Right now the only craft I can make are standard escape pods (the fast version) with Booster MK II and Extra Light Zumian Ion Thrusters attached for speed and manouverability, plus a KA-74b machine rifle strapped to the front along with one of those demolition charges. They just need you to enter the target data (include all relavent hostiles, but ONLY hostiles--they don't understand friendlies) and fire the pod. Basically set up the pod launcher as a smartbomb rack. The HUD is set to show them the location and mass of the targets given, and they should prioritize blowing up on larger targets/groups and shooting smaller ones. I think.
You can change the settings on them to give them a killswitch code (disables all actions) or a remote detonate code and can toggle the pilot's detonator ability on and off.
The pilots use yellow button for fire weapons forward, red for detonate if you wanted to put them in other craft. They are machine-trained, and I only have level 1 simulators, so they are probably lousy pilots, but they are cheap. The first batch might be a mix of types, but the final ones are all 34/66 sewer rat/pirate engineer crosses, smart enough to fly a ship and they like videogames, but passive and not too many annoying personality tags.
I gave Doom all the ships I had when he last showed up, I have more pilots but they don't have craft. I set up the gate vendor to buy cheap drone/fighter/tiny utility craft parts, explosives, and other supplies as well as selling the frozen graduates of the first training wave. Stasis chambers are the kind that should be good for about a week once removed from the machine; but life support is a good idea. Thaw them, say "Follow", lead them to the ship you want them to man, say "Play".
Also, if you walk off the blue-marked path, the foxes might shoot at you (they do security/hunting with small rifles now). Try to avoid killing them, OK?