Operations Manual

Every faction flies the same bridge. This is where you learn it — not as an encyclopedia, but on the Bridge Command Operation System Trainer (BCOST): real panels, guided hotspots and drills you can repeat until the Star Map feels like home.

Training environment

Example callsigns, ships, coordinates and signals on this page are fictional academy data. Historical references, verified production behavior and Season Two targets are identified separately wherever mechanics are described. Live operational data exists only on the authenticated Star Map after your application is approved.

01

Flight Path

From your first login to your first capture window: six stations, in the order a new belter actually meets them. Pick any station to jump straight into its lesson on the trainer below.

Learn

Each lesson rebuilds a real Star Map panel. Numbered hotspots wire straight into the interface and explain what every control actually does.

Practice

The panels work. Flip the toggles, send a training distress call, calculate a route — the trainer reacts exactly like the bridge, with fictional data.

Look up

Already certified? The quick reference answers "how did that work again?" in one glance, and the signal lexicon decodes every message type and status.

BCOS-Trainer · interactive lessons
02

BCOS-Trainer

The Bridge Command Operation System Trainer (BCOST) — a faithful training copy of the Star Map bridge. New to the bridge? Start with Lesson 01 — a clickable map of the whole terminal. Then pick any lesson on the left deck, use the numbered hotspots, run the drill and tick off your checklist. Lessons marked as awaiting material follow with the next classroom update.

BCOST MK-I

Sixteen lessons · all shown below

Lesson 01 · Orientation

The Terminal

~4 minStart hereTraining data
Bridge Anatomy

The Star Map connects the Space Engineers world to a strategic command interface for navigation, shared awareness and faction coordination. Public visitors see a reduced campaign overview; authorized players enter a protected role view — Gamemaster · Titan Belt · Noricum · Va'Char.

Fleet Command only · blue-framed panels Issue Orders · Fleet Registry · Strike Groups · Order Monitor · Maintenance Requests · Intel · Jump Requests

Hotspots — click a number

Your first look at the bridge

This is the whole terminal in one schematic — and it is a map of this manual too: click any region or numbered entry to jump straight into its lesson.

  1. Apply via Discord and receive your role view.
  2. Open the Star Map and enter your faction terminal.
  3. Walk the decks in lesson order — identity, navigation, signals, campaign.
  4. Keep this manual open beside the bridge until it feels like home.
Field note

The map is a companion display: captains maintain their ship context while Fleet Command coordinates the wider operation. Fly the game — the terminal flies beside you.

Lesson 02 · Command deck

Current Ship

~3 minBasicsTraining data
Current Ship
Callsign
Current Ship

Pelican 4 · Miner · ACTIVE · ID withheld in training

Cockpit CrewNo live cockpit crew reported for this grid.
Operators- Aquila

Hotspots — click a number

Your seat on the bridge

Everything on the Star Map starts here: who you are (Callsign) and what you fly (Current Ship). Try the dropdowns — the trainer reacts.

  1. Open the Star Map and set your Callsign.
  2. Select your grid as Current Ship.
  3. Turn on Center Lock while flying.
  4. Optional: enable Follow Callsign when you switch cockpits often.
Field note

The map refreshes on a short cycle, not per frame. If your ship just moved, give the transponder a moment before you trust the dot.

Lesson 03 · Command deck

Ship Registry

~4 minBasicsTraining data
Ship Registry

Pelican 4 · ACTIVE
Raw Server Name: ACAD-TR-01

Display Name
Category
Class

Hotspots — click a number

Tell the fleet what flies

The registry turns anonymous grids into a readable fleet picture. Try switching the Category — the Class list follows it, exactly like on the bridge.

  1. Select your Current Ship, then open Ship Registry.
  2. Set a clear Display Name.
  3. Choose Category, then Class.
  4. Save the entry.
Field note

Wrecks are classes too. Registering a hulk as Military Wreck or Support Wreck keeps the map honest — and marks salvage for your haulers.

Lesson 04 · Command deck

Selected Object & GPS

~5 minCore skillTraining data
Selected Object

Map Click · Selected Point
Map point · Z from current ship.

X
Y
Z
GPS output

Click training — what copies a GPS?

One direct click on the objective copies exactly one GPS; an empty click only selects and copies nothing.

Import GPS

Paste one GPS entry

The imported coordinate becomes the Selected Object. It is not saved as a map marker automatically.

Hotspots — click a number

One coordinate to rule the panel

Whatever you click, import or edit becomes the Selected Object — and every other system (routes, markers, reports) reads it from here. Press "Use Training Beacon" to load a practice coordinate.

  1. Click the map — or paste a GPS from the game.
  2. Check the header: what exactly is selected?
  3. Center the map on the point.
  4. Copy the GPS into Space Engineers when you fly there.
Field note

Names with a colon confuse the format — the map quietly swaps ":" for " - " when it builds GPS labels. Keep marker names short and colon-free.

Lesson 05 · Command deck

Radar Control

~5 minCore skillTraining data
Radar Control
Hammer 6Academy Wing · ACTIVE · tracking_disabled
Tracking range · S1 reference15.0 km
Contacts0
Camera + SensorCheck disabled
Season Two targetPlanet blocking · planned

Enemy Tracking disabled.

Hammer 6

Hotspots — click a number

Eyes for your faction

Radar turns your ship into a sensor node. Flip "Enemy Tracking" and "Range Overlay" on the replica and watch the panel — and the map — react.

  1. Select an ACTIVE Current Ship.
  2. Enable Enemy Tracking.
  3. Show the Range Overlay while you patrol.
  4. Watch TextCom for new-contact reports.
Field note

Hide behind mass. If a planet sits between you and the hunter, both radars are blind — use the shadow for approaches and retreats.

Lesson 06 · Command deck

Distress Call

~4 minCore skillTraining data
Distress Call

Current ship · ACTIVE · distress uses current ship position. · Hammer 6 · ACTIVE

Visibility
Duration
Message
Hammer 6

Hotspots — click a number

The loudest button on the bridge

A distress call plants your position and a short message on other bridges. Send one on the trainer — the toast and the map marker show what your faction (or everyone) would see.

  1. Check your transponder status first.
  2. Choose who may see the call.
  3. Write one clear sentence and send.
  4. Delete the call once you are safe.
Field note

"All" is a weapon too: a public SOS can bait an ambush — or scare raiders off a helpless hauler. Choose the audience like you choose ammunition.

Lesson 07 · Command deck

Status Reports

~4 minCrew dutyTraining data
Status Reports

Report the current condition of your Current Ship.
Pelican 4 · ACTIVE

Hull
Weapons
Ammunition
Hydrogen
Energy
Maneuverability
Jump Drive
Message

MAINT · All systems green. Pelican 4.

Hotspots — click a number

The fleet's health monitor

Seven switches tell your engineers and commanders what your ship needs. Set a field to Red and watch the report line rebuild itself — then send it to the training feed.

  1. After every fight or long haul, open Status Reports.
  2. Set the seven fields honestly.
  3. Add what the dock crew should know.
  4. Withdraw the report once repaired.
Field note

"Jump Drive: Charging" before a retreat window tells your escort exactly how long they must hold the line. Report it early.

Lesson 08 · Command deck

Command Bay & Route Computer

~5 minNavigationTraining data
Command Bay
OriginPelican 4 · Current Ship
TargetSelected Point · MAP_CLICK

Preview target · X 12,500 · Y −8,200 · Z 400

Origin follows the current ship and updates with live transponder data. A locked coordinate stays protected — unlock or clear the route before choosing another target.

Distance14.9 km
Map distance14.9 km
Z delta0.0 km
@100 m/s≈ 3 min

@ current speed: unavailable / stationary — the live ETA appears once you actually move.

Pelican 4 Selected Point

Hotspots — click a number

Pre-flight in three moves

Origin, target, calculate. The Command Bay turns a map click into a flight plan. Press "Calculate Route" and watch the dashed line appear — the ETA chips are separate overlay toggles you flip yourself.

  1. Select the destination (click or GPS import).
  2. Lock the target.
  3. Calculate the route and read both ETAs.
  4. Copy the target GPS and fly.
Field note

ETA rings answer the commander's real question — "can you be there before the window closes?" — before anyone burns hydrogen.

Lesson 09 · Command deck

Map Marker

~4 minTeamworkTraining data
Map Marker

Select a new point on the map or use the point already selected. Faction markers are shared within your faction; Gamemaster markers are visible to all maps.

Selected PointMAP CLICK · X 12.500 · Y −8.200 · Z 0.400 km
Marker Type

3 of 12 Map Markers visible.

Selected Point

Resource deposits read as compact codes on the map — U · Pt · Co · Au · Ag · Mg · Ice · Ni · Si · Fe · St — and auto-build their GPS label, e.g. “Ressource - Co, Ni” (GPS labels write Uranium as “Ur”, the map dot shows “U”).

Hotspots — click a number

Pins your whole faction can see

Markers turn a private map click into shared knowledge. Pick a type on the replica — Make Point unlocks only after an explicit choice, exactly like the bridge.

  1. Select the point (click or GPS import).
  2. Choose the marker type deliberately.
  3. Make the point and check the counter.
  4. Clean up markers your faction no longer needs.
Field note

A tidy marker set wins wars quietly: every stale pin is a wingmate flying to yesterday’s battlefield.

Lesson 10 · Command deck

Jump Terminal

~4 minLogisticsTraining data
Jump Terminal

Faction Jump Terminal — request jump support from your own faction Fleet Command.

Pickup Pelican 4 X 12,500 · Y −8,200 · Z 400
Destination Selected Point X 26,100 · Y −3,400 · Z 400
Message

Select pickup and destination.

START DEST

Hotspots — click a number

Call the jump ship

No jump drive? Your faction’s Fleet Command runs a taxi service. Press “Send jump request” on the replica and watch the request card and the route markers appear.

  1. Select the destination coordinate.
  2. Set pickup — current ship or selected point.
  3. Add a note and send the request.
  4. Withdraw it yourself if plans change before assignment.
Field note

Book the jump before you are stranded: a request sent from a safe staging point beats an SOS from a dead ship every time.

Lesson 11 · Comms & awareness

TextCom

~3 minAwarenessTraining data
TextCom: Training Channel

Academy filter · not on the bridge — the real feed has no filter buttons.

T+00:04MAINTHyperjump module charging. Pelican 4.
T+00:09DISTRESSDISTRESS CALL · Aquila requests support. Message: Requesting escort
T+00:17COMMSCapture attempt prevented at TZ-1. No point awarded.
T+00:26ORDEROrder transmitted: MOVE to Waystation K.
T+00:31COMMSCampaign capture is now active at TZ-1.
T+00:40ORDERStop command transmitted. Active order cancelled for Caravan 9.

Times run on the training mission clock (T+minutes) — the bridge shows the real feed.

Hotspots — click a number

The bridge's newspaper

Everything that happens becomes a line: maintenance, distress, campaign, orders. Learn to skim it by color — the filter row is an academy aid; the bridge feed has no filter buttons.

  1. Keep TextCom visible while you fly.
  2. React to red lines first.
  3. Cross-check orders you heard on voice.
Field note

A capture line in COMMS is often your first warning that a window opened early — the feed beats the grapevine every time.

Lesson 12 · Comms & awareness

Live Transponders

~3 minAwarenessTraining data
Live Transponders

TERMINAL: CAPTAIN · TITAN BELT

Maptitan · training
Objects6 · ACTIVE 5 · STALE 1 · SILENT 0 · LOST 0 · DARK 0
Courses1
Updatedserver time · withheld in training
Next check20 s · counting down
Experimental mouse movement modeOff by default · arrows/WASD/QE/C/R active

Hotspots — click a number

The pulse of the map

This module is the heartbeat readout: how many ships report, how fresh the picture is, and how your bridge sounds. Flip the audio toggles — they latch like the real ones — and press MIX to open the mixer.

  1. Check the object counts when you sign on.
  2. Watch for STALE spikes — someone’s picture is aging.
  3. Set your audio the way your bridge works.
Field note

A DARK count climbing during a battle is intel in itself — ships are dying or running silent somewhere.

Lesson 13 · Comms & awareness

Legend

~4 minAwarenessTraining data
Legend

Campaign Map — the eight geometry layers:

Resource Deposits — deposits start hidden; a deposit stays visible while any of its resources is enabled:

Tactical Overlays — transponders, signals, orders and markers:

Toggles change your local display only — never server state — and each section remembers its collapse per browser and role.

Hotspots — click a number

Declutter the war

The Legend is your display mixer: three sections of toggles that shape what the map shows you. Try the resource filters — All on floods the belt, All off calms it.

  1. Before a capture flight: Capture Points + Capture Radius on.
  2. Mining run: enable exactly the resources you haul.
  3. Fleet action: overlays on, deposits off.
Field note

Screen discipline is combat power: the fewer layers you show, the faster you read the one that matters.

Lesson 14 · Comms & awareness

Received Orders

~5 minCore skillTraining data
Received Orders

Order signals — what Fleet Command can send you. Press an icon:

In grid order: Move · Waypoint · Rally · Follow · Defend · Docking · Harvest · Target · Retreat · Stop.

The icons are the bridge originals. Press one — the trainer explains what it asks of your ship and how it draws on the map.

Order Receiver — Orders for Current Ship. · 1 received order for Pelican 4.

MoveACTIVE
From: Corvid To: Pelican 4 Target: coordinate
Target DataLOCKED COORDINATE X 12,500 · Y −8,200 · Z 400

Responses: none standing yet — your answer broadcasts on the fleet channel.

On the map: each type draws its own marker, and a dashed command vector runs from your ship to the target — green for the move family, blue for follow/defend, gold for docking, red for target, off-white for retreat. Harvest draws its delivery marker but no vector; Stop draws nothing at all.

Hotspots — click a number

When command calls your ship

Fleet Command talks to your ship through orders. This lesson reads them from your seat: what each signal asks of you, how it lands on your bridge, and how you answer. Send a response on the trainer — the feed shows what the fleet hears.

  1. Keep the Received Orders panel in view while you fly.
  2. Confirm as soon as you understand the task.
  3. Reject early if you cannot comply — the fleet hears it either way.
  4. Report Done the moment the job is finished.
Field note

On a harvest order, report your cumulative unloaded tons — the latest report replaces the previous one, it does not add. And when in doubt what currently binds you: the panel and the TextCom record are the truth, not memory.

Lesson 15 · Campaign

Campaign & Schedule

~6 minEndgameTraining data
Campaign Panel · Three States

Simulated · frozen training values · not live.

State 1 · Before the battle

Campaign: Titan Belt
Overview
Noricum9 / 24
Va'Char13 / 24
Titan Belt / denied points: 2 · frozen
Schedule
Next Capture Event · Point G5
Announced as YYYY-MM-DD · HH:MM UTC
Starts in 2 h 41 min · frozen training value

State 2 · Battle running

Campaign: Titan Belt
Schedule

No next unsuspended campaign event is scheduled.

Ongoing Event
Capture Zone G2
Time remaining: 41 min · frozen
Noricum progress34 / 100
Va'Char progress12 / 100
Leader noricumN 3V 1TBM 0AAP advantage 2 / 0Cap 5

State 3 · Result display

Campaign: Titan Belt
Ongoing Event
G1 · Draw
Capture attempt successfully prevented.
Confirmed server-side · display resets in 7 min · frozen
Noricum progress0 / 100
Va'Char progress0 / 100
Result preventedWinner neutralN 0V 0TBM 0

Know your target — the objective on the map and in 3D:

G5
Flat map: the X marks the objective, the fine dashed ring is the capture radius — both appear with the Capture Points and Capture Radius layers.
G5
3D view: the same objective as a dashed sphere — the volume has depth, above or below the map plane counts like beside it.

Hotspots — click a number

Every battle is announced

The Campaign panel walks three states: schedule, battle, result. Switch them on the replica — the hotspots jump to the right state for you.

  1. Event window confirmed — UTC start converted, on station before it opens.
  2. Target code and GPS on board — the schedule code matches your copied entry.
  3. Transit estimated — jumps, cruise time and a fuel margin for the return leg.
  4. Environment checked — gravity, atmosphere and sight lines from the zone dossier.
  5. Ship passes admission — see the Capture Window lesson.
  6. Power and ammunition — reactors fuelled, jump drives charged, guns stocked.
  7. Crew briefed — roles assigned, rally point agreed.
  8. Retreat plan agreed — losing the ship costs more than losing the zone.
Field note

A server-finalized capture can change sector ownership and the Campaign score. Every battle connects ship design, navigation, crew coordination and combat into one decision on the strategic map.

Lesson 16 · Campaign

Capture Window

~7 minEndgameTraining data
Capture Drills
Inside · counts Outside · never counts

The objective is a configured sphere or cylinder around the X — shape and size come from the active Campaign profile. Outside the boundary, or outside the activation window, a ship contributes nothing, however close it flies.

Admission check — does your ship count? All five must hold at the same time; toggle any off to see why a ship silently stops counting:

COUNTS FOR THE CAPTUREAll five admission requirements hold.

Window simulator — set the crews inside the volume, then advance the clock:

Noricum 1
Va'Char 1

Equal presence — no progress. Neither side holds the Absolute Advantage of Players.

Noricum progress0 / 100
Va'Char progress0 / 100

Training rate: 10 progress per advantage point per minute, surplus capped at 5.

Result grades — drag the loser's final progress:

12%

Heroic Victory / Crushing DefeatThe loser stayed below 25 percent.

A battle without a winner ends as a Draw when it is declared one, or when both final progress values sit within 0.5 percentage points of each other; outside that tolerance — or without sufficient final evidence — it is recorded as Unresolved. Each faction reads its own mirrored perspective title.

Hotspots — click a number

Run the battle yourself

Three drills from the old field guide: check your admission, push crews into the volume and advance the window, then read the grade the server would write. Every number is a training value.

  1. Bring a ship that passes all five admission checks.
  2. Hold more crews inside the volume than they do.
  3. Keep the bar moving until the window closes.
  4. Read the grade — and deny them a clean one.
Field note

Presence beats tonnage. Three modest, crewed ships inside the volume out-capture one battleship every time — and even in a lost battle, every point of progress above zero denies them the clean sweep.

Use the lesson index or the arrows to move between lessons.

Certified crews · fast lookup
03

Quick Reference

The whole bridge on one screen. Type to filter — "gps", "distress", "radar" — and jump back into any lesson when you need the long version.

The Terminal

Lesson 01

The whole bridge in one schematic — start here.

  • Four role views; applications via Discord.
  • Left rail works, right rail informs, bay plans.
  • Blue frames mark Fleet Command panels.
Open lesson

Current Ship

Lesson 02

Who you are and what you fly — the anchor for every other panel.

  • Callsign = typing aid, not a login.
  • No Current Ship, no radar, no reports.
  • Follow Callsign auto-selects your cockpit.
Open lesson

Ship Registry

Lesson 03

Name and classify your grid for the fleet picture.

  • Category decides the class list.
  • "Other" unlocks a 16-character custom class.
  • Fleet Command can lock entries.
Open lesson

Selected Object & GPS

Lesson 04

One coordinate that every other system reads.

  • Format: GPS : Name : X : Y : Z : #Color :
  • Import exactly one GPS entry at a time — a single line per import.
  • Clicks on markers, transponders and capture points copy one GPS.
Open lesson

Radar Control

Lesson 05

Train with the 15 km Season One reference bubble; the Season Two range and enforcement remain under review.

  • Needs an ACTIVE Current Ship.
  • Season Two target hardware gate: your ship needs Camera + Sensor.
  • Season Two target line of sight: planets occlude contacts.
Open lesson

Distress Call

Lesson 06

Position + message, broadcast to the audience you choose.

  • Friendly · Friendly + Neutral · All.
  • 15 / 30 / 60 minutes, then it expires.
  • Delete your call once you are safe.
Open lesson

Status Reports

Lesson 07

Seven honest switches for engineers and commanders.

  • Six fields Green/Red; Jump Drive adds Charging.
  • Reports are ship-bound, updated in place.
  • Withdraw when the dock work is done.
Open lesson

Command Bay & Route

Lesson 08

Origin, target, calculate — pre-flight in three moves.

  • Target Lock protects the plan.
  • Two ETAs: reference 100 m/s and live speed.
  • ETA rings answer "can you make the window?".
Open lesson

Map Marker

Lesson 09

Pins your whole faction navigates by.

  • Creation starts with an explicit type choice.
  • Resource deposits auto-name and auto-colour.
  • Faction-shared; Gamemaster markers reach every map.
Open lesson

Jump Terminal

Lesson 10

Fleet Command's jump taxi, one request away.

  • Pickup + destination, then send.
  • Withdraw freely until it is assigned.
  • Purple diamonds mark START and DEST.
Open lesson

TextCom

Lesson 11

The written record of everything the bridge says.

  • MAINT green · DISTRESS red · COMMS amber · ORDER blue — plus INTEL, JUMP and SYSTEM.
  • Authoritative when voice drops.
  • Red lines first.
Open lesson

Live Transponders

Lesson 12

The heartbeat list: ACTIVE to DARK, plus your bridge audio.

  • Object counts per transponder state.
  • The picture refreshes on a short cycle.
  • Keyboard steers; mouse mode is opt-in.
Open lesson

Legend

Lesson 13

Your display mixer — three sections of local-only toggles.

  • Eight campaign geometry layers.
  • Resource filters combine with OR.
  • Never touches server state.
Open lesson

Received Orders

Lesson 14

Confirm, reject or complete the orders your ship receives.

  • Only ACTIVE orders for your Current Ship — direct or via Strike Group.
  • Confirm / Reject / Done broadcast on the fleet channel.
  • One active order per ship; a new one replaces the old.
Open lesson

Campaign & Schedule

Lesson 15

The panel that announces every battle — and scores the war.

  • "Next Capture Event · Point code" names the target.
  • Start times are announced in UTC.
  • Both factions see live progress — intentionally.
Open lesson

Capture Window

Lesson 16

Admission, advantage and the grade the server writes.

  • Season Two target: counted from the 250th mechanically connected block, powered, Main Cockpit crewed. Verified production still requires more than 250 blocks and may accept static constructs without power.
  • Absolute Advantage of Players drives progress; equal presence freezes it.
  • The loser's final progress decides the result class.
Open lesson

Tactical Reports

Planned

Enemy Detected turns a sighting into shared intel with audience and duration.

  • Lesson follows with the next classroom material.
Decode the bridge · signals and states
04

Signal Lexicon

Colors, states and one string format — the vocabulary the whole Star Map speaks.

TextCom voices

MAINTShip condition traffic — status reports and repair notes.
DISTRESSEmergency calls with position, audience and expiry.
COMMSCampaign events and general bridge traffic — windows, attempts, results.
ORDERCommand traffic: orders sent, confirmed, cancelled.
INTELTactical sightings — enemy-detected reports from the field.
JUMPJump-support traffic between captains and Fleet Command.
SYSTEMHousekeeping notices from the map itself.

Transponder states

ACTIVEReporting live — position and status are current.
STALERecently silent — the map shows the last known position.
SILENTToo old for signals — distress refuses this source.
LOST / DARKPosition no longer reliable; the dot fades from the picture.

The GPS string

GPS : Name : X : Y : Z : #Color :

  • Name — keep it short; ":" becomes " - " automatically.
  • X · Y · Z — metres in the world grid.
  • #Color — the HUD color, alpha first (#AARRGGBB).

GPS:Training Beacon:12500:-8200:400:#FFF6B51D:

Capture vocabulary

WINDOWThe bounded activation time of one Capture Point — outside it, waiting achieves nothing.
PRESENCEEligible, piloted, faction-mapped ships inside the volume — the only pressure the server accepts.
AAPAbsolute Advantage of Players — strictly more presence than the other side; only that side gains.
PROFILEServer-side campaign configuration: rates, caps, radii, schedules. Never hard-coded on this page.
STARCOREThe server plugin that watches constructs — only ships it admits can influence a Capture Point.
OWNERSHIPA sector’s colour changes only server-side — through a finalized capture result or Gamemaster runtime control — never through your browser.

Result grades

0%Victory Without Resistance / Crushing Defeat.
< 25%Heroic Victory / Crushing Defeat.
< 50%Clear Victory / Clear Defeat.
< 75%Average Victory / Average Defeat.
< 100%Close Victory / Close Defeat.
TIEDeclared draw, or no winner with both progress values within 0.5 points: Draw; any other no-winner outside the tolerance or without final evidence: Unresolved.

Audience tiers

FRIENDLYYour faction only — the default for tactical traffic.
+ NEUTRALAdds the neutral consortium — help without tipping the enemy.
ALLEvery bridge in Ashara — loud, public, sometimes exactly right.