Field Manual // Ship Systems

Ship Engineering

Salts Command · Keep Her Flying

Engineering is the difference between limping home with a hold full of loot and becoming a very dramatic fireball. Every SALCOM ship is a living system — power, heat, and component health that someone has to manage under fire. This is how it works, and why a good engineer is the reason the ship makes it back.

01

The Resource Network

SYSTEM OVERVIEW

Every ship and ground vehicle is engineering-enabled at a baseline level — power has to be generated, routed, consumed, cooled, and sustained. How hands-on that gets scales hard with ship size.

Solo & Small Ships
On single-seat fighters, engineering runs mostly through your MFDs and preset flight profiles. SCM (combat) and NAV (travel) modes auto-shift power priorities so you can keep flying without babysitting every system.
Multicrew & Capital
On crewed ships, engineering becomes a full role with dedicated consoles and physical components living in actual rooms. The pilot flies, gunners shoot, and the engineer keeps everything fed, cool, and repaired.
The Point
Engineering isn't about micromanagement for its own sake — it's about endurance. The goal is keeping the ship functional as long as possible under damage and sustained pressure.
02

Power Management

THE CORE LOOP

Your power plant puts out a limited amount of power, and everything draws from that pool — weapons, shields, engines, coolers, life support, scanners, radar. You can't run it all at max, so you prioritize. Overdraw a system and you generate excess heat, which means wear, shutdowns, and fires.

PWR PLANT WEAPONS SHIELDS ENGINES
The Power Triangle
Hold F and watch the MFD to shift the balance between weapons, shields, and engines on the fly. This is the single most important habit in a fight.
Use Presets
Save power configurations — a combat setup (weapons + shields high) and a travel setup — so you can swap instantly instead of fiddling mid-engagement.
Engine Power = Boost
Engine power mainly matters when you're boosting — full engines turn faster and recover boost quicker. Just cruising somewhere? Pull power off engines and feed it to shields or weapons.
Overdraw Has a Cost
You can push a plant past its comfortable output, but heat, wear, and failure chance all climb. Short-term survival sometimes beats long-term wear — that's the engineer's call.
03

Power Plant Types

PICK YOUR LANE

Power plants come in grades, and the grade is a trade-off between raw output, durability, heat, and how easy you are to detect. Match the plant to the ship's job.

// Output · Hot · Loud

Military

Most power and toughest, but runs hot and lights you up on enemy scanners. The default for fighters and dedicated combat ships.

// Quiet · Low Output

Stealth

Less power, but keeps your signature low. Built for sneaky work — smuggling, recon, and ships like the Eclipse where staying hidden beats raw numbers.

// Balanced

Industrial

Middle of the road — decent power, decent durability. Good for cargo haulers and ships that soak slow, steady punishment.

// Stock · Civilian

Competition / Civilian

Lighter, lower-draw options. Fine for utility ships and early builds before you grind into better parts.

04

Heat & Cooling

DON'T COOK THE SHIP

Heat is the quiet killer. Push too much power and your cooling load climbs — let it max out and systems start failing.

Watch the Gauge
Keep your cooling percentage on the engineering terminal under 100%. This is where most pilots quietly screw up.
Read the Symptoms
Shields flickering or engines cutting out usually means you're overheating. Pull power off something and feed the coolers.
Coolers & Signature
Stronger cooling lets heat-heavy loadouts sustain fire and shield pressure longer — but more heat also means a bigger thermal signature for enemies to lock onto.
05

Radar & Aim Assist

THE HIDDEN STAT

Most pilots never think about radar power — and they're leaving accuracy on the table.

Radar Feeds Aim Assist
The aim-assist circle that helps you lead shots is tied to radar power. Starved radar might only assist out to roughly 1,400m; feed it more and that stretches to nearly 2,000m.
Efficient Upgrades
Some radars (the Competition B is a popular pick) only need a couple of pips to switch on yet deliver excellent aim-assist range — cheap accuracy if you can fit one.
06

Damage, Repair & Life Support

FIELD REPAIRS

Components physically live in ship sections, and they can be damaged, repaired, or swapped out. Field repair is the engineer's bread and butter — but your consumables are limited, so don't burn them carelessly.

Carry Your Kit
Repair tool, fire extinguisher, spare components. Fires spread, components fail, and you won't reach a station mid-fight. Stock up before the op.
Life Support (LS)
LS keeps rooms pressurized and temperature-controlled, and it can be toggled per room. Shutting LS to a dead section can buy power and time for the parts of the ship that still matter.
Venting
Powered-down rooms hold their atmosphere until vented — open a door to space or to an unpressurized room and the air goes. Useful for fighting fires; dangerous if you forget your helmet.
07

The Engineer's Job — SALCOM Doctrine

CREW ROLE

On a SALCOM multicrew ship, the engineer is not a passenger. Assign the role before the op and brief it.

1

Own the Power

Balance the triangle to the situation, swap presets, and call out when you're cutting a system so the gunners aren't surprised.

2

Watch the Heat

Keep cooling under the line. If shields flicker or engines stutter, fix it before the pilot has to ask.

3

Run Repairs

Put out fires, patch failing components, manage life support room by room. Recovery and damage control over loot — always.

4

Talk

Engineering is a comms job. Status, priorities, and bad news go on voice the moment they happen.

// Field Note

We run live Engineering Walk-Throughs — pick a ship, climb into the guts, and learn the consoles hands-on before it matters in a fight. Watch the Operations Calendar for the next one.

08

Further Reading

SOURCES

Deeper, regularly-updated breakdowns from the community. Mechanics shift each patch — these track the current state better than any static page can.

// TRUST YOUR COCKPIT. Component names, exact figures, and key bindings shift every patch. When the page and the cockpit disagree, the cockpit wins — trust your live MFD. SALCOM is a player org and is unaffiliated with Cloud Imperium Games.