicking a different target.

Fighters will not follow you into a Space Station interior or through a Jump Gate. They will return to the Hangar Bay automatically when you leave the POI.

If a fighter is damaged, it can be ordered back to the bay for repairs using the Auto-Repair Recall feature — the fighter will fly back, dock, repair, and re-deploy automatically once its hull and armor are restored.

Resupply

Fighters accumulate cargo — mostly salvage and loot from combat kills. When a fighter returns to the bay for repairs or recall, its cargo is automatically transferred to the carrier ship. This makes fighters excellent as mobile cargo mules in combat-heavy areas.

If cargo transfer fails or finds nothing to move, the slot goes on a 15-second cooldown before it can request resupply again.

Fighter Power & Stats

Fighters do not draw from the ship's weapon power pool. Each fighter is an independent ship with its own:

  • Hull HP and Armor HP — fully independent from the carrier
  • Equipment — all modules, turrets, and systems function independently
  • Crew — Fighters require Pilot crew (from your carrier's crew pool)

Pilot Requirement

Each deployed fighter consumes 1 Pilot from the carrier's crew. If you don't have enough Pilots, the bay will show a warning:

"No Pilots available"

Deployment simply won't happen until you assign more Pilots. Off-duty fighters in the bay don't consume crew.

Passive Bay Repair

The bay has a built-in repair rate of roughly 1/90th of max hull per second. Fighters sitting in the bay slowly regenerate health and armor over time — no action required. The formula is:

repair_per_second = (1/90) * max_hp * (1 + HangarBayRepairRate_bonus)

The HangarBayRepairRate stat comes from equipment, aspects, skills, or hull bonuses and applies to both repair speed and rebuild time.

Key Constants

Constant Value
Rebuild time (base) 120 seconds
Launch clearance distance 4 units
Launch impulse speed 6 units/sec
Bay repair rate 1/90th max HP/sec
Dock snap distance 0.3 units
Hide radius fraction 1.0x ship size
Resupply cooldown (empty) 15 seconds
Docking capture radius 2 units
Path sample count 16 points
Carrier lead time 0.5 seconds

Docking Path

When a fighter returns to the bay, it doesn't just snap back. It flies a cubic Bezier curve calculated in real-time:

  1. The fighter's current position and velocity are sampled
  2. The carrier's future position is predicted (0.5s lead time)
  3. A 16-point curved path is generated with control arms clamped between 2 and 12 units
  4. The fighter follows the path at its natural speed, adjusting heading at up to 300°/sec
  5. At 2 units from the dock point, the fighter enters the bay mask and the sprite hides
  6. At 0.3 units from dock, the fighter is considered docked

This means fighters can chase a moving carrier and still land cleanly — even if the carrier is turning or accelerating.

Fighter Rebuilding

When a fighter is destroyed:

  1. The slot enters Rebuild mode
  2. A 120-second timer starts
  3. The timer is modified by the carrier's HangarBayRepairRate stat
  4. Once the timer finishes, the fighter is fully restored (full hull, armor, and shields)
  5. If the carrier is still in combat with fighters set to auto-deploy, the fighter launches immediately

If the carrier performs an Emergency Jump while a fighter is being rebuilt, the rebuild timer pauses and resumes when you're cleared for deployment again.

Launch Effects

Fighters launch from visually marked Launch Points on the carrier ship model. During launch:

  • A smoke puff effect spawns at the launch point (size 3.2, 22 particles, 3.5s lifetime)
  • The fighter accelerates to 6 units/sec away from the bay
  • A sprite mask hides the fighter while inside the bay, then reveals it as it exits
  • A smoke trail follows the fighter (0.35 size, 1.2s duration, 35 particles/sec spawn rate)
  • The fighter is marked isLaunching = true until it clears 4 units from the bay

The docking animation mirrors all of this in reverse — the fighter enters the mask, hides, and despawns.

Known Limitations

  • Combat only — fighters cannot mine, salvage, or use utility beams. They are pure combat vessels.
  • Pilot requirement — each active fighter needs 1 Pilot crew. Running out means no deployment.
  • Station docking — fighters cannot dock at Space Stations independently. They follow the carrier.
  • Flat rebuild time — rebuilding takes 120 seconds regardless of the fighter's cost, rarity, or equipment value.
  • Despawn on travel — if the carrier enters warp, uses a Jump Gate, or Emergency Jumps, all fighters are despawned immediately and must be rebuilt.
  • Slot cap — Large bays can hold at most 3 fighters (2 base + 1 skill). There are no Aspect upgrades for hangar slots (unlike Drone Bays which can stack up to 18).

Tips

  • Assign your best-equipped spare ship as a fighter — it keeps all its modules, turrets, and weapons
  • Fighters are excellent for drawing aggro away from your main ship in tough fights
  • Use the Recall button before looting to collect fighter cargo without manually transferring
  • The T3HangarBayStella skill is a massive power spike — 3 fighters instead of 2 is a 50% increase in firepower
  • If you're running low on Pilots, check your crew assignments — you may have Pilots assigned to other roles or not enough trained
  • Fighters with long-range weapons (missiles, beams) are more survivable than close-range brawlers since they stay at distance
  • If your carrier has strong shields, fighters benefit indirectly by having fewer enemies targeting them