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Oznogon edited this page Jun 23, 2026 · 2 revisions

The Damage Control (DamCon) crew screen provides a detailed view of the ship's internal layout and system status. It allows for control of repair crews only, and can't change energy or coolant allocation, which are the responsibility of the Engineering or Power management screens.

When systems are damaged, the DamCon officer can dispatch repair crews to the system for repairs. Each system has a damage state between -100% to 100%.

Systems indicators (left)

The left column first lists the ship's hull, shields, and energy, followed by the status of each ship system.

Each system's status is indicated by its effectiveness, a percentage value from 0% to 300%. System effectiveness is reduced by being damaged or underpowered, and increased by being repaired or overpowered.

If the system is fully disabled by damage (health 0% to -100%), the system's row also turns red.

Each system row also has four colored status bars below its effectiveness indicator:

  • Damage (wrench): Green (healthy), yellow (reduced), or red (critical). The bar reduces in size from full to empty as its health is depleted, representing health from 100% (full) to 0% (empty). Further damage refills the bar in bright red, from 0% health (empty) to -100% (full).

    Systems below 100% health function suboptimally, in much the same way as if they are underpowered. Once a system is at or below 0% health, it completely stops functioning until it is repaired. Systems can be repaired by sending a repair crew to the room containing the system.

  • Heat (thermometer): Bar grows from yellow and empty (little to no heat) to red and full (critical heat) as the system accumulates heat.

    A system operates normally regardless of its heat value, but begins taking damage if it generates additional heat while already at 100% heat.

  • Power (bolt): Yellow bar indicating the system's power level. A nominal system (100% power) fills up only 1/3 of its bar, since the system can be overpowered by up to 300%. (If system damage, coolant, and a reactor aren't enabled on this ship or server, a full bar instead represents 100% power.)

    Underpowering a system reduces its effectiveness in a similar manner as taking damage, but can passively reduce that system's heat. Overpowering a system can increase its effectiveness above 100%, but passively generates additional heat in that system.

  • Coolant (snowflake): Teal bar showing coolant level, from no coolant (empty) to the system's coolant capacity (full). Omitted if the ship lacks coolant.

    Coolant can quickly reduce a system's heat. If a system is overpowered, coolant can prevent that system from generating additional heat. However, each ship has a limited supply of coolant to distribute across its systems.

Internal view (right)

The main area displays a top-down view of the ship's interior rooms. Connection lines run from each system panel to its room which can be cycled in mode with the Toggle system detail lines hotkey (damcon_toggle_detail_lines).

  • Health only (default): Solid colored line turns red when the system's health is 0% or less.
  • System details: Draws four sub-lines for health (red/green), power (brown/yellow), coolant (teal), and heat (orange). Intensities reflect deviation from normal; if all lines are dim, the system is nominal.
  • None: Lines are not shown.

You can also select a repair crew by clicking the crew member in the internal view, and then assign them to a system by clicking on an empty space in the internal view's room bearing that system's icon. The detail lines also point from the system's effectiveness row to its corresponding system.

Shield arcs

Around the internal rooms view, arcs represent each shield segment.

Each arc's thickness and color represents its strength. Thick blue arcs representing active, full-strength shields, and narrow red arcs represent nearly depleted active shields. White arcs represent deactivated shields. An arc disappears completely when that shield is fully depleted and each active segment also flashes when it takes a hit.

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