Much of the credit here goes to MonsofoLexius, SSSnuggles, and the other pilots who worked on earlier versions of the FAQ.
Table of Contents
The Pilot FAQ is divided into three posts:
Pilot Profession Basics and Getting Started
General Frequently Asked Questions and Advanced Topics (Including RotW Ships)
Complete Ship Stats and Pictures
Pilot Profession Basics:
The pilot profession shares some similarities with the ground professions, but it differs in a number of important ways. It takes no skillpoints, meaning anyone can be a pilot. Training comes only from your various pilot trainers, not players, and is based both on xp gained and your progression through your squadron's missions. Lastly, you can only be in one squadron at a time, though it is possible to leave your squadron to move onto another or even a different faction if you meet that faction's requirements.
Starting Out:
The pilot profession is composed of three different factions, each of which has three available squadrons to join:
Inquisition: Lt. Barn Sinkko, Kadaara, Naboo (5204, 6728)
Storm Squadron: Lt. Akal Colzet, Bestine, Tatooine (-1110, -3514) Note: this is widely considered the hardest pilot squad in the game.
Black Epsilon: Hakasha Sireen, Imp Outpost, Talus (-2183, 2259)
Freelancer: Recruiter Location: Gil Burtin (-1174, -3647) Bestine, Tatooine
Smuggler Alliance: Dravis, Mos Eisley, Tatooine, Back room of cantina (3429,-4788) Note: this squad is lightly Rebel-aligned. Your final mission will be against an Imperial Corvette.
RSF Squadron: Captain Dinge, Theed Naboo (-5497,4575) Note: this squad is heavily Imperial-aligned. RSF pilots can't hurt Imperial ships and your final mission will be against a Rebel Corvette.
Corsec Squadron: Sergeant Rhea, Coronet Corellia (-275,-4730) Note: this squad is true neutral. On your final mission, you may choose to destroy either a Rebel or Imperial Corvette.
If you don't have one already, your first squadron trainer will provide you with a starter ship (though some trainers may need more prodding than others). These ships will have all the basic parts you need to complete your first missions, but you may wish to buy others from the bazaar or your local shipwright. To load up these new parts, simply open up the "Manage" screen from the starport terminals where your starter ship is parked and you'll be able to swap parts in and out.
New Ships, Parts, and Certifications:
As you advance, you will become certified to fly new ships and equip them with higher-level components. New ships are granted in the Xxxx line of pilot skills while new components come in the xXxx line. For a breakdown of all the available components, what they do, and what their stats mean, I recommend checking out this Friday Feature.
Note, however, that unlike most aspects of the ground game, higher-level ships and components aren't necessarily better. They're often superior, but your choice of ship may depend heavily on your style as a pilot, and if you're close to filling up your ship's mass capacity, it may be wise to use some lower-level (and thus lower mass) components to fill out your ship. These are both things you'll get a handle on as you continue to fly.
Your trainer will often give you reward items in the form of components or clothing once you talk to him after the successful completion of a mission. These are usually handed out without notification, so be sure to check your inventory for new loot after each mission to make sure you aren't accidentally selling valuable reward loot to the chassis dealer.
Missions, XP, and Training:
Pilot training isn't necessarily granted each time you fill your xp box, nor is it always necessary to have xp to train a new skill. At some tiers, advancement is based solely on missions completed, while at others you'll require both missions and xp. Requirements for training at each tier are as follows:
Tier 1: xp and missions
Tier 2: xp and missions
Tier 3: missions only
Tier 4: xp and missions
Master Box: missions (two, in some cases three) only. Once you train to 4444, xp does not matter for you.
Post Master: you now receive prestige points instead of experience points; these are used to gain access to Deep Space. Each faction grants different prestige points.
A complete list of trainers and their locations can be found here.
Changing Pilot Factions:
Pilot skills can't be dropped one box at a time. Rather, you must completely drop all your pilot skills at once. To switch squadrons or if for some reason you need to restart your current squad, follow these steps:
Unload and redeed all your ships first.
Go see the pilot recruiter for your faction
"Resign" from your current pilots' faction.
Then go to see a faction recruiter (if needed) to quit your ground-based faction. [You must be a combatant and not "on leave" to resign from a ground faction]
You will get the standard "previous master bonus" of [xp * (1 + the number of previous FACTIONAL masters)] if you previously had mastered a pilot squad in any of the factions. You get 1+ for doing a single squad in any different faction, for a possible total of 3x+1 bonus if you've mastered at least one squadron of the Rebel, Imperial, and Privateer factions. You don't get a bonus for each squad mastered, but for completing any of the three squads in a given faction. If you are switching factions, you will need to work off any negative faction you have in your newly chosen side before you can start on pilot.
You will need to start over with your new pilot profession from scratch. All xp and prestige points will be set to zero when you resign your pilot skills.
Corvette Master Mission:
The final mission to achieve mastery in your pilot squadron is to destroy a Corellian Corvette. This mission can be extremely challenging for new pilots, but former pilot correspondent MonsofoLexius spent an amount of time neither reasonable or sane tracking the habits of this capital ship. The following info and advice is his.
Corvette Spawn Information:
Each Corvette spawns on about a two hour timer.
They tend to spawn on alternating hours.
I have seen both in Kessel at the same time.
Each Corvette will not spawn if its two gunboat escorts are at its exit point. (I have seen the fighter escort there too)
The escorting gunboats will be chasing each other in a tight circle around a single point in space. (hard to miss)
The escorting gunboats can be very difficult to kill for newer pilots.
You only need to disable the gunboats (taking out engines) and wait. They will self destruct after a minute or two when disabled.
The Rebel Corvette (Corellian Corvette) exits at -7260 4873 6341 (on Scylla)
The Imperial Corvette (Star Ravager) exits at -6231 -259 -6059 (on Scylla)
To Complete the Corvette Master Mission:
You must have the Corvette master mission in your datapad
You must be in Kessel and within range when the Corvette is destroyed.
You must have done damage to a subsystem on the Corvette at some point on the mission.
You will NOT have to go to trainer and retake the mission if you die during your Vette run. Repair and get right back out to Kessel to continue the fight.
To Do Damage to a Subsystem:
Target the Corvette
Select a subsystem using the '[' and '] keys'
Hit that specific area with your guns or a missle. For those on your first trip, this can be tougher then you think. Watch for the xxx% of the system to go down when you hit it.
Message Edited by TomoRainer on 09-02-200511:35 AM
Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent
A: They're all quest-granted. The missions for these ships start here:
The Heavy X-Wing, Vaksai, and Imperial Guard Interceptor quests all begin with missions out of Kashyyyk space station. They'll soon send you down to Kashyyyk to talk to a man named Eyma, who will give you some more missions. (NOTE: At some point, he'll ask you whether the Ghrag mercenaries are strong or weak. Be sure to answer "strong," as answering "weak" seems to create a quest-gating bug for people.) Eventually, he'll direct you to another space station in Kashyyyk space for the final couple of missions. Rebels will be sent to the Rebel Outpost, Imperials to the Imperial Outpost, and privateers to Kashyyyk station. Once you've completed these last two missions, you'll have your new ship.
The Y-8 mining ship quest starts with a man named Flash Harrison on the first floor of the Kachirho tree cantina. He'll send you on a variety of space mining and combat missions around the galaxy before you'll eventually earn the Y-8.
The Eta-2 Actis Interceptor (Jedi Starfighter) quest starts from a pile of bones outside the Nightsister Stronghold on Dathomir. Find the datapad on the corpse (it's on a 30-minute spawn timer; if it's not there, either wait around or come back later) and take it to Admiral Krieg in the bunker in Kachirho to get started. You'll need to be an Imperial ground combatant to complete these missions.
The ARC-170 begins with the Queen of Naboo in Theed Palace. You'll need to be a Rebel ground combatant to finish this set.
The Belbullab-22 (Grievous' Starship) takes place entirely within the Myyydril Caverns on Kashyyyk. You'll need to make your way to a robot outside a gate deep within the caves to begin the mission, which consists of killing a very powerful (currently level 92) robot and his two henchmen. This is a very difficult mission.
Right now, every one of these new ships but the Belbullab-22 requires you to complete their quests yourself in order to be able to fly the ship. The Belbullab alone can be bought or traded from another player and flown immediately, though I don't know whether it's working as intended or a bug, so be careful when buying or selling this ship.
For those who like walkthroughs, here's one that includes the ARC-170, Eta-2 "Jedi Starfighter," and Nym's Starmap quests, along with a few others.
A: The Black Sun Ace Helmet is an extremely rare piece of loot that drops from any tier 4 or higher Black Sun ships. I only found one in over 2500 kills and other pilots have killed even more Black Suns without finding a single one, so if you’re dedicated to finding one, be prepared to spend a lot of time hunting.
psikobunny's written a nice guide for finding a Black Sun helmet here.
Q: What’s up with factions in space?
A: Ground and space factions are linked as follows:
Ground Civilians can ONLY be privateer pilots
Ground Imperials can be an Imperial or privateer pilot
Ground Rebels can be a Rebel or any privateer pilot
Q: How do I get faction points in space?
A: You are able to gain faction points by going overt at one of your factionally aligned stations in space. You can go covert by death or by landing. There are 2 types of factional stations. The first allows you to go overt usually named "Imperial I, II" or "Rebel I, II" you can find them in the system maps (use N in space). The second ones are for transport to Deep Space and Kessel. You can gain faction points in space while being "on-leave" for ground status.
Privateer: You are able to gain faction by declaring at a Rebel or Imperial Stations. And can gain faction points anywhere except Deep Space. Why not Deep Space?
As an overt Imperial or Rebel you do not have any Imp/Reb Prestige to gain entry to deep space using the Factional deep space stations
The Last Nav Station in Dathomir will NOT talk to you as a Rebel or Imperial overt
You can access Kessel by using the factional "Deep Space" space stations in Dantooine space for Rebel or Endor space for Imperial.
You can only use the factional "Deep Space - Kessel jump" stations when space overt.
Q: How do I land at and gain access to theme parks?
A: Some of our regular posters have been kind enough to write lots for us on piloting skills. If you would like to have your own added please reply to this thread with a link to your post.
A: You need both a droid interface and a flight-computer/astromech in addition to the acual commands or programmed chips. A detailed list of each command and more information can be found in the Comprehensive Droid Routine Breakdown
Droid interfaces can be looted or crafted by a shipwright
Flight-computers/astromech are crafted by Droid Engineers only. Astromechs are for X-wings, Y-wings, Z-95s, and Eta-2 Actis Interceptors only and count to the droid limit in your datapad. Flight computers are for all other ships and do NOT count as a droid in datapad. They are certified in the xxxX tree of pilot and separate from the DI certification. REBEL NOTE: You most likely end up running both flight-computers and astomechs, but the Astromech can have other functionality other than being a flight droid. Ask your favorite DE for more info. Astromechs, as they count against the droid limit, are tradeable and nameable. Flight computers are NOT able to be traded/named.
Each faction has a set of commands they can program or load for free. ANY pilot of ANY level can use ANY program from ANY faction as long as they can squeeze it in the FC/droid they are certified for. You can use programs from the other two factions (or ones you can not program yet) by buying or trading for chips that already have the commands programmed.
And no, nobody’s found a /ui to target nearest enemy player yet.
Q: What does 'POB' mean?
A: Short for "portalized object," though you can also think of it as “Player On Board.” POB basically means "something you can walk around in". The Yacht, YT-1300, Decimator, Nova Courier, and Y-8 are all POB ships. The Krayt, Agressor, Y-wing, and ARC-170 (in addion to the POB ships) are all multi-player.
Message Edited by TomoRainer on 08-02-200508:47 PM
Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent
Much of the credit for this goes to SSSnuggles and those who worked on this thread AKA 'Message 58'.
Legend: (Tier) Ship Name: Resource Amount Approximate Mass [SP: Number of guns with a single player / MP Number of players who can man turrets] Number of missiles [Ship hard caps on various stats including Spdx. Max speed for any ship is determined by (engine speed * 10 * Spdx), booster speed uses the same function]
(Tier 4) Heavy X-Wing: N/A Resources 180k mass [SP: 3 Guns] 1 missile [Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 25 Dec 30 Pitch 300 Yaw 200 Roll 150] The Heavy X-Wing is a quest-given ship.
(Tier 4) Vaksai: N/A Resources 150k mass [SP: 1 Guns] 1 missile [Spdx 1.0 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200] The Vaksai is a quest-given ship.
(Tier 5) YT-1300: 150k Resources ~5m mass [SP: 0 Guns MP:+2] 2 missiles [Spdx 0.8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] Official All 6 Textures
(Tier 5) M22-T Krayt: 150k Resources ~210k mass [SP: 3 Guns MP:+1] 1 missile [Spdx 0.92 Acc 50? Dec 50? Pitch 100 Yaw 100 Roll 50] All 6 Textures
Imperial:
(Tier 0) TIE-LD: 5k Resources ~12k mass [SP: 1 Gun] 0 missile [Spdx .95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]
(Tier 1) Heavy TIE Fighter: 50k Resources ~95k mass [SP: 1 Gun] 1 missile [Spdx 0.98 Acc 50 Dec 50 Pitch 500 Yaw 500 Roll 250]
(Tier 1) TIE-F: 15k Resources ~20k mass [SP: 1 Gun] 1 missile [Spdx 0.98 Acc 40 Dec 50 Pitch 500 Yaw 500 Roll 250]
(Tier 2) TIE/IN: 30k Resources ~40k mass [SP: 1 Guns] 1 missile [Spdx 0.97 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 200]
(Tier 3) TIE-Bomber: 60k Resources ~190k mass [SP: 2 Guns] 2 missiles [Spdx 0.85 Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25]
(Tier 3) TIE-Interceptor: 60k Resources ~50k mass [SP: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
(Tier 4) TIE-Advanced: 80k Resources ~65k mass [SP: 2 Guns] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
(Tier 4) TIE-Aggressor: 80k Resources ~120k mass [SP: 1 Gun MP:+1] 1 missile [Spdx 0.95 Acc 20 Dec 30 Pitch 150 Yaw 150 Roll 75]
(Tier 4) Imperial Guard TIE Interceptor: N/A Resources 80k mass [SP: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150] The Imperial Guard TIE Interceptor is a quest-given ship.
(Tier 5) TIE-Opp: 150k Resources ~170k mass [SP: 2 Guns] 3 missiles [Spdx 0.9 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50]
(Tier 5) TIE-Dec: 150k Resources ~5m mass [SP: 0 Guns MP:+2] 3 missiles [Spdx ?? Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5]
(Tier 5) KSE Firespray: 150k Resources ~210k mass [SP: 2 Guns] 2 missiles [Spdx 0.9 Acc ? Dec ? Pitch 100 Yaw 100 Roll 50] Official All 6 Textures The Firespray schematic is not given at master shipwright, for information as to how to get it, see the Firespray questions here. Every Master Pilot gains certification in it.
(Tier 4) ARC-170: N/A Resources 125k mass [SP: 1 Gun MP:+2] 1 missile [Spdx 0.97 Acc ? Dec ? Pitch 400 Yaw 400 Roll 200] The ARC-170 is a quest-given ship.
(Tier 4) Eta-2 Actis Interceptor (Jedi Starfighter): N/A Resources 90k mass [SP: 2 Guns] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] All 6 textures The Eta-2 is a quest-given ship.
(Tier 4) Belbullab-22 (Grievous' Starship): N/A Resources 90k mass [SP: 2 Guns] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] All 6 Textures The Belbullab-22 is a quest-given ship.
For a side-by-side size comparison of all ships (excluding the monstrous Y-8), check out this thread.
Message Edited by TomoRainer on 07-17-200505:23 PM
Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent
with ne textures for a few ships they need to be add and we also need the class modifacations
and for quest ships maybe the starting point for the quest and what side you have to be to get it done ie for the eta.. aka jedi star fighter you have to be emp pilot otr ground if you are a nutral pilot.
A fun, free, MMOG that you can play while grinding! Click here! c:\>dir c:\star_w~1\charac~1\marsh\*.* Directory of C:\star_w~1\charac~1\marsh 2/26/2003 04:02 AM 8,622 pi3.exe 6/14/2005 10:38 AM 4,604 forcession.exe 2 File(s) 13,226 bytes 0 Dir(s) 523,646 bytes free c:\>pi3.exe I am the PI3 MINISTER! Oh, and Forcession
You might want to start adding some links on Mining. I know there is a few pilots out there that are confused, which means there is really alot out there, just not asking or knowing where to find the info.
There is one in the game guides forum but probably lost to several pages of other things.
The Heavy TIE/Ln is certified at 1xxx Imperial pilot, not Novice (at least on TC, if they've changed that on live I don't know).
As to how to get it or the two heavy tier 0 ships you need to get 1k of Iron Asteroid and 1k of Petrochem Asteroid. The remaining 48k of resources is normal shipwright stuff (Steel, Ore etc..)
Master Shipwrights can make them so find a nice local one, they may have the asteroid or you may need to get it for them.
Link to space mining guide in my sig.
The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
I've actually got that space mining guide linked already, but the topic (and guide) probably deserve their own question. I'll get something more prominent up in a bit.
Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent
Something to consider either cutting and pasting, summarizing or linking.. (whatever you think makes sense...)
In addition to the excellent "Guide to Mining"
Mining Made Easy! => http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=62257
There is no peace, there is anger. There is no fear, there is power. There is no death, there is immortality. There is no weakness, there is the Dark Side. I am the Heart of Darkness. I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds. I know the power of the Dark Side. I am the fire of hate. All the Universe bows before me, I pledge myself to the Darkness. For I have found true life, in the death of the light.