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Shuttles and Planetary Transport
DESKTOP-5KM6RA3\david edited this page Feb 25, 2026
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This guide covers player-facing shuttle transport in Rimgate: what each craft is best at, how launch fuel actually scales, and how to avoid wasting fuel and sortie windows.
For cargo staging and short-range hauling, see Mobile Logistics and Carts.
For gate movement and wormhole logistics, see Gate Network Guide.
- Rimgate currently provides three player shuttles:
Tel'tak,Dart, andPuddle Jumper. - Shuttle builds are in Architect under
Odyssey. - All three launch up to
120world tiles per trip. - Each launch consumes
max(min fuel cost, fuel per tile * distance). - Launch groups are one-shuttle only (
max1PerGroup). -
Tel'takis the heavy transport option. -
Dartis the fast light insert option with very low payload. -
Puddle Jumperis the balanced option with a built-in toggled shield.
-
Tel'takresearch (Rimgate_GoauldTelTak)- requires analysis of
deteriorating Tel'tak
- requires analysis of
-
Wraith Dartresearch (Rimgate_WraithDart)- requires analysis of
decaying Dart
- requires analysis of
-
Puddle Jumperresearch (Rimgate_AncientPuddleJumper)- requires analysis of
dilapitated Puddle Jumper - also requires
ancient research bankas a research facility
- requires analysis of
| Shuttle | Cargo Capacity | Fuel Type | Fuel Tank | Fuel / Tile | Min Fuel / Launch | Cooldown | Max Range |
|---|---|---|---|---|---|---|---|
Tel'tak |
2200 |
naquadria |
3000 |
4.0 |
75 |
4000 ticks (1.6h) |
120 |
Dart |
150 |
biomass |
1500 |
2.2 |
45 |
2500 ticks (1.0h) |
120 |
Puddle Jumper |
1100 |
naquadria |
2500 |
2.8 |
65 |
3000 ticks (1.2h) |
120 |
Fuel cost per trip:
trip fuel = max(min fuel cost, fuel per tile * world distance)
Examples at full 120-tile range:
-
Tel'tak:480fuel -
Dart:264fuel -
Puddle Jumper:336fuel
Practical takeaway:
- Short hops are governed by minimum launch fuel.
- Long hops are governed by fuel-per-tile scaling.
- Round trips require planning both outbound and return fuel, not just the first leg.
- Best for bulk payload, colony relocation chunks, and multi-pawn deployments.
- Highest transport capacity by a wide margin.
- Highest per-tile fuel burn, so route planning matters on long repeated flights.
- Best for rapid insertion, extraction, and low-mass specialist teams.
- Very low cargo capacity (
150) means it saturates quickly with gear. - Most fuel-efficient launch profile among the three.
- Good middle ground between capacity and fuel economy.
- Adds defensive shielding for contested operations.
- Intended for planetary/orbital transport, not dwarfgate transit.
- Shield is toggled via a dedicated command (pawn performs the toggle job).
- While active, it intercepts ground and air projectiles.
- Shield radius is adjustable (
4to6), and larger radius increases fuel draw. - Under sustained pressure (especially EMP), the shield can overload and go offline until reset.
Operational rule:
- Keep shield off during safe transit/loading windows, then toggle on before entering combat-risk zones.
- All shuttles must be placed unroofed.
- All are large-footprint structures and should be given clear takeoff/landing lanes.
- Staging layout that works:
- nearby fuel stockpile matched to shuttle fuel type
- nearby armory and medicine shelves for fast loadouts
- direct route to your gate room or perimeter exit
- Choosing
Dartfor cargo-heavy missions and hitting mass cap immediately. - Launching on minimum fuel without budgeting return legs.
- Treating cooldown as negligible and overcommitting to back-to-back sorties.
- Leaving
Puddle Jumpershield active continuously and bleeding fuel between fights. - Mixing
naquadriaandbiomassfueling lanes and creating refuel bottlenecks.
- Use
Tel'takfor freight-heavy or multi-colonist sorties. - Use
Dartfor fast low-mass operations where speed matters more than payload. - Use
Puddle Jumperwhen you expect hostile projectile pressure. - Plan launch fuel with round-trip math before committing distant flights.
- Build dedicated refuel pads and keep the correct fuel staged next to each shuttle class.