Starship Horizons
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Knowledge Base›Running Your First Session

Running Your First Session

One machine is the server. It runs the simulation and serves the console pages, and every station is drawn in a browser. Its own window is a menu between missions and the Main Viewer during one. Everyone else, including the person running the server, plays through a browser.

1. Start the server

Launch Horizons on the host machine. When it is up, its window shows the main menu with the address it is serving on in the bottom‑left corner, under Console Stations — a local address like http://192.168.1.20:1864. (The text‑only server, HydraCon, prints the same address.) Write that down; it is what everyone else types.

The menu's STATIONS button opens the station list in your browser. SETTINGS holds the server's name, the Headless switch, which keeps the window to a status page instead of the Main Viewer, and a few lobby timeouts; its Network section shows the server's local and public addresses and its port. Host Timeout and Host Request Timeout only matter to modules whose lobby lets a player run the pre‑flight; in the standard game the Game Master does that.

The server serves two things on one port: the console pages over HTTP, and the live game connection over a WebSocket, both on 1864. That port must be reachable from every player's browser. Port 1866 serves the same two over HTTPS, used when a client connects securely. See Hosting Over The Internet when players are not on your network.

2. Open the Game Master console

On the host machine, press STATIONS, or open a browser to http://localhost:1864/. You get a page headed STATION SELECTION listing every station this server can serve, grouped as Main, Secondary, Admin and Hydra Studio.

Pick Game Master, under Admin. That is your seat: it is where you choose a mission, start and stop it, and reach into the running simulation. Keep it open for the whole session. (The game window's own MISSIONS button offers the same mission list, assignments and launch without the rest, for a session nobody is running live.)

3. Choose a mission

The GM console opens on its mission list. Selecting a mission does not start it — it stages it. The Assignments panel beside the list fills in with its player vessels, and the Mission Details tab on the right with its briefing, its options and the LAUNCH button.

Read the options. Missions can expose their own settings here, and some change the shape of the session substantially — whether consoles work independently or have to finish together, how difficulty is scaled, which faction you fly for, even which map it is played on. They are set before launch, not during.

4. Let the crew connect

Players go to http://your-server-address:1864/ in a browser and choose a station from the same list you saw — see Joining A Session. As they arrive they appear in the player list on the left, and the server seats each of them on one of the mission's ships. Staging a mission spreads the players already connected across its ships, filling each ship's roles before anyone doubles up; anyone who connects after that goes on the first ship with room. The Assignments panel shows every ship, who is aboard and how many of its roles are filled.

Rearrange the crew there before launch. Drag a player onto another ship to move them, or click the X beside a name to take them off. Click a ship's class, or its faction badge, to change it; the lists offer only what the mission allows for that ship. Drag a bot from the Bots list onto a ship to put an AI pilot aboard: it has the con whenever no player does. RESET lets go of every pick and seats everyone again the way the mission first had them.

A mission with more than one player vessel is the normal case, not an exotic one. Check the assignment before you launch: a console bound to the wrong vessel is the single most common cause of "my panel does nothing". Only ships with someone aboard, a player or a bot, launch; if nobody is seated anywhere, the first ship launches on its own.

5. Launch

Press LAUNCH. The server builds the map, spawns the vessels, and every connected console switches from its waiting state to live. Consoles that join after launch still work; they bind on arrival.

Some missions wait to start until every seated player's console has finished loading. The server stops waiting after the Players Ready Timeout in the game window's settings, 30 seconds unless you change it, and starts without the consoles that have not reported.

Once running, the GM console gains the controls you use during play — save, pause, end, spawning, object editing, comms. Those are covered in Running A Session As Game Master.

What to try first

If you are on your own and just want to see the game move, take Flight and one other console in a second browser window. Flight alone can fly, set waypoints and look out of the viewport, which is enough to tell whether your setup works. Add Tactical when you want something to shoot at.

If something is wrong

  • The station list is empty or the page will not load. The web port (1864) is not reachable. Check the address, then the host firewall.
  • The page loads but the console never goes live. The page arrived but its live connection did not. That connection uses the same port as the page, so this is rarely a port forward; look for security software or a network proxy that lets web pages through but blocks WebSocket connections.
  • A console is live but its panels are blank. It is probably not bound to a vessel. Check the pre‑flight assignments, or the Player Vessels list on the GM console.
Last updated 19 October 2026