Flatspace IIk

Flatspace IIk

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Flatspace Equipment Guide
By artinum
A complete (?) guide to the various equipment, weapons and more available within the game.
   
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About This Guide

One of the things you might notice about Flatspace is the sheer number of weapons, hyperdrives, scanners, radars and more that you have to play with. Where do you begin? Should you invest in that new plasma weapon, or are you better off with your machine gun? Is the range of a bigger hyperdrive going to be worth the loss of cargo space?

Each section of this guide covers a different category of equipment. It will list the various options and any notes on them. How you use this information is up to you.

Notes

1. Flatspace can be modded. Naturally I cannot cover any modifications that you or anyone else makes to the game, so this guide only relates to the default equipment lists.

2. Some of the information below could potentially be considered spoilers. You have been warned. New players are advised to stop reading and play the game by themselves for a while.
Hyperdrives
The Hyperdrive is an essential item for any captain wishing to leave the current sector. Since most of the action in Flatspace involves going elsewhere, you will probably want to have one.

The table below lists hyperdrives in order of type and then size. The "quotient" is the drive power and provides the jump distance in light years when divided by the mass of the ship - so a 4t Gray Hyperdrive with a 320 quotient can take a 20t ship 16 light years (or a 40t ship 8 light years). I have provided sample distances in light years for 25t, 100t and 500t ships.

Gray Hyperdrives

These are the standard make for smaller ships, but they won't have the oomph for a battlestation.

Name
Size
Cost
Quotient
Recharge
Range (25t)
Range (100t)
Range (500t)
Gray Hyperdrive
4t
4000
320
1750
12.8
3.2
0.64
Gray Hyperdrive
6t
6000
480
1750
19.2
4.8
0.96
Gray Hyperdrive
8t
8000
640
1750
25.6
6.4
1.28
Gray Hyperdrive
10t
10000
800
1750
32.0
8.0
1.6
Gray Hyperdrive
12t
12000
960
1750
38.4
9.6
1.92
Gray Hyperdrive
14t
14000
1120
1750
44.8
11.2
2.24
Gray Hyperdrive
16t
16000
1280
1750
51.2
12.8
2.56
Gray Hyperdrive
18t
18000
1440
1750
57.6
14.4
2.88
Gray Hyperdrive
20t
20000
1600
1750
64.0
16.0
3.2
Gray Hyperdrive
22t
22000
1760
1750
70.4
17.6
3.52
Gray Hyperdrive
24t
24000
1920
1750
76.8
19.2
3.84
Gray Hyperdrive
26t
26000
2080
1750
n/a
20.8
4.16
Gray Hyperdrive
28t
28000
2240
1750
n/a
22.4
4.48

Adams Hyperdrives

The standard make for larger ships. Small vessels will not fit them at all, so I've only given the figures for 100t and 500t ships on these.

Name
Size
Cost
Quotient
Recharge
Range (100t)
Range (500t)
Adams Hyperdrive
40t
40000
3200
1750
32.0
6.4
Adams Hyperdrive
60t
60000
4800
1750
48.0
9.6
Adams Hyperdrive
80t
80000
6400
1750
64.0
12.8
Adams Hyperdrive
100t
100000
8000
1750
80.0
16.0
Adams Hyperdrive
120t
120000
9600
1750
n/a
19.2
Adams Hyperdrive
140t
140000
11200
1750
n/a
22.4
Adams Hyperdrive
160t
160000
12800
1750
n/a
25.6
Adams Hyperdrive
180t
180000
14400
1750
n/a
28.8
Adams Hyperdrive
200t
200000
16000
1750
n/a
32.0
Adams Hyperdrive
220t
220000
17600
1750
n/a
35.2

Other Drives

Two more hyperdrives exist, and these are shown here:

Name
Size
Cost
Quotient
Recharge
Range (25t)
Range (100t)
Range (500t)
Capstan Microdrive
2t
n/a
96
1750
3.84
0.96
0.192
Starleaper Hyperdrive
4t
50000
5000
3500
200.0
50.0
10.0

The Capstan Microdrive is an integral drive for escape pods and is not available for sale. It is shown here for comparison.
The Starleaper Hyperdrive is restricted to Couriers of sufficient rank. It can give a small ship an enormous boost to its range, though the effect on larger ships is considerably more limited.
Engines/Thrusters
An engine is an essential component of any ship. Without one, you're stuck in space with no way to get around. You can't even rely on regular space physics to drift you anywhere through sheer momentum - ships slow down in Flatspace as though they're travelling through atmosphere (this does not, however, appear to apply to asteroids).

Engines (also called Thrusters in various contexts) are a little different to most equipment. You can only fit one engine/thruster to your ship at a time, and it must be the right size. Your ship has a specific engine size and you can only fit an engine that goes in the hole.

The thrust values are pretty meaningless by themselves but they give a sense of relative power between the engines. Note that thrust is divided by the mass of the vessel, so a strong thruster on a large ship may still be slower than a weak thruster on a small ship.

Small Engines

Ships with smaller engine capacities can generally choose between the standard VL and the more expensive but ~10% more powerful XL thruster series, though there are a few options for 1t and 2t engine vessels.

Name
Size
Cost
Thrust
TL-1 Thruster
1t
2000
0.04
Sunspear X1 Drive
1t
17500
0.06
VL Series Thruster
2t
4000
0.08
XL Series Thruster
2t
8000
0.09
Sunspear X2 Drive
2t
26500
0.12
VL Series Thruster
3t
6000
0.088
XL Series Thruster
3t
12000
0.099
VL Series Thruster
4t
8000
0.096
XL Series Thruster
4t
16000
0.108
VL Series Thruster
5t
10000
0.104
XL Series Thruster
5t
20000
0.117
VL Series Thruster
6t
12000
0.112
XL Series Thruster
6t
24000
0.126
VL Series Thruster
7t
14000
0.12
XL Series Thruster
7t
28000
0.135
VL Series Thruster
8t
16000
0.128
XL Series Thruster
8t
32000
0.144
VL Series Thruster
9t
18000
0.136
XL Series Thruster
9t
36000
0.153

Large Engines

Ships with larger engine capacities have two engine suppliers - Idiom is cheap and slow, while Sauros is expensive and a little less slow. However, don't expect to travel particularly quickly with any of these engines.

Name
Size
Cost
Thrust
Idiom Thruster
10t
22000
0.144
Sauros Thruster
10t
55000
0.162
Idiom Thruster
20t
44000
0.224
Sauros Thruster
20t
110000
0.252
Idiom Thruster
30t
66000
0.304
Sauros Thruster
30t
165000
0.342
Idiom Thruster
40t
88000
0.384
Sauros Thruster
40t
220000
0.432
Idiom Thruster
50t
110000
0.464
Sauros Thruster
50t
275000
0.522
Idiom Thruster
60t
132000
0.544
Sauros Thruster
60t
330000
0.612
Idiom Thruster
70t
154000
0.624
Sauros Thruster
70t
385000
0.702
Idiom Thruster
80t
176000
0.704
Sauros Thruster
80t
440000
0.792
Idiom Thruster
90t
198000
0.784
Sauros Thruster
90t
495000
0.882
Idiom Thruster
100t
220000
0.864
Sauros Thruster
100t
550000
0.972

Integral Engines

These engines are built into various vessels and cannot be sold separately, but are listed here for comparison.

Name
Size
Cost
Thrust
Integral to...
Capstan 1 Thruster
1t
0
0.015
Escape Pods
Ion Engine
6t
12000
0.119
Scarrid Saucer
Ion Engine
20t
110000
0.42
Scarrid King Saucer
Nitro XIX Engine
2t
0
0.1
Axxel Turbine
Generators
A generator is a must for any ship. Without it, you have no power for engines, weapons, shields or other equipment. A ship with a damaged generator is helpless - this is why stun weapons are designed to take out the generator of their target.

Flatspace generators can be divided into three groups. Note that you can only have one generator of any type at any given time.

Core Generators

The basic Core Generator models are larger but charge faster. This could be vital in a firefight, particularly if you are reliant on energy weapons. As Core Generators become less efficient as they get larger, you may find you value the space more than the limited extra capacity.

Name
Size
Cost
Capacity
Charge Rate
Core Generator
1t
480
1024
100/s
Core Generator
4t
1920
2048
100/s
Core Generator
9t
4320
3072
150/s
Core Generator
16t
7680
4096
150/s
Core Generator
25t
12000
5120
200/s
Core Generator
36t
17280
6144
200/s

Solar Generators

Solar Generators are small but take longer to charge than their Core counterparts. Ideal for ships where space is at a premium but combat is largely avoided.
The Starstream Generator is only available to Alien Fighters of sufficient rank.

Name
Size
Cost
Capacity
Charge Rate
Solar Generator
1t
2500
1024
50/s
Solar Generator
1t
10000
2048
50/s
Solar Generator
1t
17500
3072
50/s
Solar Generator
2t
25000
4096
50/s
Solar Generator
2t
32500
5120
50/s
Solar Generator
2t
40000
6144
50/s
Starstream Generator
3t
47500
8192
50/s

Integral Generators

These are built into the ships indicated and cannot be sold, but are listed here for comparison.

Name
Size
Capacity
Charge Rate
Integral To...
Gladius Generator
0t
4096
50/s
Gladius Mk I
Capstan Generator
1t
512
100/s
Escape Pods
Everlast Generator
36t
6144
200/s
Space Stations
Weapons - Overview
Pretty much every ship in the Flatspace universe is fitted with a front gun mount, and this slot can be filled with any of a whole host of weapons. This section attempts to break them down by type so you can figure out what works best for you.

Some ships also have gun turrets. While you don't have direct control over these, you can assign crew members as gunners and have them target enemies in any direction. Turret weapons are different to standard weapons - you cannot simply stick any old gun into a turret, and you cannot use a turret weapon as your main gun - but they are otherwise identical in all respects to their regular versions and I won't list them separately here.

For the weapons in the next couple of sections I have provided the damage per shot, the firing rate (how long a delay between shots in 1/50ths of a second) and the DPS for that weapon, so you can make a comparison.
Ammunition Weapons
Some weapons in Flatspace do not require energy, instead using a limited cache of ammunition. They are ideal for ships where generator power is limited as the energy output can instead be directed to shields and engines, but finding ammunition for them can be a problem. If you intend to blast asteroids apart, you'll be better off with an energy weapon - these have no ammo constraints.

All newly purchased ammunition weapons are supplied fully loaded, but there is no guarantee that the station selling them also has ammunition packs. See the Ammunition section of this guide for details on what ammo they require.

The only weapon in this list with a turret version is the M1 Machine Gun.

The Deltax D4 Minigun is only available to Crime Fighters of sufficient rank.

Name
Size
Cost
Max Ammo
Lifespan (s)
Damage
Firing Rate
DPS
M1 Machine Gun
1t
1000
500
0.8
5
5
50
M2 Machine Gun
1t
1000
500
0.8
6
4
75
M4 Cannon
2t
2800
250
1
10
6
83.33
Minigun
4t
12500
250
1
7
3
116.67
Deltax D4 Minigun
4t
25000
250
1
10
3
166.67
R1 Rocket Launcher
6t
10000
20
1.2
100
50
100
R2 Rocket Launcher
7t
15000
20
1.2
150
50
150
R3 Rocket Launcher
8t
21500
20
1.2
200
50
200
Geth Flamecaster
8t
40000
300
0.32
10
2
250
Ammunition
For non-energy weapons, and also for flare launchers, you will need to reload on occasion. To do this, you will need to find ammunition packs. These can be automatically purchased and reloaded from stations that stock them, or you can buy spare ammunition in case your guns run dry in the middle of a fight.

Name
Size
Cost
Reloads...
Box of Razor Flares
1t
80
All types of Flare Launcher
Cannon Ammo
1t
120
M4 Cannon
Geth Gas Cartridge
2t
40
Geth Flamecaster
Machine Gun Ammo
1t
60
Any Machine Gun, including turrets
Minigun Ammo
1t
300
Minigun, Deltax D4 Minigun
Renton Rocket Pack
1t
200
R1, R2 and R3 Renton Rocket Launchers
Energy Weapons
Stun Weapons

These weapons do not cause conventional damage but instead seek to take out the target's generator. Mostly used by law enforcement. There are no turret versions for these weapons.

Name
Size
Cost
Energy Drain
Lifespan (s)
Damage
Firing Rate
DPS
KR-10 Stun Gun
4t
10000
60
1.2
15
15
50
KR-9 Stun Gun
6t
15000
110
1.2
40
25
80

Ion Cannons

A range of smaller energy weapons that provide a decent punch for smaller ships. Turret versions are available for all of these except the Enhanced Ion Cannon, which is only available to Alien Fighters with sufficient rank.

Name
Size
Cost
Energy Drain
Lifespan (s)
Damage
Firing Rate
DPS
Ion Cannon
2t
5000
28
0.8
6
8
37.5
Ion Cannon
3t
10000
46
0.8
12
8
75
Ion Cannon
4t
15000
64
0.8
18
8
112.5
Ion Cannon
5t
20000
82
0.8
24
8
150
Ion Cannon
6t
25000
100
0.8
30
8
187.5
Enhanced Ion Cannon
6t
30000
118
0.8
36
8
225

Rothspar Lasers

A range of larger energy weapons. Turret versions are available for all of these.

Name
Size
Cost
Energy Drain
Lifespan (s)
Damage
Firing Rate
DPS
Rothspar Laser
4t
8000
48
0.96
12
12
50
Rothspar Laser
9t
18000
72
0.96
24
12
100
Rothspar Laser
16t
32000
96
0.96
36
12
150
Rothspar Laser
25t
50000
120
0.96
48
12
200

Simtex Plasma

The Simtex Plasma range has the curious trait of all being the same size - however, the power consumption and damage potential increase along with the price. Turret versions are available for all of these.

Name
Size
Cost
Energy Drain
Lifespan (s)
Damage
Firing Rate
DPS
Simtex Plasma
5t
10000
46
1.6
15
8
93.75
Simtex Plasma
5t
40000
76
1.6
30
8
187.5
Simtex Plasma
5t
90000
106
1.6
45
8
281.25
Simtex Plasma
5t
160000
136
1.6
60
8
375
Simtex Plasma
5t
250000
166
1.6
75
8
468.75

Other Energy Weapons

The following miscellaneous energy weapons don't fit in any of the above categories and there are no turret versions available for any of them.
The Triquoquaric Annihilator is integral to the Battlestation and is not available separately, but it is included here for comparison.

Name
Size
Cost
Energy Drain
Lifespan (s)
Damage
Firing Rate
DPS
Phased Pulse Laser
36t
72000
168
0.96
60
24
125
Phased Pulse Laser
49t
98000
192
0.96
72
24
150
Plasmetic Beam
16t
100000
25
0.48
20
2
500
Triquoquaric Annihilator
150t
500000
25
0.6
35
2
875
Missiles
Fast, powerful and self-guiding, a missile can quickly turn the tide of any battle. Not all ships can carry them and the number they can fit varies, but they're well worth the effort. But which to choose?

Mines

At the very lowest end of the spectrum we have mines. These are limited in their ability as they do not move - you simply release them where you want them and clear the area. Powerful but difficult to use, and only really useful if you know where the enemy is going to be.

Name
Size
Cost
Level
Damage
Lifespan
Adams J6 Mine
3t
7500
2
1000
240s
Adams J7 Mine
4t
10000
3
1500
240s

Torpedoes

These are missiles of a kind, but unguided - you have to aim and fire. Best used against slow or immobile targets as faster enemies will simply dodge, but they do a lot of damage.

The Dreadnought Slug is not really a traditional torpedo so much as a single shot projectile. It does have the advantage of being the only "missile" in this entire section that is completely immune to ECM, with the possible exception of a well-placed flare.

The Felimar NM1 Nuke is intended for destroying enemy space stations and is only available to high ranking Alien FIghters. It will always destroy the intended target on impact, and it also causes a high level of splash damage in the surrounding area. Stay well clear!

Name
Size
Cost
Level
Damage
Lifespan
Dreadnaught Slug
1t
1000
5
100
2s
Razor T1 Torpedo
1t
1000
0
200
20s
Razor T2 Torpedo
2t
2500
1
400
25s
Tyler 9 Torpedo
3t
5000
2
600
40s
Anemonic Torpedo
4t
8000
2
800
60s
Felimar NM1 Nuke
2t
10000
4
1000000
40s

Guided Missiles

The largest assortment of autonomous death is the guided missile. Fire these to take out your current target - the missile will turn to track them as they take evasive action, but they aren't that bright and do not attempt to avoid any obstacles in their path. Firing a missile in an asteroid field is usually a waste of a missile. The agility of the missile, as listed below, refers to their turning circle - highly agile missiles make tighter turns and are harder to evade.

The Assassin Missile is only available to Outlaws of sufficient rank.
The E-3 Stun Torpedo is designed to take out space stations and is only available to high ranking Crime Fighters.

Name
Size
Cost
Level
Damage
Lifespan
Agility
Assassin Missile
1t
1000
2
300
20s
Low
Elemental Missile
1t
1500
1
200
40s
Low
Kuzai M-1 Missile
1t
1500
0
300
20s
Low
Baker XVII Missile
1t
2000
3
200
20s
Low
Kuzai M-4 Missile
1t
2000
2
250
20s
Low
Swordfish Missile
1t
3000
2
350
40s
Low
E-2 Stun Missile
2t
5000
2
400 *
30s
Low
E-3 Stun Torpedo
3t
10000
4
25000 *
20s
Low
Skyforce Missile
1t
1500
2
150
20s
Medium
Tiger Missile
1t
1500
1
150
20s
Medium
Eagle Missile
1t
2000
1
200
20s
Medium
E-1 Stun Missile
1t
2000
0
150 *
30s
Medium
Panther Missile
1t
2500
3
250
40s
Medium
Iko V Missile
1t
2500
2
300
20s
Medium
Swingblade Missile
1t
1000
0
150
20s
High
Lockback DD2 Missile
1t
2000
0
250
20s
High
Lockback DD4 Missile
1t
2500
1
300
20s
High
Iko X Missile
1t
3000
2
300
20s
High
Starblade Missile
1t
3000
3
300
20s
High
Iko C Missile
1t
4000
4
350
20s
High

* The E-1/E-2 Stun Missiles and and E-3 Stun Torpedo do not cause regular damage, instead aiming to take out the target's generator.
Shields
One of your earliest purchases in Flatspace is likely to be a cheap shield unit. It'll protect you from a lot of minor damage and give you a better chance in combat, and unlike armour it will recharge over time.

Aside from a couple of special cases, Tetron make all the shield units in Flatspace. Note that the Intaris S1 Shield is only available to Merchants of sufficient rank. You can only have one shield unit at any one time.

Shields, unlike equipment such as hyperdrives, get less efficient as they increase in size. The protection offered by high end units increases linearly, but the size and cost of the units increases exponentially. You may find that a larger ship is better equipped with a smaller shield and more offensive capabilities.

Name
Size
Cost
Protection
Warhawk Shield
2t
5000
50
Intaris S1 Shield
2t
20000
100
Tetron Shield
4t
10000
100
Tetron Shield
16t
40000
200
Tetron Shield
36t
90000
300
Tetron Shield
64t
160000
400
Tetron Shield
100t
250000
500
Tetron Shield
144t
360000
600
Tetron Shield
196t
490000
700
Tetron Shield
256t
640000
800
Tetron Shield
324t
810000
900
Tetron Shield
400t
1000000
1000
Armour
There are only four types of additional armour in Flatspace. All come in 1t increments, and the protection listed below is per ton (so 1t of Plasteel Armour will increase your armour on all sides by 10, but 4t would increase it by 40).

You can only carry one type of armour at a time.

Name
Cost
Protection
Plasteel Armour
1000
10
Translutex Armour
2000
20
Neolyte Armour
3000
30
Carbidium Armour
4000
40
ECM
Nothing can ruin your day like a missile on your tail. Fortunately Flatspace has a range of electronic counter measures (ECM) that you can employ to take them out. Note that you can only carry one ECM device at a time.

ECM has a "level" that corresponds to the intelligence of the missile. If your ECM is of equal or higher level to the missile, it will fool it. If the missile level is higher, your ECM will fail to divert it.

Flares

The cheapest and simplest solution, a flare launcher simply lobs an electronic decoy out the back of your ship in the hope that pursuing missiles will target the flare instead. Flares are favoured by many experienced pilots as, even if the flare doesn't fool the missile, it has a good chance of hitting the thing if you aim right. The biggest problem with flare launchers is that they have a limited stock, and finding reloads (see Ammunition) is not always easy.

The Scimitar Flare Launcher is limited to Outlaws of sufficient rank.

Name
Size
Level
Cost
Capacity
Razor Flare Launcher
1t
0
1000
6
Razor Flare Launcher
1t
1
2000
6
Razor Flare Launcher
1t
2
5000
6
Scimitar Flare Launcher
1t
2
10000
12

EMP

All EMP (electromagnetic pulse) devices work the same way, and all are highly effective against pretty much all missiles, but the power drain is enormous. Larger EMPs require less energy but, obviously, require more space.
The Xekron X9 is limited to Couriers of sufficient rank.

Name
Size
Level
Cost
Energy Drain
Rock E.M.P. Device
1t
4
7500
4096
Rock E.M.P. Device
2t
4
7500
2048
Rock E.M.P. Device
4t
4
7500
1024
Rock E.M.P. Device
8t
4
7500
512
Rock E.M.P. Device
16t
4
7500
256
Xekron X9 E.M.P.
1t
4
7500
1024

Reprogrammers

The Xox Reprogrammers are expensive but quite fun, hacking into pursuing missiles and resetting their target to whoever you have targetted (particularly fun if this is the ship that fired it). If your target also has a reprogrammer, a game of "rocket tennis" may ensue until the missile either hits something or expires. As reprogrammers are unable to hack high level missiles, you may find yourself in trouble if you pick a lot of fights.

Name
Size
Level
Cost
Energy Drain
Xox Reprogrammer
1t
0
150000
20
Xox Reprogrammer
1t
1
300000
40
Xox Reprogrammer
1t
2
450000
60
Robots
Crew perform three main functions on your ship (besides acting as human shields if you get shot). Medics heal injuries. Engineers fix broken equipment. And security personnel stop any passengers or prisoners from roaming the ship and causing trouble.

However, if cabin space is minimal (or you just don't like other people) a pilot can employ robots instead of human crew. They'll take up cargo space instead of cabin space and they cost a bit, but they don't need wages and they never complain. You can purchase robots to carry out medical, security or engineering duties, and some robots do all three.

Engineering Robots

Each of these will function just as a crew member with engineering skills would.
Note that the Happyman Mechanic is only available to Merchants of sufficient rank.

Name
Size
Cost
Happyman Mechanic
1t
0
R9 Maintenance Robot
1t
3500
Uriel J Droid
1t
18000
Warhorse Robot
2t
1500
X1 Repair Droid
1t
1500

Medical Robots

Each of these robots will function like a crew member with medical skills.
Note that the Happygirl Autonurse is only available to Couriers of sufficient rank.

Name
Size
Cost
Clara Medical Robot
1t
4000
Happygirl Autonurse
1t
0
R2-M Medical Robot
1t
2500
R3-F Medical Robot
1t
3000
YY-99 Medical Robot
1t
9000

Security Robots

Each of these robots, just like the human equivalent, can stand guard over one passenger. As long as your security personnel outnumber your guests, they will never cause you any problems.
The Guard Dog, as well as technically not being a robot, is limited to Crimefighters of sufficient rank.
The Pet Tiger, also not really a robot, is limited to Outlaws of sufficient rank.

Name
Size
Cost
Autocop 409
1t
2000
Delilah Femdroid
1t
4000
G7 Guard Robot
1t
1500
Guard Dog
0t
8000
Lawmaster Z-2000
1t
5000
Pet Tiger
0t
150000

Multifunction Robots

These expensive mechanical assistants are each the equivalent of three crew members in one, having mechanical, medical and security capabilities.

Name
Size
Cost
Automatic Man
1t
22000
Automatic Woman
1t
22000
Type II Teddybot
1t
25000
Scanners
There are many different scanners in Flatspace, and they all have different uses. So which do you go for? It rather depends on what you're doing. Some scanners combine multiple functions, but at considerable cost. You can only fit one scanner at a time, so you may find you switch between them as your career changes.

  • All scanners show the designation of the target (ship name).
  • Some show the pilot's name - handy if you're looking for a specific target.
  • Some show the kill and/or capture bounty of the target - ideal for crime fighters and bounty hunters.
  • Some have hyperspace tracking, allowing you to target specific ships across the galaxy.
  • Some scan the cargo type carried by target ships - mostly used by pirates.
  • And merchant scanners return the import/export types of space stations.

As all scanners return the designation, I have not included this in the below table. There are indeed two different VT1 Trading Scanners at different prices (they have different descriptions but no practical difference).
Note that the Crystal Lotus Scanner is only available to Crimefighters of sufficient rank, and only high ranking Merchants can purchase the Lexx U1 Ultra Scanner.

Name
Size
Cost
Pilot Name
Kill Bounty
Capture Bounty
Hyperspace Tracking
Cargo
Import/Export
Energy Drain
Designation Scanner
1t
500
10
R-100 Scanner
1t
850
Yes
20
D4 Cargo Scanner
1t
1800
Yes
300
BQ-101 Scanner
1t
3500
Yes
20
Predator Scanner
1t
3500
Yes
Yes
20
D8 Cargo Scanner
1t
4000
Yes
Yes
20
Police Scanner
1t
5000
Yes
Yes
Yes
20
VT1 Trading Scanner
1t
5000
Yes
20
VT1 Trading Scanner
1t
6500
Yes
20
Predator II Scanner
1t
8500
Yes
Yes
Yes
20
VT3 Trading Scanner
1t
9500
Yes
Yes
0
BQ-404 Scanner
1t
10000
Yes
Yes
Yes
Yes
20
Predator III Scanner
1t
14000
Yes
Yes
Yes
Yes
20
Crystal Lotus Scanner
0t
25000
Yes
Yes
Yes
Yes
20
Lexx U1 Ultra Scanner
1t
25000
Yes
Yes
Yes
Yes
Yes
Yes
20
Radar
You can only carry one radar unit at a time. While they are useful for "seeing" what is beyond the visible screen, note that you can only cycle between nearby targets that are visible. The "T" and "H" targeting controls will only target the nearest ship/hostile.

For reference, the visible screen has an approximate range of 6.

Name
Size
Cost
Range
T1 Radar
1t
1500
10
R10 Radar
1t
3840
16
T4 Radar
1t
7260
22
Hunter Radar
1t
11760
28
R20 Radar
1t
17340
34
Maelstrom 35 Radar
2t
24000
40
Navigator Radar
2t
31740
46
Scoops
Scoops are an optional but useful feature to add to any vessel, and come in two main flavours - to pick up stranded passengers in their yellow/black lifepods, or to pick up cargo (including asteroid debris). However, some scoops can do both - and some do other things.

You can only fit one scoop at a time, of any type, so you may need to choose whether you want to gather cargo or people. Note that there's a maximum size for objects scooped - bigger items won't fit. Lifepods are a standard 10t size.

Note that any cargo scooped will be destroyed if your ship has no space for it, and any lifepods scooped will be destroyed (and the occupant killed) if your ship has no free cabins.

The Lifesaver Scoop is integral to the Ambulance, and is not available for sale.
The Hoobson Pro-L Scoop is limited to Outlaws of sufficient rank.

Name
Size
Cost
Max Object size
Scoops...
L1 Tractor Beam
4t
1000
n/a
Doesn't scoop - just pulls.
L2 Junk Vaporiser
2t
2000
10
Scoop destroys all cargo/lifepods collected.
Micromage Scoop
1t
75000
5
Cargo only. Too small to scoop lifepods.
Minemaster 1000
4t
4000
10
Refines cargo when scooped. Refines lifepods into Meat.
Minemaster 3000
20t
16000
25
Refines cargo when scooped. Refines lifepods into Meat. Can even scoop small ships.
X4 Cargo Assimilator
4t
4000
10
Scoops cargo. Lifepods are destroyed.
Baker V-1 Man Trap
4t
8000
10
Scoops lifepods. Cargo is destroyed.
Baker V-2 Man Trap
1t
75000
10
Scoops lifepods. Cargo is destroyed.
Lifesaver Scoop
0t
0
10
Scoops lifepods. Cargo is destroyed.
Meatmaster 1000
4t
4000
10
Scoops lifepods and converts to Meat. Cargo is destroyed.
Hoobson Pro-K Scoop
4t
100000
10
Scoops both cargo and lifepods.
Hoobson Pro-L Scoop
1t
100000
10
Scoops both cargo and lifepods.
Escape Pods
If you're playing in "undead" mode, you may never see the need for an escape pod. If you get blown up, you can just reload your last saved game. For those where death is permanent, however, it may be a shrewd investment. Note that escape pods do not always launch successfully and that there's nothing stopping a more unscrupulous pirate from blasting your escape pod to bits too. You may want to save up for the Xanadu or Wolf, so you can jump to a "safer" sector; the Genie is limited to the current sector, which is a real problem if there are no friendly bases around.

The biggest headache for an escaping pilot is buying a new ship. There is no insurance policy to cash in here - make sure you have plenty of cash in the bank. Naturally any crew, passengers or courier packages you have on board your ship will perish, and you can say goodbye to any equipment or cargo you wanted to hang on to.

Obviously, you can only have a maximum of one escape pod on board at a time.

Name
Size
Cost
Ejection Success
Pod Loadout
Genie Escape Pod
10t
40000
90%
Basic pod - no weapons/hyperdrive
Xanadu Escape Pod
10t
80000
90%
Basic hyperdrive
Wolf Escape Pod
10t
120000
90%
Basic hyperdrive and Machine Gun
"Useless" Items
The following special items are available somewhere in the galaxy. They don't do anything in themselves - collecting them is optional.

But they aren't completely useless. When your ship is hit, random equipment or crew can take damage - and having these on board may increase the odds that you'll damage a random "useless" item rather than a key system.

Name
Size
Cost
Pet Cat
0t
2500
Pet Dog
0t
2500
Pet Monkey
0t
15000
Pet Parrot
0t
8000
Message: Alien Fighter
0t
20000
Message: Courier
0t
20000
Message: Crime Fighter
0t
20000
Message: Merchant
0t
20000
Message: Outlaw
0t
20000
Message: Pets
0t
20000
Cargo
Not equipment as such, but it takes up space. Cargo comes in 1t increments and can be bought and sold at various stations. Not all cargo will be available for trade at every station. You can also find cargo in the holds of some trade ships that can be scooped up if you are so equipped, and you can also blast asteroids apart to collect smaller pieces.

The cost of cargo varies enormously between stations and over time, but the table below gives the base cost for that cargo type. Expect this price to be higher if the station lists this class of cargo as an import, and lower if an export.

Certain cargo scoops refine the cargo they collect. This is chiefly used for mining to produce higher value cargo, but various other cargo will also be refined and the results are shown in the table. If no option is given, the cargo is merely collected and not refined.

Name
Class
Base Cost
Refines to...
Staple Foods
Agricultural
100
Biological Derivatives
Meat/Fish
Agricultural
200 *
Fruit/Vegetables
Agricultural
250
Water
Biological Derivatives
Agricultural
375
Toxic Waste
Heavy Industrial
10
Water
Semiconductors
Heavy Industrial
40
Crystals
Industrial Components
Heavy Industrial
75
Polymers
Heavy Industrial
125
Industrial Chemicals
Heavy Industrial
175
Water
Alloys
Heavy Industrial
275
Metals
Heavy Machinery
Heavy Industrial
925
Industrial Components
Books/Periodicals
Light Industrial
50
Textiles
Light Industrial
150
Clothing
Light Industrial
400
Textiles
Pottery/Glassware
Light Industrial
500
Relics
Light Industrial
975
Artwork/Antiques
Light Industrial
4250
Rock Fragments
Mineral
15
Crystals
Water
Mineral
20
Crystals
Mineral
25 *
Ores
Mineral
200
Metals
Metals
Mineral
250 *
Data Storage Devices
Technological
525
Pharmaceuticals
Technological
1250
Consumer Electronics
Technological
1500
Semiconductors
Medical Biomatter
Technological
1750
Biological Derivatives
Weapons
Technological
2000
Recreational Drugs
Technological
2500
Robots
Technological
4750
Industrial Components

* The base costs for Meat/Fish, Crystals and Metals are estimates - these are integral items to Flatspace's code and cannot be edited.
Courier Packages
Again, not equipment - but they take up space, so worth a mention. The name and the "shown as" columns are different as these packages are often named differently in the mission briefing than in your cargo hold.

Name
Shown As
Size
Package
Clothes
1t
Package
Gift
1t
Package
Package
1t
Package
Present
1t
Package
Toy
1t
Magnetic Data Slug
Dataslug
1t
Contract
Document
1t
Document
Document
1t
Holodream Novel
Document
1t
Invoice
Document
1t
Letter
Document
1t
Chair
Furniture
1t
Desk
Furniture
1t
Bed
Furniture
2t
Wardrobe
Furniture
2t
Bool Table
Furniture
3t
Piano
Furniture
3t
Brain
Organ
1t
Heart
Organ
1t
Liver
Organ
1t
Painting
Painting
1t
Computer Parts
Parts
2t
Engine Parts
Parts
2t
Robot Parts
Parts
2t
Ship Parts
Parts
2t
Fern
Plant
1t
Pot Plant
Plant
1t
Tree
Plant
3t
Sculpture
Sculpture
2t
Scarlet Falcon F9
Sports Car
4t
Statue
Statue
1t
Statue
Statue
2t
Statue
Statue
3t
Statue
Statue
4t
Emergency Supplies
Supplies
2t
Emergency Supplies
Supplies
3t
Emergency Supplies
Supplies
4t
4 Comments
onyhow 27 Aug, 2021 @ 1:52am 
At least currently the Xekron seems to be limited to high-ranking Alien Hunter, not Courier.
artinum  [author] 23 Dec, 2018 @ 3:58am 
None of the items are completely useless - though I'd be rather upset if my pet cat was "damaged" by an enemy attack, even if it did mean some more vital system was undamaged! I do remember the galactic map - however, I couldn't find it in the item files, so I was unable to work out cost/weight/etc. And I think you might be right about the Secrets message, which was also not listed...
SAS 3 Nov, 2018 @ 10:21am 
Oh, I think I missed there is one more Message item. Don't remebber for sure, it may be Message: Secrets or something like that with no specific info inside just some surface hints. Though I may be wrong, I haven't played the game for like 8-10 years. 8 in total including Galaxy Map, Pets and 5 profession ones.
SAS 3 Nov, 2018 @ 9:22am 
There is a rare (~2 stations in the Galaxy have it) item Galaxy Map for the highest rank couriers (8000 rank points) that reveals the whole map. Also collecting all Pets (except Pet Tiger) gives you one of the 8 secrets so they are technically not completely useless. I played Flatspace 2 a lot many years ago. I think IIk is almost the same. If you want I could tell you all the requirements for all the secrets (I don't have the mood to do a guide yet) - I have discovered them all by myself but you might want to test just a few I could remember not so well (the easier ones).