Hull wear and repair
Hull wear is the slow loss of drive performance that comes with use, and repair is the work of renewing the structure that damage has taken.
35 numbers, 5 with an outside source
- A2 numbers at grade A
- B0 numbers at grade B
- C1 numbers at grade C
- D2 numbers at grade D
- E30 numbers at grade E
Functionality
3 topics
Condition
- A hull has health, and combat and travel hazards take it down.
- SHIPYARD > REPAIR puts it back, for a fee and the days the yard's gang takes. A bigger station has a bigger gang.
- A job longer than a day offers a day's work instead, because a holed hull still flies but lets more rounds reach what matters.
- Under way, REPAIR HULL has your hands mend hull and drive with hold steel, far slower than a yard.
- STANDING ORDERS > REPAIR PARTIES sets which job the hands work first, the drive or the hull, and shows the steel and days.
- A hulk from a Belt salvage lot is restored by the yard, or by your own hands under RESTORE A HULK.
- Damage is not the same as wear. See RUNNING COSTS for wear.
Trading a hull in
- The salvage yard pays 45% of the hull price, less the cost of any repairs it needs, plus half the price of every module still fitted.
- A restored wreck, and every hull the salvage yard sells, carries a salvage title and fetches 30% instead.
- So a hull loses value the moment you fly it.
- Buy the hull the work needs, not the hull you want to own.
Maintenance
- A hull wears with USE and not with time, so a ship sitting at a dock wears nothing.
- The yard shows the bill as MAINTENANCE DUE, and you settle it under SERVICE.
- Every two weeks of travel left unpaid drops the drive a step: 85%, then 70%, then 55%.
- It never falls below 55%, so a neglected hull always still flies.
- A worn drive pushes less and wastes fuel, so each leg is slower and dearer.
- Unpaid wear stays with the hull, so a sale pays the yard first.
- CHOOSE THE WORK runs only when you can pay its whole bill. SERVICE pays what you hold.
Values
35 numbers: 2 A, 1 C, 2 D, 30 E
Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.
| Quantity | Value | Grade | Source | Why this value |
|---|---|---|---|---|
| Share of rated thrust lost per wear step | 0.15 fraction of thrust | EAuthored | No source recorded | The game chose how much thrust each step of neglect costs. The mirror and the Navy manual give no wear that grows with use and costs thrust. The sources are silent on this figure. |
| Lowest share of rated thrust a worn drive delivers | 0.55 fraction of thrust | EAuthored | No source recorded | The game chose a floor so a neglected hull always still flies. No source gives a worn drive's thrust. The sources are silent on this figure. |
| Maintenance owed per travel day, as a share of hull upkeep value | 0.0016 fraction of value | DAnalogy | Atomic Rockets, starshipowner, cost of running a cargo starship | The mirror assumes a cargo starship costs $300,000 a tonne a year to run against $1 million a tonne to buy, about 30 percent a year. The game spreads that over its flown days. |
| Maintenance owed that drops the drive one step, as a share of hull upkeep value | 0.022 fraction of value | EAuthored | No source recorded | The game chose how much owed upkeep costs one step of thrust, as a share of hull value, so one rule fits every hull. No source gives it. |
| Share of dry mass that is structure | 0.4 fraction | CDerived | Atomic Rockets, appworkedexample, Structure and Specifications table | The mirror's worked example gives 50 t of structure in 126 t of dry mass, 50 / 126 = 40 percent. Its other two cases give 41 / 84 = 49 percent and 68 / 168 = 40 percent. |
| Person-hours to renew one tonne of structure | 230 person-hours | DAnalogy | Design notes: repair | Butler's repair estimate guide, as the game's repair notes record it, gives 230 person-hours a tonne to renew 12.5 mm steel plate. This pass did not reopen the PDF. The sources are silent on this figure. |
| Hours in one working shift | 8 hours | APrimary | Maritime Labour Convention, 2006 (ILO), Guideline B2.2.2, para 1(a) | The Maritime Labour Convention guideline says normal hours for working out wages should not exceed eight hours a day. |
| Share of a station's people who work its yard | 0.1 fraction | EAuthored | No source recorded | coldweld chose the share of a station's people who work its yard. The game notes tie it to a colony ladder, but this pass found no workforce share on that mirror page. |
| Hands that fit around one tonne of structure | 1 hands per tonne | EAuthored | No source recorded | The game chose how many hands fit around one tonne of structure. No source gives a yard gang size. The sources are silent on this figure. |
| Crew pace with no training | 0.5 fraction of standard pace | EAuthored | No source recorded | The game chose the pace of an untrained crew. No source gives a repair pace. The sources are silent on this figure. |
| Crew pace added per competence point | 0.01 fraction of standard pace | EAuthored | No source recorded | The game chose how much a point of competence adds to a crew's pace. No source gives it. The sources are silent on this figure. |
| Pace added per rating point of a machine shop | 0.25 fraction of pace | EAuthored | No source recorded | The game chose how much a machine shop speeds the crew for each rating point. No source gives it. The sources are silent on this figure. |
| Rating of the largest machine shop (MS-6) | 6 rating points | EAuthored | No source recorded | The game chose a ladder of ratings for the six machine shops, priced by size. No source rates a ship's machine shop. |
| Share of structure that one whole drive part equals | 0.05 fraction | EAuthored | No source recorded | The game chose what share of the structure a whole drive part equals. The game notes record that the mirror gives no part mass. |
| Yard price of one hull point, as a share of hull price over its points | 0.1 fraction | EAuthored | US Navy training manual, "Damage Control" (chapter 12), Where the source is silent | The game chose a yard price for a hull point, set in days of dock work so it stays defensible. The Navy manual gives no price for any repair. The sources are silent on this figure. |
| Lowest yard price of a hull point | 5 Cr | EAuthored | No source recorded | The game chose a flat lowest yard price so no hull point is free to mend. No source gives a yard tariff. |
| Job length above which the yard offers a day's work | 1 days | EAuthored | No source recorded | The game chose the job length above which the yard offers a day's work, so a long job asks the captain first. It is a pacing choice with no source. |
| Morale each hand loses on a repair day under way | 1 morale | EAuthored | No source recorded | The game chose a small morale cost for a hand who does repair work under way. No source gives a morale cost for ship repair. |
| Share of hull price the dealer pays for a hull traded in | 0.45 fraction | EAuthored | No source recorded | The game chose what the dealer pays for a hull, set below what the dealer sells a used hull for, so no flip makes money. No source gives a trade-in price. |
| Share of module price the dealer pays on a trade-in | 0.5 fraction | EAuthored | No source recorded | The game chose what the dealer pays for a fitted module, below what pulling it yourself pays. No source gives a price. |
| Share of module price paid for a module taken out | 0.75 fraction | EAuthored | No source recorded | The game chose a higher price for a module the captain pulls than for one the dealer takes with the hull, to give a reason to strip a hull. |
| Share of hull price a salvage-titled hull fetches | 0.3 fraction | EAuthored | No source recorded | coldweld chose this discount on 2026-09-28 from his own reading that a salvage title sells 20 to 40 percent under a clean one. The game records no source for that range. |
| Condition range of a hulk on a salvage lot | 0.05, 0.25 fraction of full health | EAuthored | No source recorded | The game chose the condition of a hulk on the lot, low enough that it cannot fly until rebuilt. |
| Hulks on a salvage lot | 2, 4 hulks | EAuthored | No source recorded | The game chose how many hulks a lot holds. It is a content size with no source. |
| Days between salvage lot refreshes | 14 days | EAuthored | No source recorded | The game chose how often a salvage lot restocks. It is a pacing choice with no source. |
| Condition at which a hulk can fly | 0.5 fraction of full health | EAuthored | International Convention on Salvage, 1989, What the document says | coldweld chose on 2026-09-28 the condition at which a rebuilt hulk can fly. The Salvage Convention sets a reward and gives no condition for a wreck to fly. The sources are silent on this figure. |
| Hours in one dock gang shift | 8 hours | APrimary | Maritime Labour Convention, 2006 (ILO), Guideline B2.2.2, para 1(a) | The Maritime Labour Convention guideline says normal hours for working out wages should not exceed eight hours a day. The dock shift is that day. |
| Share of new price a used hull at full condition is worth | 0.7 fraction of new price | EAuthored | No source recorded | Chosen so that the dealer always sells dearer than it buys back and no flip makes money. No source prices a used hull. |
| Share of new price a decommissioned cruiser or carrier hull is worth | 0.975 fraction of new price | EAuthored | No source recorded | Chosen so that the capital tier is priced as a standing commitment and not a hull to flip. No source prices a decommissioned hull. |
| Share of module price paid for a module taken from a decommissioned hull | 0.975 fraction of module price | EAuthored | No source recorded | Chosen with the hull factor so that the whole capital tier trades near full value. No source prices a module. |
| Days between refreshes of the used-ship dealer stock | 7 days | EAuthored | No source recorded | Chosen to match a weekly board. No source gives a dealer cycle. |
| Used hulls on the dealer forecourt | 4, 6 hulls (low, high) | EAuthored | No source recorded | Chosen so that the forecourt has a few hulls and not a catalog. No source gives a lot size. |
| Condition range of a used hull on the forecourt | 0.15, 0.6 fraction of full condition (low, high) | EAuthored | No source recorded | Chosen so that a used hull is worn and never wrecked. No source gives the condition of a used hull. |
| Most modules a used hull arrives with fitted | 2 modules | EAuthored | No source recorded | Chosen so that a used hull is sometimes pre-fitted and never fully outfitted. |
| Share of new price a salvaged carrier that a save already owns trades in for | 0.08 fraction of new price | EAuthored | No source recorded | Chosen low because a salvaged capital hull is a laid-up wreck. Laid-up capital hulls are for entities only now, never the lot. |
Real-world basis
6 points
- A ship's drive and moving parts wear as they work, so a ship that stays at dock wears little.
- A working ship costs about a third of its price each year to keep, by one estimate.
- The largest part of a hull is structure, and renewing structure takes people, time and steel.
- A bigger gang finishes sooner, but only so many people fit around one hull at once.
- Major overhaul needs a dock or a yard, and doing it away from one takes longer and overworks the gang.
- A wreck is only worth the labor and steel that bring it back to sound.
Game and reality differences
6 points
- The mirror treats maintenance as a yearly job. The game wears a hull with use and not with time, so an idle hull pays berthing and nothing is charged twice.
- The yard bill does not follow repair labor. The game's repair notes ('The price did not move, on purpose') say that pricing yard labor at the dock wage was measured and refused, so time, steel and gang are physical and the bill stays the old tariff.
- Combat records damage as hull points, not as tonnes. getdamagetonnes converts points to tonnes until the damage record lands.
- A yard offers a day's work when a job runs over a day, because a holed hull still flies (SHIPS & OUTFITTING, CONDITION). This is a pacing choice, with no source.
- Crew under way renew hull with steel from the hold at the same hours per tonne as the yard, but a short gang is slow. The machine shop adds pace and mends nothing alone.
- A guns-knocked-offline repair and armor re-plate stay instant at the counter.
Source absences
5 points
- Atomic Rockets does not provide values for the following:
- Repair labor per tonne of hull. 230 person-hours comes from the Butler guide, unverified.
- Time to renew a drive part. The drive part share is an open question.
- Atomic Rockets and the Navy damage control manual do not provide values for the following:
- Wear that grows with use and costs thrust. A 15% step with a 55% floor is authored.
- No source on the shelf provides values for the following:
- Size of a yard gang. Yard share, hands per tonne, and crew pace are authored.
- Price or value drop for a wreck with a salvage title. 30% of hull price is authored.
Sources
6 documents
- Atomic Rockets, starshipowner, cost of running a cargo starship: The page assumes a cargo starship costs $300,000 per tonne of capacity per year to run, against a purchase price of $1 million per tonne. That is a share of about 30 percent of the price each year. (all uses)
- Atomic Rockets, starshipowner, maintenance remarks: The page says annual maintenance comes sooner than owners expect and needs a dock or yard. It carries about one maintenance technician per $100 million of ship, because maintenance cannot all wait for a layover. (all uses)
- Atomic Rockets, appworkedexample, Structure: In the worked example a ship of 126 tonnes dry mass has 50 tonnes of structure, which is about 40 percent. The share changes with the thrust the ship needs. (all uses)
- Design notes: repair: The game records that renewing steel plate takes 250 person-hours a tonne up to 6 mm and 230 at 12.5 mm. UNVERIFIED here: this page did not open the Butler PDF, and the game note says an earlier session read it on 2026-09-28. (all uses)
- US Navy training manual, "Damage Control" (chapter 12), What it says (repair lockers) and Where the source is silent: The manual describes repair lockers and parties for a ship under attack. It states plainly that it gives no price, wage or time for any party. (all uses)
- International Convention on Salvage, 1989, What the game does with it: The Convention covers a reward for helping property in danger. The game notes that hulk work on abandoned property fits, but the Convention does not cover a yard that sells a wreck. (all uses)