STARFLEET

U.S.S. Enterprise NCC-1701-D

MISSION SCORE000000
CONDITION GREENAutomatic defenses ready

01 / SOL FRONTIER

Frontier patrol

CURRENT TASKPatrol
Patrol

Choosing the next assignment

No contact selectedSelect a contact for live range

Welcome back, Captain.

3 hostile contacts0 / 3 discoveries
DEFLECTOR SHIELDSSTANDBY

SELECTED CONTACT

Click a contact in space or Sensors.

TRACTOR BEAMReady · 3,600 km range
U.S.S. Enterprise

Sol Frontier

Shields 100% · Hull 100%

Impulse 0%

Crew standing by

No contact selected

COURSE CONFIRMEDWARP 6
AZURE EXPANSEArrival in 6 seconds
0.0× impulse

GALAXY CLASS · SYSTEMS

Enterprise configuration

Captain’s field operations

Mining keeps your assignment through hostile fire, extracting each accessible deposit until depleted and continuing until the hold is full or no deposits remain. Beam Ore completes every batch from the selected deposit unless the hold fills or you give another order. Auto Target Rocks chooses ordinary rocks ahead while you fly. Space fires manually. After 8 seconds without input, phasers intercept a rock only within two seconds of contact. Manual input returns firing to you; combat and crew operations take priority. The speed settings keep whatever speed you set, including the selected Turbo 2×, 4× or 6× strength. Changing speed or steering never cancels Patrol, Hunt, Attack, Fleet, Follow, Approach or Orbit; steering takes over only while you hold it, then the assignment resumes. All Stop cancels the assignment and resets the speed. Choose 2×, 4× or 6×, then double-click Turbo to lock that strength; double-click again or All Stop releases it. Hold for a temporary boost, then return to your setting. There is no timer, recharge, or resource cost.

Six shield sectors

Reinforcement and recharge prioritize the selected sector. A depleted facing exposes the hull even when other sectors remain charged.

Photon salvos

Two independent launchers, one 250-casing magazine. Sequential launches; 1.2-second recharge after the last round. F / N retain single-shot control.

Saucer separation

Switch the helm with Saucer (4) or StarDrive (5) in Sensors. The Saucer has phasers, independent shields, scanners, transporters and a tractor beam. It can work its own cargo, rescue, mining and resupply orders. It has no warp drive or photon launcher; carried photon components remain available for transfers and restoration. StarDrive has phasers, torpedoes and warp. Both sections keep their orders when you switch. Focus fire sends both hulls around one enemy; Split targets assigns a different enemy to each when available. A new separation defaults to Saucer Hold. Send Fleet affects StarDrive and the wing; the Saucer waits for its own Hunt or Attack order, or an explicit Focus fire / Split targets command. Its Auto shields can rise under fire while it holds. The saucer has independent impulse control and stays in its sector when you warp away. The sensor panel always shows its status. Service & return repairs the saucer at the local outpost and brings it alongside, without stopping your StarDrive. Recall & reattach brakes to all-stop and protects the docking maneuver from automation. Helm input safely cancels docking. Return to the saucer’s sector before recalling it.

Distances use a planetary scale. Ships are enlarged for cinematic viewing, and encounter time is compressed to keep journeys playable. Physical telemetry maps full impulse to 0.25c. Warp 1–9 uses w^(10/3)c; 9.2 and 9.6 use the supplied Technical Manual speed anchors. Emergency 9.6 is limited to 12 hours of simulation time.

CAPTAIN’S QUICK GUIDE

Your bridge, at a glance.

01 / YOUR VOYAGE BEGINS HERE

Welcome aboard, Captain!

Enjoy the view. Fly the Enterprise. Blow a few things up. Frontier Patrol gives you a starship and the freedom to enjoy it. Drift past enormous planets, plunge into a battle, or let the crew handle the flying while you admire the ship.

Enjoy the ride

Let Patrol explore, rescue and fight. Admire or Tour view gives you a front-row seat.

Give the orders

Take the helm, pick a target, call in the fleet or warp to a different system.

Follow the mystery

Investigate the Far Signal, gather dilithium, rescue crews and help fellow captains.

A strange navigation signal is arriving before its own timestamp. Its clues connect five systems—but you can leave the investigation for later and simply enjoy driving the Enterprise. It’s your voyage.

Make room for the view: click the text or empty area of either side panel, or its hide button. The entire panel disappears. Use the small Status or Sensors tab to bring it back. Buttons inside a panel still perform their normal commands. Click the top contact pane’s text or its arrow to halve its height. More keeps Follow, Warp nearby, Hail and tractor orders within reach.

What is the ship doing? Read Current task beneath the status heading. It follows the ship’s assignment even when you select another contact. Latest scan keeps the last reading; expand it and scroll that area for the full report.

Ready to take the helm?

  1. Choose your view.Press 2 for Fly: the camera follows your ship.
  2. Set your speed.Hold R to speed up. Hold V to slow down. X means All Stop.
  3. Point the ship.Hold the arrow keys to steer. Combine up/down with left/right for a diagonal turn.
Prefer to watch the crew work? Press M for Patrol. It handles exploration, rescues, supplies and combat. Steering or changing speed keeps that assignment; release the steering keys and guidance resumes.

Your task has priority. Resupply, scanning, rescue and mining finish before Hunt or battle can take the helm. All Stop or a newer order replaces the task. During your task, phaser power goes to shields; it returns when the task finishes. Your later power commands take precedence. After completion, you have eight seconds to give another order; camera movement does not restart that wait. If the ship is then under fire, the crew temporarily rearms AC and Hunt, then restores your earlier AC setting when the fight ends.

After about ten quiet seconds with no flight order, the crew chooses a useful local task: rescue, mining, investigation or a scenic orbit. Nearby threats take priority. Any input postpones this handoff; All stop holds until you give another flight order. Send fleet keeps Turbo engaged through the fight. Turns, obstacles and active operations can limit actual thrust; your chosen speed still takes priority.

At the start of a new voyage, the left, right and top panes open for five seconds, then fade away. Continue keeps your pane preferences. Use their edge tabs to restore each pane. Reading or using a control keeps it open; an explicit pane choice stays yours. Wide View widens the view and clears all three panes. Click again to restore normal zoom and all three panes. View and Tour choices keep Wide on; leaving Wide keeps your current view and Tour choice.

SELECTED CONTACT Orders, Scan, Transport & Hail
SHIP STATUSOrders & shields
SPACE VIEWClick a contact to select it
SENSORSContacts & section controls
HELM / TACTICALVIEWNAVIGATE
A map of your bridge. The selected contact’s name and next action appear across the top.

02 / FLY & STEER

Your hands on the helm.

Steer with the arrows

↑←↓→

Hold longer for a stronger turn. Two directions can work together.

Alternative keys: A up · Z down
P left · [ right

Control forward speed

RIncrease speed
VDecrease speed
XAll Stop

Hold R or V to adjust the setting. Release to keep it. Slowing down does not engage reverse.

Steering changes your heading, not your assignment. Patrol, Hunt, Follow, Attack, fleet orders and orbit continue after you release the keys. All Stop cancels flight assignments and clears the speed setting and Turbo; automatic weapons may still defend you.

Choose how you see the ship
ViewWhat you can do
1 AdmireDrag to circle the ship. Scroll or use − / + to zoom. Tour view circles it for you.
2 FlyFollow behind your ship. Drag in the space view to steer; scroll to change the zoom.
3 ForwardLook ahead from the ship. Use the steering keys to change course.

Changing the camera does not change the ship’s orders. Use − / + on Helm, or R and V; release to keep the setting. Select Auto to let the assignment choose your pace. Tab-focused controls keep normal keyboard editing; click the space view to return to flight.

03 / SPEED & TURBO

Set a pace. Keep it.

Helm: Select Auto to return pace to the assignment. Minus and plus step your speed request up to 6×. Choose 2×, 4× or 6× beside Turbo for its hold or lock strength. The Actual readout shows movement; expand Helm for the requested setting and any safety limit.

Speed settings / R & V

Sets your ongoing speed request. Auto means your current assignment chooses the pace. Choosing a speed sets your own preference. Plus can reach 6×; Minus returns from 6× to 4×. The Turbo strength picker separately sets its temporary hold or lock strength.

Turbo button

A quick click gives a burst. Choose 2×, 4× or 6× and hold for that strength. Double-click or double-tap to latch it on; repeat to unlatch. A held boost returns to your setting when released.

“Actual” is the speed you’re really doing. Turns, obstacles, arrival braking and crew operations can limit it. The helm retains your request while the helm slows for safety. A completed approach or warp arrival may end in a hold.

Send Fleet, Hunt and Resupply arm maximum Turbo and replace an earlier speed setting. A later speed command is yours to make. Turbo has no fuel cost or recharge timer. All Stop cancels it. Menus and pause keep a latched boost and the speed setting, but release a physically held button. Drive safety interruptions can cancel a latch.

04 / FIGHT & DEFEND

Choose who flies—and who fires.

Combat orders, explained
ControlWhat happens
AC · Auto CombatThe crew uses weapons and defenses in range without taking your helm.
Attack KPursue the selected enemy with automatic weapons. Afterward, return to the prior Patrol or hold.
Call battleDouble-click Hostiles in Sensors or press Call battle. Mixed enemies arrive within two seconds and keep coming for a prolonged fight. The local fleet engages; Voyager and other Starfleet ships warp in from different directions after about a minute.
HuntSeek and fight sector hostiles with Turbo armed through close combat and cloaked contacts. After the last hostile is neutralized, return to ordinary search speed. Later captain commands take priority.
Send fleetStarDrive and ready Federation ships engage at Turbo, replacing StarDrive’s prior assignment. Saucer keeps its own order until Hunt, Attack, Focus fire or Split targets is explicitly commanded. Cloaked contacts keep the search active; later captain commands take priority.
Lead wingTake the StarDrive conn and lead the fleet. Saucer keeps its own order. Active StarDrive crew work may need to finish first.
Release fleetReturn allies to their duties. They also release after the battle and its announced reinforcements are defeated.

Phasers · Space

Select a target, then hold Space or Fire phasers. The beam lasts as long as your press. Tap for a short beam. There is no recharge wait.

PressRelease

Your manual beam takes priority over your section’s crew fire. If its target is lost, press again.

Torpedoes · F / N

F launches from the front; N from the rear. A selected target gives a homing lock. Without one, the torpedo flies straight from that tube.

Each tube fires once every seconds. Press again during recharge to queue up to shots; each keeps the target selected when ordered. The bar shows tube readiness and the button shows queued shots. Captain fire takes over a crew salvo. The tubes share ammunition; Ship → Photon salvos orders a crew burst. Read the button if a launch is blocked.

T cycles enemies. Y cycles nearby ordinary rocks in view, favoring your flight path and skipping blocked shots. Ore and mission objects remain yours to select manually. Click any contact or sensor entry to select it without changing course. Facing a target is optional for phasers. Intervening objects can block shots; deliberately firing at friendlies can provoke them.

Shields, fleet posture & rock practice
  • Shields: Auto raises them for nearby threats. Raised / Lowered sets your choice; H toggles it. Passive recovery waits eight seconds after damage.
  • Reinforce shields: a one-time boost using reserve power. Divert phasers → shields: a standing recovery mode that takes that section’s phasers offline. Restore phaser power to fire again. The StarDrive can still use torpedoes.
  • Fleet posture: Auto adapts; Screen protects; Strike concentrates fire; Regroup sends allies for repairs. An ally in repair may be unavailable to fight. Ordinary wing ships can occasionally be lost to enemy fire; a squadron alert names them, nearby ships counterattack, and the Chronicle remembers them.
  • Auto Target Rocks: find it in Ship. It selects ordinary rocks; you fire. After eight seconds without input it may shoot a rock just before contact. Manual firing returns shooting to you.
  • Auto target / C: chooses weapon locks, not a course. While AC controls targeting, switch AC off to use Auto target independently.

05 / SAUCER SEPARATION

Two hulls. You choose the helm.

A saucer and StarDrive fly independently, each inside its own blue shield. Both can attack together.SAUCER · PHASERSStarDrive · PHASERS + TORPEDOES
Each section has its own hull and shields. Switching control does not swap their positions or cancel the other section’s orders.
  1. Separate.Choose Separate saucer in Sensors. Wait for the hulls to clear. A new separation defaults to Saucer Hold. Auto shields may raise under threat while it holds; Hunt, Attack, Focus fire or Split targets gives it a combat order.
  2. Choose a battle plan.Focus fire sends both sections against one enemy. Split targets assigns different enemies when available; with one left, they focus together.
  3. Take either helm.4 controls the saucer; 5 controls the StarDrive. Your steering, speed, shields and manual fire apply to that section. The other keeps its orders.
While you control the saucer: its phasers, scanners, transporters, tractor and cargo systems follow that hull’s orders. Hunt, Turbo, mining, rescue and resupply remain available. Switch to StarDrive for photon launches or warp.
Hold, service, repair & rejoin
  • In Sensors, expand Saucer orders for Hold, Escort, an individual attack, or Service & return.
  • Recall & reattach brakes the StarDrive and brings the saucer to its docking point. Steering cancels docking.
  • If one section is disabled, the other can continue. Repair the disabled section before rejoining; the repair controls explain the range and dilithium cost.
  • The saucer stays in its system when the StarDrive warps away. Return to that system before recalling it.
  • All Stop stops the hull you control. Switch the conn to stop the other hull, or use Hold saucer in Sensors.

06 / EXPLORE & RESCUE

Select a contact. Give one clear order.

1 Select2 Scan Q3 Read the next action
Getting there
OrderUse it to…
Approach EFly toward the selected contact and slow alongside. Double-clicking a contact also approaches.
Face & hold LStop and keep turning to face the contact.
FollowTravel with a contact and match its pace.
Warp nearby JMake a short hop near the selected contact, after plotting a clear departure and arrival.
Orbit planet OOrbit the closest planet. The speed setting changes your pace; All Stop leaves orbit.
Nearby planetApproach the named nearest other world at Turbo, then brake into orbit. A later speed setting takes priority.
Destination → Engage GWarp to another system. All Stop during transit finishes the warp, then holds at arrival.

Rescue & restore

Scan / Q diagnoses the selected contact and reports the next step. Rescue crew / U is one order: approach, scan if needed, pull an atmospheric wreck clear, stabilize it, then beam its survivors aboard. Follow the status for radiation or debris that needs your intervention.

Once the crew is safe and the hull is scanned, Restore ship sends engineers and supplies for . Choose it separately; a scan or rescue never spends those supplies. A restored ship becomes a friend in that system. To take survivors to safety, select the outpost or medical support ship and choose Deliver crew.

Tractor & supplies

Stabilize steadies a wreck. Pull / Repel moves objects. Tow → To outpost recovers the hull and delivers its survivors as an alternative to restoring it. Click the active beam mode to release it.

Beam ore or Recover supplies names what comes aboard. Repair beacon / Repair ship sends a team outward and shows its cost. Resupply / B heads for the outpost; Cargo handles trade and upgrades.

Scan and transport can start immediately when already in range. A grey control may mean paused flight, the wrong section, no suitable target, an active operation, missing supplies or a disabled contact. Read the status above the buttons.

07 / STORY & SAVES

Keep track of your voyage.

The Far Signal

An old navigation signal arrives before its own timestamp. Follow its clues through the five systems. Open Far Signal for recorded discoveries and the next available investigation.

Optional requests appear there too. Accept & investigate starts the investigation; a diagnosed repair needs its own supply approval.

Captains & the Chronicle

Hail a Federation captain for requests and orders. Missions lists those assignments. Return to the issuing captain when the objective says to report.

Far Signal → Chronicle records story outcomes and rescues. The Bridge log holds the ship’s messages. Improving system security reduces automatic threats.

The Captain’s Voyages menu opens at launch; close it or Continue when you are ready. Open Ctrls anytime to continue another save or start a new voyage. Ctrls → Save & Hold saves a point you can return to. Automatic saves also run during play. Download backup makes a portable copy; Load backup restores one. Saves belong to this browser and address—your local preview and the live site have separate saves.

08 / ALL SHORTCUTS

The keyboard reference.

These are the controls in this build. Q scans; A pitches up. There is no W shortcut.

Helm

R / V
Hold: faster / slower
↑ / A
Pitch up
↓ / Z
Pitch down
← / P
Turn left
→ / [
Turn right
X
All Stop
M
Toggle Patrol; saucer control uses Escort

Weapons & contacts

Space
Hold phasers
F / N
Fore / aft torpedo
T
Next enemy
Y
Next visible rock
K
Attack selected enemy
C
Toggle Auto target
H
Raise / lower shields

Navigation & science

E
Approach selected contact
L
Toggle Face & hold
J
Warp nearby
G
Engage selected system warp
O
Enter / leave orbit
Q
Scan
U
Transport action
B
Resupply at outpost

Views & help

1 / 2 / 3
Admire / Fly / Forward
4 / 5
Control saucer / StarDrive
Esc
Pause / resume flight
?
Open this guide
I
Mark a flight issue

Use the onscreen buttons for Hunt, fleet commands and Turbo. Keyboard flight controls are inactive while a dialog is open or a text field / selector has focus.

09 / HELP & DIAGNOSTICS

When something feels wrong.

  • Not moving? Check pause, your selected section and the Actual speed readout. R increases speed; select Resume patrol in Navigate and press Go to give the crew the helm. A scan or transfer may be holding station.
  • Not firing? Check your target, AC setting and whether phaser power is diverted. Torpedoes belong to the StarDrive. A friendly ship or an object may block the shot.
  • Need less UI? Try Crew view for simplified controls.
Graphics & performance

Objects moving at different speeds create the depth effect called parallax. All graphics modes preserve the scenery and glow; Efficient uses a softer resolution.

Measuring while the game is running…

Frame time includes browser scheduling. CPU timing covers game work and render submission. GPU timing appears only when supported; it is not a utilization or temperature reading. Measurements are included in flight logs.

Mark & share a flight problem
  1. Press I or Mark issue as soon as the problem happens. This does not pause flight.
  2. Return here and choose Save flight log.
  3. Attach that file in chat and describe what you expected and what happened.

The log keeps recent snapshots and capped event histories, not a video or the entire voyage. Nothing is sent automatically.

Start fresh log clears diagnostics only. Your voyage and saved games stay intact.

↑ Back to the quick start

FEDERATION SUBSPACE CHANNEL

Talk to a captain

Choose a ship, read its request, then Accept. The next action appears below. Flight pauses while this channel is open; navigation and combat orders close it and resume play.

Coordinate the fleet

Send Fleet orders StarDrive and the ready wing into battle. Saucer keeps its own assignment. Lead wing explicitly takes the StarDrive conn; individual ship orders leave your helm alone.

Voyage record · rescue stories

Recover the crew, bring them to safety, then hear what follows. This record travels between sectors during your patrol; Restart begins a new record.

Earlier messages from this captain

Flight pauses while you use this channel. Close it to resume the action.

THE FAR SIGNAL · SCIENCE WATCH

The Far Signal

SECTOR SECURITY

    FOLLOW-UP / AZURE

    The voice behind the echo

    REGIONAL RESCUE NETWORK

    Help comes back

    Patrol investigates local clues as assignments allow. Scans and evidence stay recorded between systems in this patrol. All stop and manual orders retain the evidence; Restart starts a new voyage. Opening this chart pauses flight.

    STARFLEET CONTACT DOSSIER

    LAST SENSOR REPORT

    Senior officers

    FLEET OPERATIONS · MISSION ROSTER

    Open missions

    Captain-issued rescue, delivery, report and engagement assignments. Select an issuing ship, then Hail its captain to accept an offer or report progress. Opening this list pauses flight.

    The Far Signal keeps its own record under Far Signal. This list only shows fleet requests.

    CAPTAIN’S VOYAGES

    Save & Hold

    A new voyage keeps the previous one available here. Opening this menu pauses flight.

    Your latest voyage resumes automatically when you open the game. Choose any saved voyage here whenever you want. Automatic saves every 30 seconds and when you leave. Captain checkpoints and imported backups stay separate. Your complete bridge history is preserved. Saves stay in this browser; download a backup for a portable copy.

    Saved voyages

    CONTINUOUS BRIDGE RECORD

    Voyage messages

      Newest messages first. The complete record is retained with your saved voyage. Flight pauses while you read.

      ENGINEERING & LOGISTICS

      Cargo & Exchange

      Magazine readiness

      Low-ammunition alerts

      New voyages start with 250 torpedoes. Below 36, Ammo alerts warns you without adding rounds or spending dilithium. Resupply at an outpost fills the magazine. Field resupply now requests up to 48 spare rounds from a nearby Federation ship, or fabricates 24 using one dilithium, only when you order it. Each ship replenishes its spare stock at the outpost.

      Use aboard

      Power fabrication or emergency hull repairs with your dilithium reserves.

      Outpost exchange

      Outpost refits

      Cargo expansion24 → 36 units aboard
      Transporter tuning3 → 5 units per load
      Phaser focusing15% stronger phaser beams

      Resource receipts · newest first

        Deposits, cargo, credits and refits persist between systems for this patrol. Starting a new patrol resets them. Flight pauses while this panel is open; logistics orders remain available.