This FAQ collects all the testing and data known for droid commands.
Thanks go to too many to name.
Droid Commands
Droid commands allow you to alter the stats of a component temporarily. It's easiest to think of it as a buff, but, unlike buffs on the ground, they have a downside.
What do I need to use them?
You will need to install two items on your ship: A Droid Interface (lower Droid Command Speed is better) and a Flight Computer (FC) or an Astromech (AM), depending on the chassis.
There are six levels of FC/AM. During your progress through the pilot boxes you will be certified for higher levels (Box 1, 5, 9, 13, 17 and 18).
FCs are labeled v1 to v6. You can have unlimited FCs in your datapad. FCs are not tradable. If the part has a custom name, you can see which certification is needed by examining its details. It is listed as Level ? Astromech Certification.
AMs can be confusing. All R-type chassis are called astromechs, but only those equipped with a data module can function as an AM for your ship. You can check this by viewing the details of the deed on the vendor and see if it has a Pilot's Required Astromech Certification. You are limited to 15 droids in your datapad (beasts count against this total, too). Droids are tradable. If you are annoyed by the droid chirping non-stop during your flight, use the "store" option from your datapad. The AM will disappear from your ship, be silent, and still perform its job from inside your datapad.
All droid programs have a program size. The level of your FC/AM determines its capacity. A single FC/AM can be associated with multiple ships at the same time.
Storage Capacity
Level 1: 20
Level 2: 40
Level 3: 70
Level 4: 110
Level 5: 125
Level 6: 150
Which ship uses what?
All ships use a Flight Computer except the following which use an Astromech:
Z-95, both variants.
Y-Wing, both variants.
X-Wing, both variants.
Eta-2 Actis Interceptor
ARC-170
N-1 Naboo Starfighter
The free starter ships handed out by the trainer or at Tansarii Point Station are not allowed to equip an Astromech or Flight Computer. You will have to buy a starter from a shipwright to use them.
Programming
Programming an Astromech or a Flight Computer works exactly the same way. Open your datapad, summon the radial on the one you want to program (default: right-click) and choose option 4) Program Droid. This opens the Flight Commands window. To the left are the Available Commands, on the right the Loaded Commands. To load a command unto your Astromech or Flight Computer, simply double click it on the left. To remove it, double click it on the right.
The list on the left contains all commands you have learned so far in the pilot skill boxes (Box 1, 5, 9, 13, 17 and 18). It also contains the commands you have in your inventory programmed on a Droid Programming Chip. These chips are made by Droid Engineers and used to gain access to commands from the other faction. On most servers these can be bought pre-burned. If you can't find the program you want on vendor search you will need to get yourself an empty chip and ask another pilot to burn it for you.
Pre-programmed chips are found under Misc -> Droid Programming Chip on Vendor Search.
Empty chips are found under Misc -> Droid Programming Chip -> Unprogrammed Droid Command Module or if you prefer to have a small supply of them under Misc -> Factory Crate -> Unprogrammed Droid Command Module
Checking the remaining capacity on your Flight Computer can be done by opening your datapad and summoning the radial. Choose option 5) Access the Flight Computer core storage unit. It will show an inventory window with the current commands, at the bottom it will show capacity used/total capacity in raw numbers (e.g. 100/150).
Checking the remaining capacity on your Astromech requires you to call it into the world, open up the radial on your Astromech (in the world, not the datapad) and choose the menu 2) Droid Options, in the menu, choose Open Droid's Datapad. It will show an inventory window with the current commands, at the bottom it will show capacity used/total capacity in raw numbers (e.g. 100/150).
Bugs & Quirks
- Replacing or removing the booster will detach the Astromech or Flight Computer from your ship. Reattach it.
- Occasionally, one or more Droid Commands will "stick" after a death. If such a command carries the prize of increased drain, this can leave you disabled. To fix this you can do /escapepod yes.
- Occasionally, clicking load to attach an Astromech or Flight Computer to your ship doesn't work. Close and reopen the Ship Management Window.
- When you attach an Astromech or Flight Computer to your ship it will turn red. This is normal and means it will work correctly.
- When you are using chips to add commands to your Astromech or Flight Computer, make sure you have enough free space. You will get no warning if it doesn't fit, the chip will disappear but the command will not be loaded onto your Astromech or Flight Computer. How to check this is told under "Programming."
Damage
Overloads do damage to your components. Level Four overloads do more then 10 points of damage. You can repair this by hopping in and out of Deep Space or using "/escapepod yes" or repairing at a space station or using repair kits. All of these methods repair your ship without causing decay.
Droid Timers
When you use a Droid Command, you may not use another one for a certain length of time. This is directly related to the Command Speed on your Droid Interface.
Overload commands (Weapon, Reactor, Capacitor, Engine) have a reuse timer of DI Speed / 4.
Shield-related commands have a reuse timer of DI Speed / 2*.
Capacitor to Shield Shunt has a reuse timer of DI Speed * 1.
*unverified
DROID COMMAND LIST
COMMON ROUTINES
Mute Droid/Flight-Computer
Data Size: 1
Prevents the /comm like feedback upon the execution of a command, you will still get a system message.
REBEL ROUTINES
Shield Normalization
Data Size: 1
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate
Shield Front/Rear Adjustment
Redistributes shields to x%/y% of normal hitpoints and regeneration rate
Data Size Percentage
Light 5 120%/80%
Moderate 10 150%/50%
Heavy 20 175%/25%
Extreme 25 190%/10%
Shield Front/Rear Reinforcement
Redistributes x% of existing power from one shield bank to the other.
Note: If there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.
Data Size Percentage
Light 5 25%
Moderate 10 50%
Heavy 20 75%
Extreme 25 100%
Emergency Shields [Front/Rear]
All the surplus energy is lost.
Front
Data Size: 35
Redistributes 75% of existing power from back shield bank and 75% of remaining capacitor energy to front shield.
Rear
Data Size: 35
Redistributes 75% of existing power from front shield bank and 75% of remaining capacitor energy to back shield.
PRIVATEER ROUTINES
Reactor Stabilization
Data Size: 1
Resets reactor to default settings.
Reactor Overload (RO)
Multiplies reactor output by x; incurs y damage on the reactor.
Data Size Increase* Damage
Level One 5 1.09/1.1 5
Level Two 10 1.29/1.3 5
Level Three 20 1.59/1.6 10
Level Four 25 1.89/1.9 30
*Conservative value/Commonly used value
Weapon Capacitor Reset
Data Size: 1
Resets capacitor to default settings.
Weapon Capacitor Overcharge (CO or WCO)
Multiplies maximum energy and recharge by x; incurs y damage on the capacitor.
Data Size Increase Damage
Level One 5 1.25 2
Level Two 10 1.50 4
Level Three 20 1.75 8
Level Four 25 2.00 16
Capacitor to Shield Shunt (CtSS)
Converts x% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost.
Data Size Percentage
Level One 5 25%
Level Two 10 50%
Level Three 20 75%
Level Four 25 100%
IMPERIAL ROUTINES
Weapons Normalization
Data Size: 1
Resets weapons to default settings.
Weapons Overload (WO)
Multiplies weapon damage by x and energy per shot and reactor drain by y; incurs z damage on all weapons
Data Size Damage Modifier Drain/EPS Modifier Damage Incurred
Level One 5 1.25 1.43 1
Level Two 10 1.50 2.00 3
Level Three 20 2.00 2.86 6
Level Four 25 3.00 5.00 18
Engine Equalization
Data Size: 1
Resets engine to default settings.
Engine Overload (EO)
Multiplies maximum speed and turning rates by x and reactor drain by y; incurs z damage.
Data Size Speed/Turn Modifier Drain Damage
Level One 5 1.1 1.25 1
Level Two 10 1.2 1.67 3
Level Three 20 1.3 3.33 6
Level Four 25 1.4 10.00 18
Weapons Tuning [untested]
Multiplies Damage and EPS by x, Reactor Drain by y.
Data Size Damage Modifier Drain
Level One 5 0.9 0.7
Level Two 10 0.8 0.5
Level Three 20 0.7 0.3
Level Four 25 0.6 0.2
Engine Tuning [untested]
Multiplies Top Speed and PYR by x, Reactor Drain by y.
Data Size Speed/Turn Modifier Drain
Level One 5 0.9 0.7
Level Two 10 0.8 0.5
Level Three 20 0.7 0.3
Level Four 25 0.6 0.1