Pick your ship and a target. Every shot runs through the target’s shield, then its armor, then its hull, and the timeline shows how long each layer lasts. Shield numbers come from the game files; armor and hull are marked as estimates.
This ship has no pilot guns, only crewed turrets. Add guns under What-if weapons below to test it.
Loaded from Ship Loadout Bay: these are the guns you fitted.
VS
Target
verified
⌕
Fight already started? Drag to set what is left
100% · —
100% · —
Hull
— hp
Time to kill · — vs —Perfect aim, all guns firing
Shields down
—
from the game files
Armor down
—
estimate
Killed
—
estimate · compare weapons by this
Shield
Armor
Hull
0s
solid: from the game fileshatched: estimate, armor and hull rules not verifiedNot modelled: range falloff, spread, missile travel time
Weapon by weapon
Click a weapon to follow one volley through the layers
WeaponTypeAlphaDPSHull dmg
What-if weapons
Added to the timeline and table above, tagged [Comparison]. Remove them all to time your loadout alone.
WeaponTypeAlphaDPS
Your loadout alone · kill time
—
VS
What-if weapons alone · kill time
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How the Damage Sim works
1
Pick your ship and your target
Choose Your ship (the attacker) and the Target. If you opened this page from Ship Loadout Bay, the guns you fitted load in. Otherwise the ship’s stock guns are used.
2
Read the time to kill
The timeline shows how long each layer lasts while all your guns fire:
Shields down: their shield is gone. Worked out from the game files.
Armor down: shield and armor are gone. Estimate.
Killed: shield, armor and hull are gone. Estimate. A gun whose single shot is below the armor’s per-shot threshold cannot hurt armor or hull at all, and the page says so.
Compare weapons by Killed. It assumes every shot hits.
3
Click a weapon to follow one volley
Identical guns are grouped as ×N. Click a row to see what one volley does at each layer:
Alpha: raw damage leaving the barrels
Shield: damage the shield takes
Armor: damage the armor takes
Hull: damage that reaches the hull
A stage marked ✕ means the shot is deflected: one projectile is too weak to get through that layer. This happens with small guns against big ships.
4
Start mid-fight with the sliders
Drag the target’s shield and armor sliders down to model a fight already in progress, for example shields at 30%. Every number updates as you drag.
5
Pick the damage type from the resistances
Target resistances lists how much of each damage type the target ignores. A positive % means it takes less; a negative % means it takes more. Bring the type it is weakest to.
6
Try guns you do not own yet
What-if weapons adds guns to the timeline and the weapon table, tagged [Comparison]. The box at the bottom times your loadout alone against the what-if guns alone. Remove every what-if gun to time your loadout by itself.