Flight
W / S
thrust fore / aft
A / D
strafe
R / F
up / down
Q / E
roll
drag
orbit selected / look
scroll
zoom to target
⇧ scroll
throttle
Shift
boost ×32
X
full stop
1 finger
look / orbit
2 fingers
pinch to zoom, drag to look
tap
select body
Navigation
click
select body
B
ship builder
F
fleet & orders
M
Δv map
P
plan a transfer
K
comms overlay
I
sensor imagery
J
combat log
Tab
jump menu
G
fly to target
T
focus lock on / off
Y
bloom on / off
;
performance readout
C
orbit / free cam
Space
pause time
, / .
time slower / faster
⇧ , / .
…in bigger steps
N
reset to now
[ / ]
body size ×
O / L
orbits / labels
Three sensors, three bargains.
Optical emits nothing, so nobody can ever tell they were
looked at — but it needs sunlight or waste heat, and a cold coasting hull is very nearly
invisible to it. Its resolution comes from a segmented primary that unfolds to twenty
times the aperture you paid to launch.
Radar reaches furthest and is the only thing that sees a
dark, silent target, because it brings its own illumination — and that illumination is a
shout every passive ear in range will log. It reads back one range line at a time, and
its sharpness comes from the baseline your platform physically flies while the return
stays coherent, so a fast crossing takes a good picture and a stationary stare takes none.
Passive RF hears only what transmits: unbeatable against a
beacon, deaf against silence.
Distances and orbits are true to scale at all times — planet positions come from JPL
Keplerian elements, so what you see is where they actually are. Only body radii can be
exaggerated, with [ and ].
Everything is a dot at 1× because that is genuinely what the solar system looks like.
Surface imagery is real (NASA/USGS via Celestia and Planet Pixel Emporium) and streams in
as you approach each body; procedural stand-ins are used until it arrives, and if you are offline.