A list of puns related to "Shipbreaking"
I feel like the hand controls must be among the least used parts of this game, so when everything got reset I had a go at doing a thruster-less run, only grapple pulling, force pushing and hand climbing allowed.
It was honestly the most fun I've had with the game, positioning and movement seem both faster and cleaner when you're not having to thrust and break constantly (and is absolutely faster and cleaner before you've got enough pack upgrades).
But there's just a few tweaks that could make the experience so much better, to the point where it could become it's own full fledged challenge mode:
Can't grab the Hub or Jax anymore, think this is just a bug, but it's currently the main annoyance, when you slingshot yourself back to the store for an oxygen or tether refill, you really are just punting yourself at the hub door just right to smack into it, used to be able to grab, but instead you now just do dainty hand motions when near anything that's not part of a ship. Ironically, this seems to have come in once hand rails were added to the Jax.
Rotating your position when holding onto something should be faster and not cost fuel, since you've got something you're holding onto as a frame of reference that you could use to reorient, currently it's just the thrusters as usual and so you can't effectively manage without fuel.
There should be a bit of give when you are grabbing close to a corner to allow the next grab to pivot you around that corner, currently once you've grabbed say the outer hull of a ship and reach a 90 degree turn, your next hand grab just reaches out into space and you have to reorient yourself before your hand can hit the other side of the corner. Makes traveling through the central scaffolding parts of a Javelin that much more annoying, among other places.
But that's pretty much it, otherwise all the mechanics to make it fun are already in place, using your hands to slow down, move around, right handed tools, it's already been implemented. One bug fix, one tweak and one arguably far more subjective change and you've got a great challenge mode.
Soβ¦β¦β¦..you have $1 Billion to pay off in debt, and you have to work the Lynx shipyards to do so. It can be quite a dangerous place out there stripping down ships. Explosive decompressions, flying debris, electrical circuits and fuel lines. But salvaging core components and stripping a ship quickly and most importantly safely, you can work your way out of debt. So hereβs some key tips that I have learnt along the way up to Rank 9 of my certifications.
Workplace OHS:
There are two types of ships at the moment. Mackeralβs and Geckoβs. Mackeralβs are small class ships with a few compressed rooms and a crawl space on each side. Geckoβs have multiple compressed rooms with a very large crawl space surrounding the whole ship. These ships are either station hoppers or cargo carriers.
Newtons laws of physics applies to the workplace. If you apply a force to an object that is lighter then your grappleβs intended level, it will force it away. If it is heavier, you will be launched in the opposite direction. Take this in mind when pulling and pushing both objects, panels and yourself.
The 3 hovering pilons floating above the shipyard are there to tether ship panels to. Making it easier to remove and position sections of the ship and then send them off to the processor. The Master Jack, your habitation platform, can be used for this as well.
Always top yourself up with tethers and oxygen when you fly back to the master jack. It will save you having to go back for an extra run. However, You can find medikits, fuel and oxygen inside the ship if need be. These will be hanging on walls.
The company will replenish your oxygen, fuel and tethers at the start of each run. You will have to buy repair kits on shift to use later.
Donβt go into the furnace or processor. Do you want to die?
Your Tools:
Like every human, you have hands. You can use them. Hold onto objects, panels or door controls to stop yourself from flying away.
Tethers, are your friends. The more you use, the stronger the pull is. Lighter components will always move towards the heavier attached object. To get a bigger panel moving, throw extra tethers on it. Make sure Tethers have line of sight to where they are going, otherwise they will glow red and break.
You can pull lose objects towards you with the Grapple by holding it then pressing the tether key. Do so with caution as it can fly towards you quickly. This is also a great means of traversing to and from the Master Jack
I'm thinking of a documentary that is basically five unrelated short documentaries put together. There is very little to no dialogue from what I remember. One of the parts was about a shipbreaking yard in India or Pakistan (I *think*) where massive (really massive) ships are broken down for scrap metal. Another part was about a community of workers whose job is to climb on foot to the top of a very tall mountain and bring back some kind of product (it may have been some type of mineral?). And then I think another part was about people who live in some remote part of Eastern or Central Europe who live close to mountains with these very small caves on them where oil or some petroleum product kind of bubbles to the surface, and they climb in there to get it.
A professor showed us this documentary in my freshman year of college, which was 2013, so it must have been made before then, although I can't remember if it seemed like it was made recently at that time. Can anyone help?
Like you pull up to an abandoned ship, get your space legs on, EVA over to the other ship and begin scrapping valuable technologies and looting the hold. With a larger ship you could get special Salvager Limpets that can break down the ship itself into chunks and transfer it to your hold.
Just have to recommened this if youβre not already trying that out :)
Itβs got that mix of western guitar and harmonica tracks, but plenty of high tension and quiet lulls that are great when youβre racing the clock or crawling through the bulkheads.
Hello folks.
Just wanted to share my process for shipbreaking for those of you who enjoy that kind of thing.
PHASE 1; Smoothing the outside?
Do a quick survey of the vessel and look at a few key areas. Does it have antenna? (Yoink; if so) do the engine attach from the outside of the inside? (Yoink; if attached to the outside) then I head for the airlock.
PHASE 2; What Fine Loot You have.
Spend some time on the inside of the ship, depressurize all but the cockpit (I have the mod that lets me regen oxygen in pressurized areas so I try to keep the cockpit till the very end) start by removing the floor panels. Then yank out the seats, lights, cargo, consoles and door switches (except the one for the cockpit)
PHASE 3; Get That Junk Out Da Trunk.
Head back outside and swing around, pull (or melt) the hatch off the engine. Remove the engine. Slip in through the new hole in the back and melt supports attaching back end of the ship. (You'll have to use tether to pull it away)
PHASE 4; Mouse In The Walls
Spend time removing the lights, engine tanks, fuel tanks, coolants and powercellsf rom inside the walls. Melt each connector as I clear an area and send it on its way.
PHASE 5; Take It Off Baby
Use the cutter tool to strip away the interior walls of the ship.
PHASE 6; Off With It's Head!
Cut the glass out of the cockpit and depressurize it. Cut the connectors and send it away.
PHASE 7; Wave Goodbye
Do a quick check to make sure I got everything. (Airlock is usually all that's left) Use tethers to tow rest of ship to its final destination
PHASE 8; sit back and have a cold space beer
Sit back and have a cold space beer.
##NewsGhana
Accra
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^12. ^September ^2025
#Ghanaian shipbreaking industry inexplicably booms, industry experts: βguess we need this for future RPβ
The shipbreaking industry has inexplicably boomed in Ghana. Although some of this growth may be accredited to international factors and a more robust national business network, the lionβs share of this boom remains a mystery.
Ghanaβs UNGA proposal to set up a task force to β1.1: Establish an international taskforce to ensure compliance of shipbreaking operation with basic human rights and international lawβ was recently passed, and is partially responsible for the uptick in Ghanaian shipbreaking. As the UN taskforce puts pressure on conventional shipbreaking nations, Ghanaβs business connections across the globe have made it an attractive alternative.
However, this cannot fully explain the currently seen industry boom. Nor is the spike in terrorism in Pakistan enough to stifle their massive Gadani scrapyard beaches, which could have created a void for Ghana to fill.
In the midst of this surprising boom, one industry expert described his own theory for Ghanaβs rapid growth as βguess we need this for future RPβ.
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I am just getting into the game and absolutely loving it! I see a lot of potential for it's future one of which would be Shipbreak Races. Compete for fastest times and highest earnings. Am I alone in this interest? Could it be a community we could build up?
I spent a weekend playing a game called "Hardspace Shipbreaker" which is a game about salvaging space ships. You can cut up ships and remove every part of it and send them to different kids of salvage. There's a little puzzle solving and danger involved in depressurizing and clearing fuel and reactors also. I hope CIG takes some inspiration from some of the great game loops in this game when it comes to salvage because man its addicting AF.
I don't think the Models in Star Citizen can be "kept separate" like this game but given that the ships in Star Citizen are completely fleshed out without much of any hidden geometry you should be able to break up a ship at least as good as they break now when they explode.
For salvaging ships it would be great if the ship becomes "dead" and can never be made working again so , programmatically, they can essentially swap the ship out for a a identical model that looks the same but has no real mechanics to it but also has a lot more breakpoints if they wanted. Even if they made the ship break in only handful or places before turning into a pile of scrap and doors is something you can break in a standard way this would make breaking into a ship and salvaging its components , after disabling dangerous systems, a fun enough gameloop.
It would be great gameplay to come across dead ships and have to "defuse" their various systems and then, with larger version of cutting tool, be able to break up the ship at least on various hard points / doors that can just show up in a helmet and not be any new models (and not necessarily any object like in Shipbreaker) . So you can tear down a ship into big chunks and major components , put them in cargo and sell them at station. Shipbreaker is mostly about taking out various components intact for money. CIG says they want to salvage the coolers shields etc also
It would be easier for CIG to make a few custom "Salvage" ships for missions or scanning for this, but I think they wanted to do ALL ships in game? like when you lose your ship it becomes salvageable? I'm not sure how feasible that's going to be when you have a dozen ships all piling up in places . By using in game ships not custom made simple hulls for salvaging gameplay they are probably going to have to keep it so simple it wouldn't be much of a game loop.
This game has been the best version of ship salvaging I've ever seen. I hope something like this is what makes it into Star Citizen.
Soβ¦β¦β¦..you have $1 Billion to pay off in debt, and you have to work the Lynx shipyards to do so. It can be quite a dangerous place out there stripping down ships. Explosive decompressions, flying debris, electrical circuits and fuel lines. But salvaging core components and stripping a ship quickly and most importantly safely, you can work your way out of debt. So hereβs some key tips that I have learnt along the way up to Rank 9 of my certifications.
Workplace OHS:
There are two types of ships at the moment. Mackeralβs and Geckoβs. Mackeralβs are small class ships with a few compressed rooms and a crawl space on each side. Geckoβs have multiple compressed rooms with a very large crawl space surrounding the whole ship. These ships are either station hoppers or cargo carriers.
Newtons laws of physics applies to the workplace. If you apply a force to an object that is lighter then your grappleβs intended level, it will force it away. If it is heavier, you will be launched in the opposite direction. Take this in mind when pulling and pushing both objects, panels and yourself.
The 3 hovering pilons floating above the shipyard are there to tether ship panels to. Making it easier to remove and position sections of the ship and then send them off to the processor. The Master Jack, your habitation platform, can be used for this as well.
Always top yourself up with tethers and oxygen when you fly back to the master jack. It will save you having to go back for an extra run. However, You can find medikits, fuel and oxygen inside the ship if need be. These will be hanging on walls.
The company will replenish your oxygen, fuel and tethers at the start of each run. You will have to buy repair kits on shift to use later.
Donβt go into the furnace or processor. Do you want to die?
Your Tools:
Like every human, you have hands. You can use them. Hold onto objects, panels or door controls to stop yourself from flying away.
Tethers, are your friends. The more you use, the stronger the pull is. Lighter components will always move towards the heavier attached object. To get a bigger panel moving, throw extra tethers on it. Make sure Tethers have line of sight to where they are going, otherwise they will glow red and break.
You can pull lose objects towards you with the Grapple by holding it then pressing the tether key. Do so with caution as it can fly towards you quickly. This is also a great means of traversing to and from the Master Jack
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