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?
Choose your view. Press 2 for Fly: the camera follows your ship. Set your speed. Hold R to speed up. Hold V to slow down. X means All Stop. 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 / TACTICAL VIEW NAVIGATE
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 downP left · [ right
Control forward speed R Increase speed
V Decrease speed
X All 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 View What 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 Control What happens AC · Auto Combat The crew uses weapons and defenses in range without taking your helm. Attack K Pursue the selected enemy with automatic weapons. Afterward, return to the prior Patrol or hold. Call battle Double-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. Hunt Seek 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 fleet StarDrive 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 wing Take the StarDrive conn and lead the fleet. Saucer keeps its own order. Active StarDrive crew work may need to finish first. Release fleet Return 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.
Press Release
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 · PHASERS StarDrive · PHASERS + TORPEDOES
Each section has its own hull and shields. Switching control does not swap their positions or cancel the other section’s orders.
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. 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.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 Select→ 2 Scan Q → 3 Read the next action
Getting there Order Use it to… Approach E Fly toward the selected contact and slow alongside. Double-clicking a contact also approaches. Face & hold L Stop and keep turning to face the contact. Follow Travel with a contact and match its pace. Warp nearby J Make a short hop near the selected contact, after plotting a clear departure and arrival. Orbit planet O Orbit the closest planet. The speed setting changes your pace; All Stop leaves orbit. Nearby planet Approach the named nearest other world at Turbo, then brake into orbit. A later speed setting takes priority. Destination → Engage G Warp 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.
Open Crew view
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.
Graphics Auto · adapt when busy Full resolution Efficient · softer resolution Show live performance
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 Press I or Mark issue as soon as the problem happens. This does not pause flight. Return here and choose Save flight log . 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.
Flight detail Last 10 minutes Last 5 minutes Last 2 minutes Include previous page checkpoint
Mark issue · I Save flight log Start fresh log
Start fresh log clears diagnostics only. Your voyage and saved games stay intact.
10 / ABOUT & LEGAL
About & Legal
Current build — · this number also appears in your exported flight log.
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