Highwind Warfleet Collection - Guide
This is a Guide and Collection of the most recent variants and updates to the ship-classes of the Highwind Fleet. These ships are all up to date with the latest technology, and are designed for Survival. Within this guide are both the Fleet Manual and Pilot Manual. Any new ships I upload will be added to this list. All conveyor lines are hooked up and the ships are ready for any creative and/or survival game. Unfortunately, I have no way of fixing or updating the controls for Xbox, hopefully the developers can fix this someday.
A couple of doors might be missing as some of these ships need the Triton DLC and it hasn't been added to xbox yet.
No mods or scripts are required for any of these ships.
Interceptors and Destroyers are the first line of offence for the Highwind Warfleet. They are designed to be the quickest larger ships in the fleet and are most effective when assisting stronger and better armored ships, as they are often the softer target. These ships will usually be dependent on hydrogen fuel as they are designed to be the cheapest ships to produce. They are the best ships to start with in a survival server, as they can function on just their battery power alone.
The Corvettes of the Warfleet are completely self-dependent and have much greater range than their cheaper hydrogen-based destroyer counterparts. They are designed to fight in wolf-packs against potentially stronger targets, with the Fleet Corvette's Captain taking command. They are also a good choice for defending low-priority stations and other objectives.
The Frigates and Cruisers of Highwind are the standard-bearers of the fleet, and are the spearheads for the most important Battle Operations. These ships are capable of fighting a target one-on-one, and with their combined heavy armament, thick armor, and high mobility, they are considered to be the most reliable ships in the fleet. They cost a steep price to get into a map, so they are mostly recommended for late-game.
Battlecruisers and Dreadnoughts are the mightiest ships in the Highwind Warfleet. They are often chosen as the flagship of a battle-group, and sometimes even the capitol ship for the faction itself. These ships will always be the spearhead of a massive assault, and will always be sent into a battle if the victory is paramount. They are most effective when escorted by lighter ships, as they will often have limited mobility. These ships are ultra-late game as they are the most expensive to make.
Scouts - Scouts are a cheap and quick way to gather intel. They often have unlimited range, and can even carry a small amount of cargo.
Fighters - The fighters of Highwind are small yet well armed. They can be carried around in the hangars of both cruisers and battlecruisers. Though agile, Highwind fighters are often hydrogen-based, and thus only have a very limited range.
Strike Fighters - This type of fighter is heavier and comes equipped with better armament as well as armor. They have much more range then their lighter counterparts, and can operate independently from the fleet if needed. Like standard fighters, strike fighters are capable of fitting in the hangars of cruisers and battlecruisers.
Gunships - Gunships are smaller ships that carry the armament and firepower of larger ships. They excel at raiding and interception missions, and can often decimate enemy fighters with ease. Highwind Gunships provide the best value for their cheap small-ship cost.
Tenders - These ships are designed to build whatever the Warfleet needs, and to repair the most damaged of ships. They are equipped with a combination of several welders and grinders.
Excavators - These ships are the mid-game miners of the Highwind Warfleet. Equipped with several drills, they are often capable of mining ore in the millions, especially in space.
Freighters - These ships are the workhorses of Highwind's auxiliary force, and are designed to transport millions in cargo across a planet.
Transports - These ships are equipped with an advanced jump drive system, and are capable of extending the jump range of multiple large ships at once.
Support Cruisers - These ships are the ultimate late game utility tool. They are often equipped with a massive detachable drill, and the refining power to process the plentiful amounts of ore it returns with.
Support Crafts - These smaller ships are perfect for starting in a server with. They are cheap and quick to build, and can help construct other ships and bases very early in the game.
Miners - These smaller ships can gather resources effectively early-game, and are a good choice when starting in a new server.
Ships of the Highwind Warfleet have stream-lined controls, meaning they all operate very similarly. Controls can sometimes vary for small ships or utility ships. Warships often have a Battle Bridge located safely within the center of the ship. Most ships have their strongest thrust upwards in natural gravity, and only a few can operate omni-directionally in any environment.
Turret Control - Weapon Control of Turrets will can be turned on and off using the group "Turret Control".
Hydrogen Thrusters - Hydrogen Thrust is grouped and accessible in the ship's toolbar for easy management. This is effective for fuel conservation, and ships that are hydrogen dependent will often separate Large Hydrogen controls from Small Hydrogen controls to help maintain fuel during planetary operations.
Refueling - Refueling of hydrogen can be easily done by enabling and disabling stockpile on hydrogen tanks. This is accessible using the ship's toolbar.
Camera - The primary camera of a ship can help improve the pilot's accuracy. This is especially effective while using a warship's forward rockets. These cameras will sometimes be protected with a glass encasing.
Parachutes - Parachutes can be used to rapidly slow the ship's inertia in atmosphere. They can also be used to perform advanced maneuvers during combat.
Repairs - Ships that have advanced repair can activate their welders and battle-repair projector to provide the highest combat effectiveness during a battle. The battle-welder systems and main projector can be found on the ship's toolbar when available. Primary Projectors already contain a synchronized blueprint of the ship for ease of repairs and maintenance.
Kinetic Deflection - Some ships come equipped with kinetic deflection(Spherical Gravity Generators). These systems can help deflect advanced enemy projectiles that require gravity thrust for their trajectory. Kinetic deflection can be easily accessed on the ship's toolbar when available.
Remote Control - Ships of the fleet will commonly have a remote control and antenna for remote operation. The remote control will often be equipped with advanced controls, like Neutral Targeting and Hangar Door operation, for example. These controls will often vary from ship to ship. Using the remote control redundantly while already in a control station can help against miss-clicks, as you wont be ejected from your seat immediately.
Auxiliary Power (Batteries) - Battery reserve power management can be found on the ship's toolbar, and is best for activating after a jump, as reactor power often provides sufficient energy for regular operations.
Jump Drives - Jump drives are always found on the ship's toolbar when available. The most common jump range of warships is between 2000 km to 4000 km.
Warfleet Collection (Links)
Clicking on the Images will take you to the ship's mod.io page for more detailed information.
Large Grid Warships
Small Grid Ships