Welcome to ATS' own wiki.
Read and remember the rules and conventions, they can be found at Help
This flight guide is very basic – it’s a primer for cargo traders to allow then to fly a ship from planet to planet. It won’t teach how to avoid enemies, or attack enemies, or even fly somewhere other than to a specific planet. But for cargo trading, it should be sufficient.
This page is intended to give an overview of how to transport cargo in space. It is assumed that the player will find a ship to fly and will have someone provide basic instruction on how it works. This information will hopefully supplement the learning experience.
A flight checklist can be a very handy reference to start, launch, fly, land, and shutdown a freighter. Let's go through a quick rundown of the steps to a successful cargo delivery.
Pre-flight. If your consoles are locked for security purposes then you need to unlock them (sec con –all) and man a console (man 1). Then put the ship in a flight mode (mode fighter). This allows you to activate the ship’s systems (act sys), preset the power allocations (preset alloc minimum) and turn on the electronics – electronic warfare (ew on), short range scanners (srs on) and long range scanners (lrs on).
Launch. Prior to launch it’s a very good idea (and sometimes a requirement) to announce on the appropriate subspace channel your intention. Then you need to close the hatches (close/hatch h) and launch into the vastness of space (launch). Once you are underway you need to raise your defensive shields (ras), lay in a course to your destination (layin <planet>), turn your ship in that direction (engage), hit the accelerator (warp cruise) and turn on the autopilot (autop on). Then you can relax.
In-Flight. During the flight it’s good to keep track of things around you. Use your ships sensors (sr) to get a feel for what’s around you. You should also keep track of nearby borders (bor rep) and be sure to announce all border crossing! You can also keep track of planets that you pass (plan near). Once your destination planet appears on your sensor report (sr) you need to intercept it (inter # - the # will be the number of the planet on your sensor report). This will allow your ship to automatically reach your destination (be sure your autopilot is turned on too!). If you fail to intercept the planet you’ll zoom right past it and continue on the same course indefinitely – so stay alert!
Landing. It’s a good idea to announce your arrival at the destination planet on the appropriate sub-space channel. In some parts of space it’s not just a good idea, but required! Know your space regulations (@finger space)! Once you have arrived at your destination and your ship has come to a full stop you need to lower your shields (las) and land (land # - again the # is the planet number that you used to intercept while in space – you can check your sensor report (sr) to be sure of the right number). Then check for an open landing pad (list pads) and open a hatch on that pad (open/hatch h=# - here the # might be a number or it could be a combination of letters and numbers (LP1 or P1 or something) that is listed on the list pads report).
Shut down. When you are ready to shut down your ship for an extended period you need to turn off your preset power allocations (preset alloc off) and once the reactors have cooled down you deactivate all systems (deact sys). Then you should lock up the consoles (sec con +all) and you’re done.
For more information on how to really fly in ATS Space check out the excellent Basic Ship Command Walkthrough and the Space_Combat_HOWTO guides.