{"data":{"id":16190,"title":"The Shipyard: Ordnance Hardpoints","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16190-The-Shipyard-Ordnance-Hardpoints","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16190","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16190","channel":"Undefined","category":"Undefined","series":"Concept Ship Q&A","images":[{"id":6462,"name":"BEHR_MSD442.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9atno6udwbjfpr\/source\/BEHR_MSD442.png","alt":"","size":1448676,"mime_type":"image\/png","last_modified":"2017-10-23T03:26:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6462","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6462\/similar"},{"id":6463,"name":"BEHR_MSD423.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/446nakofg01uar\/source\/BEHR_MSD423.png","alt":"","size":901718,"mime_type":"image\/png","last_modified":"2017-10-23T03:26:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6463","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6463\/similar"},{"id":6464,"name":"BEHR_MSD481.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/7kb5d5cyzullmr\/source\/BEHR_MSD481.png","alt":"","size":1679458,"mime_type":"image\/png","last_modified":"2017-10-23T03:26:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6464","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6464\/similar"},{"id":6465,"name":"THCN_all.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/f7kn697phpfd3r\/source\/THCN_all.jpg","alt":"","size":1991295,"mime_type":"image\/jpeg","last_modified":"2017-10-23T03:16:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6465","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6465\/similar"},{"id":6467,"name":"FSKI_all.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/3q2cnm0foe0kjr\/source\/FSKI_all.jpg","alt":"","size":1840688,"mime_type":"image\/jpeg","last_modified":"2017-10-23T03:16:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6467","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6467\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":25130,"name":"Shipyard.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wmpplo0g8caggr\/source\/Shipyard.png","alt":"","size":63421,"mime_type":"image\/png","last_modified":"2017-10-16T23:02:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130\/similar"},{"id":26776,"name":"Top-Light-Blue.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pqm85sh451j8jr\/source\/Top-Light-Blue.png","alt":"","size":949,"mime_type":"image\/png","last_modified":"2017-10-09T19:52:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776\/similar"},{"id":26779,"name":"Bottom-Line.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ez00a9axpk7gyr\/source\/Bottom-Line.png","alt":"","size":953,"mime_type":"image\/png","last_modified":"2017-10-09T19:53:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"},{"id":42313,"name":"Center-Bcg.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk76xsup1z4ier\/source\/Center-Bcg.png","alt":"","size":0,"mime_type":"undefined","last_modified":"1970-01-01T00:00:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313\/similar"}],"images_count":33,"translations":{"en_EN":"The Ordnance Ordinance A Guide to the New Ship Matrix\nGreetings Citizens!\n\nOrdnance hardpoints are the new name for itemports that have existed in-game for some time, but were previously used only for attaching missile racks to. Now, they are capable of equipping missile racks, rocket pods, and future items that may be best suited to launching from these hardpoints. As missiles and torpedoes are the primary armaments you\u2019ll be using here, we\u2019d like to clarify further what the differences (and similarities) are between these two ordnance items.\n\nTo start, both items share the same sizing methodology, currently ranging from 1 to 12 with a scale that could expand if deemed necessary. Each one of these sizes have metrics their own, with the size being the length of the item and a the diameter of 1\/10th the size. This means a S3 missile is about 3 meters long with a diameter of 0.3m. Generally, we don\u2019t expect to find missiles in Star Citizen larger than S4 and rarely torpedoes less than S5, but since both are entirely interchangeable on racks, the possibility for exceptions exist.\n\n\nMissiles\nMissiles have tremendous maneuverability in flight and excellent tracking of fast moving targets, but with a limited payload spread compared to torpedoes. They will likely re-target more reliably on misses or correct from countermeasures for effectively due to advanced and efficiently placed maneuvering jets. Maneuvering performance may be negatively impacted when being used in atmosphere due to atmospheric effects.\n\n\nTorpedoes\nTorpedoes pack a much larger punch than missiles, fully appropriate for their weight class, while generally slower and less agile. These are recommended for use against larger or less mobile targets such as capital ships. They are also more resilient to atmospheric effects due to their inherently lower base maneuverability.\n\n\n\nA Ship and It\u2019s Ordnance Are Soon Parted\nMissiles or Torpedoes? Both. I mean, if you have the option, do both, yeah? Ship Type Missiles Torpedoes Gladius 4x S2 Missiles 2x S3 Missiles F7C-M 8x S1 Missiles 4x S2 Missiles Vanguard Harbinger 4x S4 Missiles 3x S5 Torpedoes Gladiator 4x S5 Torpedoes Eclipse 3x S9 Torpedoes Retaliator 6x S9 Torpedoes Polaris 28x S10 Torpedoes Javelin 32x S12 Torpedoes\n* This is a partial listing of Ships and their Ordnance.\n\nMissile Racks\nMissile racks are attached first to ordnance hardpoints, with the missiles or torpedoes attaching to them, not unlike a gimbal mount. These missile racks have sizes similar to weapons and there are multiple missile rack options per hardpoint size with adjustments to payload.\n\nPut simply, the size of the rack equals one missile of that hardpoint size being attached.\n\nTo get two missiles attached to that rack, drop the missiles down one size.\n\nTo get four missiles attached to the rack, the missiles sizes must drop two sizes.\n\nThe legendary \u201cOcto\u201d racks mean you must drop the missile sizes down by three. This also means the rack itself must be at least S4.\n\nSome ships have individually bespoke racks (e.g. Constellation, Starfarer Gemini, Freelancer MIS) that are modeled directly into their hull. These cannot be exchanged for others. The only customization possible in these cases is the swapping of the missiles themselves.\n\nTo calculate the contents of the missile rack based off the size, let\u2019s look at the Behring \u201cMarsden\u201d series.\n\nName Rack Size # of Missiles Missile Size Behring MSD-414 \u201cMarsden\u201d Missile Rack 4 1 4 Behring MSD-423 \u201cMarsden\u201d Missile Rack 4 2 3 Behring MSD-442 \u201cMarsden\u201d Missile Rack 4 4 2 Behring MSD-481 \u201cMarsden\u201d Missile Rack 4 8 1\n* This is a partial listing of \u201cMarsden\u201d missile racks. We know\u2026 we know.\n\nRocket Pods\nAs development continues, we intend to allow players to attach other items to these hardpoints, the first of which are Rocket Pods that fire unguided missiles, similar to the ones already found on the Mustang Delta. Rockets will be available with a variety of fuse types like timed, impact and proximity. Rockets should be perfect for ground attack missions where you want to saturate an area with explosives.\n\nIt\u2019s the only way to be sure.\n\nRockets and Rocket Pods will have sizes and metrics similar to missiles and missile racks in an effort to ensure they can be swapped out without causing clipping issues. Ships that have bespoke pods that are modeled into their hull (e.g. Mustang Delta) or have internal bomb bays (e.g. Sabre) are locked to their original stock items. The only customization that can be done in these instances is swapping the missiles\/rockets\/torpedoes themselves.\n\nGoing forward, we hope to expand the types of items attached to these ordnance hardpoints in our efforts to provide additional gameplay opportunities. Some of our current considerations are:\n\nDistortion Field Generators \u2013 Smaller versions of what gives something like the Avenger Warlock its punch.\n\nFuel Pods \u2013 To provide extra hydrogen or quantum fuel supplies for longer range flights.\n\nMines \u2013 Droppable explosives that safeguard an area of space, air, land, or sea.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Do dumbfire missiles still exist in-game?\n\nAs of 2.6.3 they have been removed from the game, any previously sold or described dumbfire missiles have been given an abbreviated lock time and a limited amount of self guidance on the target. This was done for two reasons: a dumbfire missile isn\u2019t really a missile its more a rocket or a bomb, and secondly as we introduce widespread rocket pods dumbfire missiles will simply muddy the waters.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo","de_DE":"Die Ordnungsverordnung Ein Leitfaden f\u00fcr die neue Schiffsmatrix\nGr\u00fc\u00dfe B\u00fcrger!\n\nOrdnance Hardpoints sind der neue Name f\u00fcr Itemports, die es im Spiel schon seit einiger Zeit gibt, aber bisher nur zum Befestigen von Raketenablagen verwendet wurden. Jetzt sind sie in der Lage, Raketengestelle, Raketensch\u00e4chte und zuk\u00fcnftige Gegenst\u00e4nde auszur\u00fcsten, die sich am besten f\u00fcr den Start aus diesen Schwerpunkten eignen. Da Raketen und Torpedos die prim\u00e4ren Waffen sind, die Sie hier verwenden werden, m\u00f6chten wir weiter kl\u00e4ren, was die Unterschiede (und \u00c4hnlichkeiten) zwischen diesen beiden Kampfmitteln sind.\n\nZun\u00e4chst einmal teilen beide Elemente die gleiche Gr\u00f6\u00dfenmethode, die derzeit zwischen 1 und 12 liegt, mit einer Skala, die sich bei Bedarf erweitern k\u00f6nnte. Jede dieser Gr\u00f6\u00dfen hat ihre eigenen Metriken, wobei die Gr\u00f6\u00dfe die L\u00e4nge des Artikels und der Durchmesser von 1\/10 der Gr\u00f6\u00dfe ist. Das bedeutet, dass eine S3-Rakete etwa 3 Meter lang und mit einem Durchmesser von 0,3 Metern ist. Generell erwarten wir nicht, dass wir Raketen in Star Citizen gr\u00f6\u00dfer als S4 und selten Torpedos kleiner als S5 finden, aber da beide auf Racks vollst\u00e4ndig austauschbar sind, besteht die M\u00f6glichkeit von Ausnahmen.\n\n\nRaketen\nRaketen haben eine enorme Man\u00f6vrierf\u00e4higkeit im Flug und eine ausgezeichnete Verfolgung schnell beweglicher Ziele, aber mit einer begrenzten Nutzlastverteilung im Vergleich zu Torpedos. Sie werden wahrscheinlich zuverl\u00e4ssiger bei Fehlern neu zielen oder durch Gegenma\u00dfnahmen korrigieren, um durch fortschrittliche und effizient platzierte Man\u00f6verjets effektiv zu sein. Die Man\u00f6vriereigenschaften k\u00f6nnen beim Einsatz in der Atmosph\u00e4re aufgrund von atmosph\u00e4rischen Einfl\u00fcssen negativ beeinflusst werden.\n\n\nTorpedos\nTorpedos haben einen viel gr\u00f6\u00dferen Schlag als Raketen, der ihrer Gewichtsklasse entspricht, aber im Allgemeinen langsamer und weniger agil ist. Diese werden f\u00fcr den Einsatz gegen gr\u00f6\u00dfere oder weniger mobile Ziele wie Gro\u00dfraumschiffe empfohlen. Au\u00dferdem sind sie aufgrund ihrer geringeren Grundman\u00f6vrierf\u00e4higkeit widerstandsf\u00e4higer gegen atmosph\u00e4rische Einfl\u00fcsse.\n\n\n\nEin Schiff und seine Gesch\u00fctze werden bald getrennt.\nRaketen oder Torpedos? Beide. Ich meine, wenn du die Wahl hast, mach beides, ja? Schiffstyp Raketen Torpedos Gladius 4x S2 Raketen 2x S3 Raketen F7C-M 8x S1 Raketen 4x S2 Raketen Vanguard Harbinger 4x S4 Raketen 3x S5 Torpedos Gladiator 4x S5 Torpedos Eclipse 3x S9 Torpedos Retaliator 6x S9 Torpedos Polaris 28x S10 Torpedos Javelin 32x S12 Torpedos\n* Dies ist eine unvollst\u00e4ndige Auflistung der Schiffe und ihrer Ordnungen.\n\nRaketengestelle\nRaketengestelle werden zuerst an Kampfmittel-Haltepunkten befestigt, wobei die Raketen oder Torpedos an ihnen befestigt werden, nicht anders als eine Kardanhalterung. Diese Raketengestelle haben \u00e4hnliche Gr\u00f6\u00dfen wie Waffen und es gibt mehrere Raketengestelloptionen pro Hardpoint-Gr\u00f6\u00dfe mit Anpassungen der Nutzlast.\n\nEinfach ausgedr\u00fcckt, die Gr\u00f6\u00dfe des Gestells entspricht einer Rakete dieser Hardpoint-Gr\u00f6\u00dfe, die befestigt wird.\n\nUm zwei Raketen an diesem Gestell zu befestigen, lassen Sie die Raketen eine Gr\u00f6\u00dfe tiefer fallen.\n\nUm vier Raketen an das Gestell zu befestigen, m\u00fcssen die Raketengr\u00f6\u00dfen zwei Gr\u00f6\u00dfen fallen lassen.\n\nDie legend\u00e4ren \"Octo\"-Racks bedeuten, dass Sie die Raketengr\u00f6\u00dfen um drei verringern m\u00fcssen. Das bedeutet auch, dass das Gestell selbst mindestens S4 sein muss.\n\nEinige Schiffe haben individuell angepasste Racks (z.B. Constellation, Starfarer Gemini, Freelancer MIS), die direkt in ihren Rumpf einmodelliert werden. Diese k\u00f6nnen nicht gegen andere ausgetauscht werden. Die einzige Anpassungsm\u00f6glichkeit in diesen F\u00e4llen ist das Austauschen der Raketen selbst.\n\nUm den Inhalt des Raketenregals anhand der Gr\u00f6\u00dfe zu berechnen, werfen wir einen Blick auf die Behring-Serie \"Marsden\".\n\nNamensgestell Gr\u00f6\u00dfe # der Raketen Gr\u00f6\u00dfe Behring MSD-414 \"Marsden\" Raketengestell 4 1 4 Behring MSD-423 \"Marsden\" Raketengestell 4 2 3 Behring MSD-442 \"Marsden\" Raketengestell 4 4 2 Behring MSD-481 \"Marsden\" Raketengestell 4 8 1\n* Dies ist eine unvollst\u00e4ndige Auflistung der \"Marsden\"-Raketenablagen. Wir wissen.... wir wissen.\n\nRaketenpods\nIm Laufe der Entwicklung wollen wir es den Spielern erm\u00f6glichen, andere Gegenst\u00e4nde an diesen Fixpunkten anzubringen, von denen die erste Raketengondeln sind, die ungelenkte Raketen abfeuern, \u00e4hnlich denen, die bereits im Mustang-Delta zu finden sind. Raketen werden mit einer Vielzahl von Sicherungstypen wie Zeit, Aufprall und N\u00e4he erh\u00e4ltlich sein. Raketen sollten perfekt f\u00fcr Bodenangriffsmissionen sein, bei denen Sie ein Gebiet mit Sprengstoff durchdringen wollen.\n\nEs ist der einzige Weg, um sicher zu sein.\n\nRaketen und Raketengondeln werden Gr\u00f6\u00dfen und Metriken \u00e4hnlich wie Raketen und Raketenst\u00e4nder haben, um sicherzustellen, dass sie ausgetauscht werden k\u00f6nnen, ohne Clipping-Probleme zu verursachen. Schiffe mit ma\u00dfgeschneiderten Kapseln, die in ihren Rumpf einmodelliert sind (z.B. Mustang Delta) oder mit internen Bombensch\u00e4chten (z.B. Sabre) sind an ihren originalen Lagerteilen befestigt. Die einzige Anpassung, die in diesen F\u00e4llen vorgenommen werden kann, ist der Austausch der Raketen\/Raketen\/Torpedos selbst.\n\nIn Zukunft hoffen wir, die Arten von Gegenst\u00e4nden, die mit diesen Kampfmittelh\u00e4rtepunkten verbunden sind, zu erweitern, um zus\u00e4tzliche Spielm\u00f6glichkeiten zu schaffen. Einige unserer aktuellen \u00dcberlegungen sind:\n\nVerzerrungsfeld-Generatoren - Kleinere Versionen von dem, was so etwas wie dem R\u00e4cher-Hexenmeister seinen Durchbruch gibt.\n\nTreibstofftanks - Um zus\u00e4tzliche Wasserstoff- oder Quantenkraftstoffversorgung f\u00fcr Fl\u00fcge \u00fcber gr\u00f6\u00dfere Entfernungen bereitzustellen.\n\nMinen - Abwerfbare Sprengstoffe, die einen Bereich von Raum, Luft, Land oder Meer sch\u00fctzen.\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nF: Gibt es im Spiel noch Dumbfire-Raketen?\n\nSeit 2.6.3 wurden sie aus dem Spiel entfernt, alle zuvor verkauften oder beschriebenen Dumbfire-Raketen erhielten eine verk\u00fcrzte Verschlusszeit und eine begrenzte Selbstf\u00fchrung auf das Ziel. Dies geschah aus zwei Gr\u00fcnden: Eine Dumbfire-Rakete ist nicht wirklich eine Rakete, sondern eher eine Rakete oder eine Bombe, und zweitens werden Dumbfire-Raketen, wenn wir weit verbreitete Raketengondeln einf\u00fchren, einfach das Wasser verschmutzen.\n\n\nWeiterf\u00fchrende Literatur\nSchiffsmassenkarrieren und Rollen Triebwerke Schiff Technische Informationen Ordnungs-Haltepunkte Waffen-Haltepunkte Andere Haltepunkte Gesch\u00fctzt\u00fcrme Varianten & Module scu und Ladung","zh_CN":"The Ordnance Ordinance A Guide to the New Ship Matrix\nGreetings Citizens!\n\nOrdnance hardpoints are the new name for itemports that have existed in-game for some time, but were previously used only for attaching missile racks to. Now, they are capable of equipping missile racks, rocket pods, and future items that may be best suited to launching from these hardpoints. As missiles and torpedoes are the primary armaments you\u2019ll be using here, we\u2019d like to clarify further what the differences (and similarities) are between these two ordnance items.\n\nTo start, both items share the same sizing methodology, currently ranging from 1 to 12 with a scale that could expand if deemed necessary. Each one of these sizes have metrics their own, with the size being the length of the item and a the diameter of 1\/10th the size. This means a S3 missile is about 3 meters long with a diameter of 0.3m. Generally, we don\u2019t expect to find missiles in Star Citizen larger than S4 and rarely torpedoes less than S5, but since both are entirely interchangeable on racks, the possibility for exceptions exist.\n\n\nMissiles\nMissiles have tremendous maneuverability in flight and excellent tracking of fast moving targets, but with a limited payload spread compared to torpedoes. They will likely re-target more reliably on misses or correct from countermeasures for effectively due to advanced and efficiently placed maneuvering jets. Maneuvering performance may be negatively impacted when being used in atmosphere due to atmospheric effects.\n\n\nTorpedoes\nTorpedoes pack a much larger punch than missiles, fully appropriate for their weight class, while generally slower and less agile. These are recommended for use against larger or less mobile targets such as capital ships. They are also more resilient to atmospheric effects due to their inherently lower base maneuverability.\n\n\n\nA Ship and It\u2019s Ordnance Are Soon Parted\nMissiles or Torpedoes? Both. I mean, if you have the option, do both, yeah? Ship Type Missiles Torpedoes Gladius 4x S2 Missiles 2x S3 Missiles F7C-M 8x S1 Missiles 4x S2 Missiles Vanguard Harbinger 4x S4 Missiles 3x S5 Torpedoes Gladiator 4x S5 Torpedoes Eclipse 3x S9 Torpedoes Retaliator 6x S9 Torpedoes Polaris 28x S10 Torpedoes Javelin 32x S12 Torpedoes\n* This is a partial listing of Ships and their Ordnance.\n\nMissile Racks\nMissile racks are attached first to ordnance hardpoints, with the missiles or torpedoes attaching to them, not unlike a gimbal mount. These missile racks have sizes similar to weapons and there are multiple missile rack options per hardpoint size with adjustments to payload.\n\nPut simply, the size of the rack equals one missile of that hardpoint size being attached.\n\nTo get two missiles attached to that rack, drop the missiles down one size.\n\nTo get four missiles attached to the rack, the missiles sizes must drop two sizes.\n\nThe legendary \u201cOcto\u201d racks mean you must drop the missile sizes down by three. This also means the rack itself must be at least S4.\n\nSome ships have individually bespoke racks (e.g. Constellation, Starfarer Gemini, Freelancer MIS) that are modeled directly into their hull. These cannot be exchanged for others. The only customization possible in these cases is the swapping of the missiles themselves.\n\nTo calculate the contents of the missile rack based off the size, let\u2019s look at the Behring \u201cMarsden\u201d series.\n\nName Rack Size # of Missiles Missile Size Behring MSD-414 \u201cMarsden\u201d Missile Rack 4 1 4 Behring MSD-423 \u201cMarsden\u201d Missile Rack 4 2 3 Behring MSD-442 \u201cMarsden\u201d Missile Rack 4 4 2 Behring MSD-481 \u201cMarsden\u201d Missile Rack 4 8 1\n* This is a partial listing of \u201cMarsden\u201d missile racks. We know\u2026 we know.\n\nRocket Pods\nAs development continues, we intend to allow players to attach other items to these hardpoints, the first of which are Rocket Pods that fire unguided missiles, similar to the ones already found on the Mustang Delta. Rockets will be available with a variety of fuse types like timed, impact and proximity. Rockets should be perfect for ground attack missions where you want to saturate an area with explosives.\n\nIt\u2019s the only way to be sure.\n\nRockets and Rocket Pods will have sizes and metrics similar to missiles and missile racks in an effort to ensure they can be swapped out without causing clipping issues. Ships that have bespoke pods that are modeled into their hull (e.g. Mustang Delta) or have internal bomb bays (e.g. Sabre) are locked to their original stock items. The only customization that can be done in these instances is swapping the missiles\/rockets\/torpedoes themselves.\n\nGoing forward, we hope to expand the types of items attached to these ordnance hardpoints in our efforts to provide additional gameplay opportunities. Some of our current considerations are:\n\nDistortion Field Generators \u2013 Smaller versions of what gives something like the Avenger Warlock its punch.\n\nFuel Pods \u2013 To provide extra hydrogen or quantum fuel supplies for longer range flights.\n\nMines \u2013 Droppable explosives that safeguard an area of space, air, land, or sea.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Do dumbfire missiles still exist in-game?\n\nAs of 2.6.3 they have been removed from the game, any previously sold or described dumbfire missiles have been given an abbreviated lock time and a limited amount of self guidance on the target. This was done for two reasons: a dumbfire missile isn\u2019t really a missile its more a rocket or a bomb, and secondly as we introduce widespread rocket pods dumbfire missiles will simply muddy the waters.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo"},"links_count":10,"comment_count":105,"created_at":"2017-10-23T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-07 23:45:58","valid_relations":["images","links"],"prev_id":16188,"next_id":16192}}