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Squadron

SHIPYARD

Dolphin — outfitting

Every hull the game has, every module that fits it, and what the result actually does. Mass, jump range and the power budget update as you change things — nothing is submitted and nothing is saved until you want it to be.

OUTFITTING

Slot sizes are shown beside each dropdown — a module larger than its slot is not offered, and a smaller one usually saves weight.

Dolphin

3,323,557 crhull 1,117,906 · fitted 2,205,651
Speed
215m/s
Boost
301m/s
Jump
32.53ly
Power
9.24/11.7MW
Shields
119MJ
Armour
198
DPS
Laden jump
21.37ly
Cargo
80t
Fuel
16t
Unladen
175.0t
Laden
271.0t
Hull mass
140.0t
Modules
35.0t

Starting point

Each fits the whole ship from the game’s own module list.

Bulkheads

Core internals

30.0 t · 6.30 MW · 1,925,867 cr
SzModuleMassPowerCostStatistics
44 t53,379
58 t4.59189,035
410 t0.451,610,080
44 t0.5628,373
32 t0.4510,133
32 t0.2510,133
40 t24,734

Hardpoints

0.0 t · 0.00 MW · 0 cr
SzModuleMassPowerCostStatistics
1
1

Utility mounts

3.0 t · 1.50 MW · 69,000 cr
SzModuleMassPowerCostStatistics
01 t0.5023,000
01 t0.5023,000
01 t0.5023,000

Optional internals

2.0 t · 1.44 MW · 210,784 cr
SzModuleMassPowerCostStatistics
50 t111,566
40 t34,328
40 t34,328
32 t1.4418,812
20 t3,250
20 t3,250
20 t3,250
10 t1,000
10 t1,000
1

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3 slots are empty. An empty slot costs nothing and weighs nothing, which is often the right answer on a long-range build.