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►|| 2 X Stock || Docking Module : ► 135000000 S.C/UNIT
Docking Module
Cargo Space 5
Hit-Points 80,000
• Hardpoint Mount: Normal Carrier and Heavy Carrier
The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation.
This docking module may be fitted to any ship with sufficient hold capacity.
Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module.
To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.
• You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.
• When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.
• If the vessel with the docking module is killed, you will spawn 100k below the center of the map.
• To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
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Docking Module
Cargo Space 5
Hit-Points 80,000
• Hardpoint Mount: Normal Carrier and Heavy Carrier
The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation.
This docking module may be fitted to any ship with sufficient hold capacity.
Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module.
To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.
• You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.
• When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.
• If the vessel with the docking module is killed, you will spawn 100k below the center of the map.
• To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
Docking Module
Here is some information on Docking Modules and the required commodities the factory will need to construct this item:
• Cargo Requirements: 5 Cargo space
• Hardpoint Mount: Normal Carrier and Heavy Carrier
• 5,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 10,000 Plasfoam Conduits
• 10,000 Robotic Hardware
• 5,000 Hull Segments
• 5,000 High Performance Alloys
Here is some information on Docking Modules and the required commodities the factory will need to construct this item:
• Cargo Requirements: 5 Cargo space
• Hardpoint Mount: Normal Carrier and Heavy Carrier
• 5,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 10,000 Plasfoam Conduits
• 10,000 Robotic Hardware
• 5,000 Hull Segments
• 5,000 High Performance Alloys
►|| 1 X Stock || Cloaking Device Mk1 (small) : ► 175000000 S.C/UNIT
►|| 0 X Stock || Cloaking Device Mk2 (medium) : ► 280000000 S.C/UNIT
►|| 0 X Stock || Cloaking Device Mk2 Advanced (large) : ► 450000000 S.C/UNIT
►|| 0 X Stock || Cloaking Device Mk3 (Transport) : ► 330000000 S.C/UNIT
Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device.
Cloaking Device Mk I (small)
• Cargo Requirements: 25
• Cargo Hold Limit: 120
• Time to Cloak when activated: 3 seconds
• Fuel Consumption Rate: 8 Light Batteries per second while the cloak is active
This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters .
Cloaking Device Mk II (medium)
• Cargo Requirements: 200
• Cargo Hold Limit: 900
• Time to Cloak when activated: 20 seconds
• Fuel Consumption Rate: 4 Light Batteries per second while the cloak is active
This device is suitable for mounting on Gunboats, and Cruisers.
Cloaking Device Advanced Mk II (large)
• Cargo Requirements: 450
• Cargo Hold Limit: 900-2199
• Time to Cloak when activated: 60 seconds
• Fuel Consumption Rate: 1 Light Batteries per second while the cloak is active
This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts.
Cloaking Device Mk III (transport)
Cargo Requirements: 200
Cargo Hold Limit: 2200+
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 Heavy Battery per second while the cloak is active
This device is suitable for mounting on transport ship.
• Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.
Here is some information on Cloaking Device and the required commodities the factory will need to construct this item:
- Cloaking Device Mk I (small)
• 40,000 Reinforced Alloy
• 10,000 Industrial Hardware
• 6000 Plasmonic Metamaterials
• 5 Nomad Fighter Remains
• 2 Nomad Gunboat Remains
• 1 Nomad Battleship Remains
- - Cloaking Device Mk II (medium)
• 80,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 12,000 Plasmonic Metamaterials
• 10 Nomad Fighter Remains
• 4 Nomad Gunboat Remains
• 2 Nomad Battleship Remains
- - Cloaking Device Advanced Mk II (large)
• 120,000 Reinforced Alloy
• 30,000 Industrial Hardware
• 18,000 Plasmonic Metamaterials
• 15 Nomad Fighter Remains
• 6 Nomad Gunboat Remains
• 3 Nomad Battleship Remains
- - Cloaking Device Mk III (transport)
• 80,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 12,000 Plasmonic Metamaterials
• 10 Nomad Fighter Remains
• 4 Nomad Gunboat Remains
• 2 Nomad Battleship Remains
►|| 0 X Stock || Cloaking Device Mk2 (medium) : ► 280000000 S.C/UNIT
►|| 0 X Stock || Cloaking Device Mk2 Advanced (large) : ► 450000000 S.C/UNIT
►|| 0 X Stock || Cloaking Device Mk3 (Transport) : ► 330000000 S.C/UNIT
Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device.
Cloaking Device Mk I (small)
• Cargo Requirements: 25
• Cargo Hold Limit: 120
• Time to Cloak when activated: 3 seconds
• Fuel Consumption Rate: 8 Light Batteries per second while the cloak is active
This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters .
Cloaking Device Mk II (medium)
• Cargo Requirements: 200
• Cargo Hold Limit: 900
• Time to Cloak when activated: 20 seconds
• Fuel Consumption Rate: 4 Light Batteries per second while the cloak is active
This device is suitable for mounting on Gunboats, and Cruisers.
Cloaking Device Advanced Mk II (large)
• Cargo Requirements: 450
• Cargo Hold Limit: 900-2199
• Time to Cloak when activated: 60 seconds
• Fuel Consumption Rate: 1 Light Batteries per second while the cloak is active
This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts.
Cloaking Device Mk III (transport)
Cargo Requirements: 200
Cargo Hold Limit: 2200+
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 Heavy Battery per second while the cloak is active
This device is suitable for mounting on transport ship.
• Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.
Here is some information on Cloaking Device and the required commodities the factory will need to construct this item:
- Cloaking Device Mk I (small)
• 40,000 Reinforced Alloy
• 10,000 Industrial Hardware
• 6000 Plasmonic Metamaterials
• 5 Nomad Fighter Remains
• 2 Nomad Gunboat Remains
• 1 Nomad Battleship Remains
- - Cloaking Device Mk II (medium)
• 80,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 12,000 Plasmonic Metamaterials
• 10 Nomad Fighter Remains
• 4 Nomad Gunboat Remains
• 2 Nomad Battleship Remains
- - Cloaking Device Advanced Mk II (large)
• 120,000 Reinforced Alloy
• 30,000 Industrial Hardware
• 18,000 Plasmonic Metamaterials
• 15 Nomad Fighter Remains
• 6 Nomad Gunboat Remains
• 3 Nomad Battleship Remains
- - Cloaking Device Mk III (transport)
• 80,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 12,000 Plasmonic Metamaterials
• 10 Nomad Fighter Remains
• 4 Nomad Gunboat Remains
• 2 Nomad Battleship Remains
►|| 1 X Stock || Cloak Disruptor Type-1 : ► 350000000 S.C/UNIT
►|| 1 X Stock || Cloak Disruptor Type-2 : ► 350000000 S.C/UNIT
►|| 2 X Stock || Cloak Disruptor Type-3 : ► 350000000 S.C/UNIT
Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type.
• Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ).
Cloak Disruptor Type 1
• Range: 3k
• Hardpoint Mount: Snubs, Transports, Gunboats.
Cloak Disruptor Type 2
• Range: 6k
• Hardpoint Mount: Destroyers, Cruisers and Battlecruisers.
Cloak Disruptor Type 3
• Range: 9k
• Hardpoint Mount: Battleships, Carriers and Dreadnoughts.
►|| 1 X Stock || Cloak Disruptor Type-2 : ► 350000000 S.C/UNIT
►|| 2 X Stock || Cloak Disruptor Type-3 : ► 350000000 S.C/UNIT
Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type.
• Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ).
Cloak Disruptor Type 1
• Range: 3k
• Hardpoint Mount: Snubs, Transports, Gunboats.
Cloak Disruptor Type 2
• Range: 6k
• Hardpoint Mount: Destroyers, Cruisers and Battlecruisers.
Cloak Disruptor Type 3
• Range: 9k
• Hardpoint Mount: Battleships, Carriers and Dreadnoughts.
Here is some information on Cloaking Disruptor and the required commodities the factory will need to construct this item:
- - Cloak Disruptor Type 1,2 & 3
• 20,000 Iridium
• 20,000 Reinforced Alloys
• 10,000 Energy Field Equipment
• 10,000 Super Alloys
• 10,000 Tungsten
• 10,000 Plasmonic Metamaterials
• 10,000 Magnetic Superconductors
- - Cloak Disruptor Type 1,2 & 3
• 20,000 Iridium
• 20,000 Reinforced Alloys
• 10,000 Energy Field Equipment
• 10,000 Super Alloys
• 10,000 Tungsten
• 10,000 Plasmonic Metamaterials
• 10,000 Magnetic Superconductors
►|| 0 X Stock || Jump Drive Series II : ► 350000000 S.C/UNIT
►|| 0 X Stock || Jump Drive Series III : ► 400000000 S.C/UNIT
►|| 0 X Stock || Jump Drive Series IV : ► 450000000 S.C/UNIT
Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.
Jump Drive Module Series II
The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 3,600,000
• Charge Time: 60 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.
• Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series III
The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 7,000,000
• Charge Time: 30 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series IV
The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships.
•Cargo Requirement: 0
• Jump Type: Multi Ship
• Powercore Requirement: 7,000,000
• Charge Time: 200 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
Here is some information on Jump Drive and the required commodities the factory will need to construct this item:
- - Jump Drive Series II
• 75,000 Reinforced Alloy
• 1,000 Gravity Field Stabilizers
• 10,000 Critical Temperature Alloy
• 15,000 Industrial Hardware
• 15,000 Robotic Hardware
• 10,000 Argentium Silver
• 5,000 Magnetic Superconductors
- - Jump Drive Series III
• 90,000 Reinforced Alloy
• 5,000 Gravity Field Stabilizers
• 15,000 Critical Temperature Alloy
• 21,000 Industrial Hardware
• 15,000 Robotic Hardware
• 20,000 Argentium Silver
• 15,000 Magnetic Superconductors
- - Jump Drive Series IV
• 110,000 Reinforced Alloy
• 5,000 Gravity Field Stabilizers
• 10,000 Critical Temperature Alloy
• 30,000 Industrial Hardware
• 25,000 Robotic Hardware
• 35,000 Argentium Silver
• 15,000 Magnetic Superconductors
►|| 0 X Stock || Jump Drive Series III : ► 400000000 S.C/UNIT
►|| 0 X Stock || Jump Drive Series IV : ► 450000000 S.C/UNIT
Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.
Jump Drive Module Series II
The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 3,600,000
• Charge Time: 60 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.
• Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series III
The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 7,000,000
• Charge Time: 30 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series IV
The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships.
•Cargo Requirement: 0
• Jump Type: Multi Ship
• Powercore Requirement: 7,000,000
• Charge Time: 200 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
Here is some information on Jump Drive and the required commodities the factory will need to construct this item:
- - Jump Drive Series II
• 75,000 Reinforced Alloy
• 1,000 Gravity Field Stabilizers
• 10,000 Critical Temperature Alloy
• 15,000 Industrial Hardware
• 15,000 Robotic Hardware
• 10,000 Argentium Silver
• 5,000 Magnetic Superconductors
- - Jump Drive Series III
• 90,000 Reinforced Alloy
• 5,000 Gravity Field Stabilizers
• 15,000 Critical Temperature Alloy
• 21,000 Industrial Hardware
• 15,000 Robotic Hardware
• 20,000 Argentium Silver
• 15,000 Magnetic Superconductors
- - Jump Drive Series IV
• 110,000 Reinforced Alloy
• 5,000 Gravity Field Stabilizers
• 10,000 Critical Temperature Alloy
• 30,000 Industrial Hardware
• 25,000 Robotic Hardware
• 35,000 Argentium Silver
• 15,000 Magnetic Superconductors
►|| 0 X Stock || Hyperspace Survey Module Mk I : ► 300000000 S.C/UNIT
►|| 0 X Stock || Hyperspace Survey Module Mk II : ► 350000000 S.C/UNIT
►|| 0 X Stock || Hyperspace Survey Module Mk III : ► 400000000 S.C/UNIT
Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners.
Hyperspace Survey Module Mk1
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 800
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days (Length of time before the survey's coordinates are good for)
• Survey Accuracy: 60k
Hyperspace Survey Module Mk2
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 600
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 30k
Hyperspace Survey Module Mk3
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 400
• Powercore Requirement: 100,000
• Run Time: 1000 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 10-15k
Hyperspace Survey Module Mechanics
In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.
Code:
/survey
Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:
In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:
Code:
/setcoords <coords>
Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:
If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear:
Here is some information on Hyperspace Survey Module and the required commodities the factory will need to construct this item:
- - Hyperspace Survey Module Mk I
• 125,000 Reinforced Alloy
• 15,000 Industrial Hardware
• 15,000 Optronic Arrays
• 5000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk II
• 156,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 15,000 Optronic Arrays
• 10,000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk III
• 185,000 Reinforced Alloy
• 25,000 Industrial Hardware
• 20,000 Optronic Arrays
• 10,000 Quantum Arrays
• 20,000 Robotic Hardware
►|| 0 X Stock || Hyperspace Survey Module Mk II : ► 350000000 S.C/UNIT
►|| 0 X Stock || Hyperspace Survey Module Mk III : ► 400000000 S.C/UNIT
Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners.
Hyperspace Survey Module Mk1
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 800
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days (Length of time before the survey's coordinates are good for)
• Survey Accuracy: 60k
Hyperspace Survey Module Mk2
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 600
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 30k
Hyperspace Survey Module Mk3
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 400
• Powercore Requirement: 100,000
• Run Time: 1000 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 10-15k
Hyperspace Survey Module Mechanics
In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.
Code:
/survey
Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:
In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:
Code:
/setcoords <coords>
Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:
If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear:
Here is some information on Hyperspace Survey Module and the required commodities the factory will need to construct this item:
- - Hyperspace Survey Module Mk I
• 125,000 Reinforced Alloy
• 15,000 Industrial Hardware
• 15,000 Optronic Arrays
• 5000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk II
• 156,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 15,000 Optronic Arrays
• 10,000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk III
• 185,000 Reinforced Alloy
• 25,000 Industrial Hardware
• 20,000 Optronic Arrays
• 10,000 Quantum Arrays
• 20,000 Robotic Hardware
►|| 0 X Stock || Hyperspace Matrix Module Mk1 : ► 500000000 S.C/UNIT
Here is some information on Hyperspace Matrix Module and the required commodities the factory will need to construct this item:
• 90,000 Reinforced Alloys
• 5000 Gravity Stabilizers
• 15,000 Critical Temperature Alloys
• 21,000 Industrial Hardware
• 15,000 Robotic Hardware
• 20,000 Argentium Silver
• 15,000 Magnetic Superconductors
Here is some information on Hyperspace Matrix Module and the required commodities the factory will need to construct this item:
• 90,000 Reinforced Alloys
• 5000 Gravity Stabilizers
• 15,000 Critical Temperature Alloys
• 21,000 Industrial Hardware
• 15,000 Robotic Hardware
• 20,000 Argentium Silver
• 15,000 Magnetic Superconductors
Attention: These values will increase by 10% for the work of performing the RP and delivery.
Fighters | |
THUNDERWAVE(Cl9) | 75 |
TDGWM5K(Cl9) | 75 |
SUPERSONIC(Cl9) | 75 |
ACROBATIC(Cl8) | 75 |
FEUERBALL(Cl6) | 75 |
Bombers | |
Freighters | |
Transports | |
Gunboats | |
Cruisers | |
Cruiser Heavies | |
Blaster Turret | 150 |
Ion Blaster | 150 |
Repeater Turret | 150 |
Mauler Turret | 150 |
Battlecruisers | |
Battlecruiser Heavies | |
Breaker Turret | 175 |
Particle Pulse Accelerator Cannon | 175 |
Battleships | |
Battleship Heavies | |
Siege Turret | 200 |
Volley Turret | 200 |
EMP Dissipation Field | 200 |
Battleship Primaries | |
Kinetic Turret | 150 |
Sledge Turret | 150 |
MK-81 Autopulse Turret | 150 |
Thumper Turret | 150 |
Gale Cannon | 150 |
Dual Gatling Laser Turret | 150 |
Terminator Turret | 150 |
Battleship Secondaries | |
Adv. EMP Flak Turret | 100 |
Heavy Ion Blaster | 100 |
Before you place your order, see below the specifications made by one of the most knowledgeable in these weapons:
Sherry Aguilar & Ezrael Vertiga
Commander and Captain of Battleship Apahanta
Commander and Captain of Battleship Apahanta
FEUERBALL Light Fighter Heavy Overcharge Cannon
This makes our Rovers actually combat-capable
This makes our Rovers actually combat-capable
Class 6 Light Fighter Gun
Type Plasma
3150 Hull Damage
1575 Shield Damage
693 Energy consumed per shot
1.00 Refire
4.5455 Efficiency Rating
600M/s Speed
660M Range
Those things are constructed with rather hard to get materials. We will produce them only if really, really necessary. In the meantime, we can rely on the two sets we salvaged and the HAMMERFALL codenames sold at Freeport 11.
ACROBATIC Limited Edition Cannon
Looks nice. Is nice. Is expensive as fuck.
Looks nice. Is nice. Is expensive as fuck.
Class 8 Very Heavy Fighter Gun
Type Neutral
580 Hull Damage
290 Shield Damage
141 Energy consumed per shot
4.00 Refire
4.1135 Efficiency Rating
750M/s Speed
675M Range
If we get some, we should sell them, definitely.
SUPERSONIC Manual Aim High-Speed Photon Cannon
If one fires, all the others fire as well.
If one fires, all the others fire as well.
Class 9 Very Heavy Fighter Gun
Type Photon
280 Hull Damage
140 Shield Damage
71 Energy consumed per shot
8.33 Refire
3.9437 Efficiency Rating
800M/s Speed
570M Range
We found a set of those at the [REDACTED] and sold them to a collector. Apparently, those guns are linking with each other. If one fires, all of the others fire as well. That is the only disadvantage.
TDGWM5K Pulse Cannon
Captain Vertiga calls it "The Mudskipper" for some reason.
Captain Vertiga calls it "The Mudskipper" for some reason.
Class 9 Very Heavy Fighter Gun
Type Pulse
20 Hull Damage
340 Shield Damage
89 Energy consumed per shot
8.33 Refire
3.8202 Efficiency Rating
750M/s Speed
600M Range
→ Side note: - I think Mudskipper is a good name for a gun. Better than TDGWM5K. - Ezrael
THUNDERWAVE Neutral Super-Speed Cannon
Our teams are still on that one.
Our teams are still on that one.
Class 9 Very Heavy Fighter Gun
Type Neutral
336 Hull Damage
168 Shield Damage
68 Energy consumed per shot
8.33 Refire
4.9412 Efficiency Rating
600M/s Speed
600M Range
We found two sets and sold them.
"Coup de Grace" Cruiser BLASTER Turret
Short range, quick refire.
The Cultists attacked the Cortez system in mid-February 825 and Captain Vertiga's girlfriend managed to loot one exemplar of those from the battlefield. It was one of two crates in her cargo bay that filled the entire hold. A Gallic prototype cruiser weapon, intended as a "finisher" on very close targets. The weapon has an impressive power output, high speed and quick refire, but lacks range compared to similar guns.
Cruiser Heavy Slot Turret
Type Neutral
18.000 Hull Damage
9.000 Shield Damage
45.000 Energy consumed per shot
1.33 Refire
1.000M/s Speed
1.000M Range
Weird combination. Ships will rarely get close to a cruiser, and a cruiser will not get close to a battleship. There are better weapons of choice for cruiser-type ships. But hey, Gallia surely knows what they are doing.
WACISFN Cruiser ION BLASTER
Cruiser-scaled Heavy Ion Cannon
This unusual cruiser weapon is a development by the mysterious "Cult of Technology", and a very small number have been salvaged from their wreckages. The massive ion charge it fires neutralizes a target's power supply, draining huge amounts of energy from the ship's reactor. On a shielded vessel however, the neutralization will occur before affecting the ship's systems, making it suitable only against unprotected targets.
Cruiser Heavy Slot Turret
Type Ion
2 Hull Damage
? Shield Damage
1.000.000 Power Damage
26.666 Energy consumed per shot
0.03 Refire
1.500M/s Speed
1.800M Range
This weapon has a very long recharge time, but it does weaken the power core of the target, if it is unshielded, vehemently. This is good for capture operations or support. Otherwise, like the bigger counterpart, it is more of a wasted opportunity for other heavy slot-compatible weaponry.
We have no idea what WACISFN is supposed to mean.
MAULER Cruiser Turret
Cruiser-scaled GALE Cannon!
Very little information is available about this weapon, but it appears to be a cruiser equivalent of the Battleship GALE Cannon, which implies that it shares the backstory of that one. Which means not even those who found them know who made those. We however have the plans to build them ourselves now. Speed between Mortar and Heavy Mortar, range is more than two Ks and the damage is quite heavy. Pretty useful if we had a cruiser for those.
Cruiser Heavy Slot Turret
Type Neutral
45.000 Hull Damage
22.500 Shield Damage
62.500 Energy consumed per shot
0.50 Refire
750M/s Speed
2100M Range
I'm sure people would pay well for those turrets. They are a good alternative to Light Mortars.
W+7754KT Cruiser REPEATER Turret
A Matchmaker
Rapid-fire cruiser weapon of unknown origin. This "Repeater" turret is an allrounder weapon, suitable for use against a wide range of targets. It is technologically closely related to other cruiser weaponry of its type, but calibrated for a much higher fire rate. With other words, whoever did this, knows how to tune-up weapons.
Cruiser Heavy Slot Turret
Type Neutral
4.900 Hull Damage
2.450 Shield Damage
59.848 Energy consumed per shot
3.03 Refire
1.000M/s Speed
1.700M Range
Range is good enough to annoy battleships with it, while the speed is fast enough to hit gunboats if not even snubs. State of the art.
BREAKER Battlecruiser Turret
Nasty cannons.
Not much is known about those guys, but they are nasty. Other capitals need to be extremely careful if a battlecruiser with those is around.
Battlecruiser Heavy Slot Turret
Type Neutral
28.000 Hull Damage
14.000 Shield Damage
70.000 Energy consumed per shot
0.67 Refire
800M/s Speed
2.750M Range
High range, high speed, constant pressure. We had an easy time dodging Light Mortars, but ships with those things will hit guaranteed and often. And heavy enough. This gun is made to fight capitals.
Battlecruiser Particle Pulse Accelerator Cannon
PPAC, or Battlecruiser Volley Cannnon
Captain Vertiga's girlfriend found one of those on the battlefield in Cortez during a Cultist Invasion and brought it to the Apahanta. This gun seems to be working similarly to the Battleship Volley Cannon the Cultists used against us in that very fight. We do have building plans for both the battlecruiser- and the battleship variant.
Battlecruiser Heavy Slot Turret
Type Neutral
4x10.000 Hull Damage
4x20.000 Shield Damage
50.000 Energy consumed per shot
0.33 Refire
1.200M/s Speed
2.004M Range
Those things are incredibly powerful in melee, dealing massive damage, especially against shields. They are very inaccurate and work like a shotgun with spread. The closer you come, the more likely it is that your face will get blown off. Never allow a Volley Cannon or PPAC to get close to you. Never.
Battleship EMP Flak Turret
A good way to deshield snubs
Those were the first weapons we built ourselves in the Apahanta's workshop. The EMP Flak fires, compared to the normal Flak arrays, rather fast EMP payloads within a short-to-medium range. It is an effective tool to break snub piles and make them stay in the distance, giving our navigator more space for manouvers.
Battleship Secondary Slot Turret
Type EMP
2 Hull Damage
10.000 Shield Damage
320.000 Energy consumed per shot
1.00 Refire
600M/s Speed
1.000M Range
Combined with normal flaks, those things can cause mean AoE damage against snub groups and bombers. One or two are enough, though.
MK-81 Battleship Autopulse Turret
Spray and pray pulse pressure.
The MK-81 is a newly developed pulse-type weapon built by the Coalition. With enemies such as the Corsairs fielding many large warships, there was a need for a specialized weapon built specifically to take down heavy shielding on large targets. The MK-81 is not designed for precision shooting, but rather for creating a heavy barrage of powerful EMP fire, suppressing capital ships at long range.
Battleship Primary Slot Turret
Type EMP
1.000 Hull Damage
14.000 Shield Damage
50.000 Energy consumed per shot
3.03 Refire
900M/s Speed
4.050M Range
One or two of those guns might be a good investation against battleships and smaller capitals. Pressure is always a good thing.
Kreisky DUAL GATLING LASER Turret
Snub pilots will hate you - which is okay, though, since they die.
This new design is a cooperative effort between the Red Hessians and the Coalition. Unlike most other capital weaponry, it is actually based on fighter and freighter turrets, scaled up massively to create a very rapid fire laser turret to engage small ships. Although the individual shots are weak, the sheer volume of fire the double-barreled weapon provides makes it terrifyingly effective against any smaller craft threatening a red capital ship.
Battleship Primary Slot Turret
Type Neutral
1.200 Hull Damage
600 Shield Damage
12.000 Energy consumed per shot
6.67 Refire
2.000M/s Speed
1.500M Range
There is a Liberty Dreadnought somewhere using those monsters along with a full Solaris network and Razors. Captain Vertiga saw it demolishing a Rogue Scylla without troubles. Salty people downvoted his video on the neural net.
ORZLMUE Battleship EMP DISSIPATION FIELD
Short-range EMP Field.
Another unusual prototype of unknown, possibly non-human origin. This peculiar device functions by releasing massive EMP charges in a general area around the ship. Only a handful have been discovered, on a wrecked ship drifting in the Edge Worlds. The devices are likely developmental, although for what purpose they were created and by whom remains unknown.
Battleship Primary Slot Turret
Type EMP
400 Hull Damage
15.000 Shield Damage
1.250.000 Energy consumed per shot
0.04 Refire
Instant Speed
1.000M Range
We don't know yet whether this thing is able to destroy incoming warheads or anything, but it appears to be useful to damage snubs and gunboats within 1.000M around the device. The power consumption is high, which makes this weapon very situationally useful only.
RBT-84h SLEDGE Heavy Battleship Turret
Approach us and you will regret it.
Rheinland prototype battleship weapon which never advanced past early trials. The Sledge followes typical Rheinland trends: A very heavy, slow firing, high powered weapon suitable for the use on Rheinland's massive battleships, and optimal against targets of equal size. The trials were promising, but the project was expensive and ultimately deemed unnecessary with the end of the Liberty conflict. A few of the remaining prototypes had apparently gone missing and have since shown up in unexpected places. And we have built five of those monsters.
Battleship Primary Slot Turret
Type Neutral
38.000 Hull Damage
19.000 Shield Damage
125.000 Energy consumed per shot
0.80 Refire
650M/s Speed
3770M Range
They are evil. They destroy anything they hit and are a guarantee for us to always have enough distance to the enemy. Chainfiring those will allow us to keep constant pressure on hostile cruisers, battlecruisers and battleships, the latter two classes have been ripped apart by the Apahanta already.
→ Side note: - Those guns are monsters. And they are on our side. - Ezrael
TERMINATOR Battleship Defense Turret
Anti-cruiser/gunboat space spears.
One of very few cooperative projects between Samura and Kishiro since the democratic coup, the TERMINATOR was developed at the government's request as a very high powered capital to deal with the Imperial's hit-and-run tactics. Although slower to fire than comparable weapons, the TERMINATOR carries incredible damage potential with only a few hits.
Battleship Primary Slot Turret
Type Neutral
5.700 Hull Damage
2.850 Shield Damage
37.000 Energy consumed per shot
2.50 Refire
1.500M/s Speed
1.500M Range
More powerful but slower variants of the Dual Gatling Lasers, mostly aimed at fighting gunboats and snubs. A good alternative to a Thumper-Gatling-Laser mix.
THUMPER Battleship Rapid-Fire Turret
Anti-Cruiser Weapon.
Very little is known about this weapon. Although it is clearly designed for the use on human capital vessels, its origins are unknown. The weapon has a high firing rate, optimized for the use against smaller targets - cruisers and gunboats.
Battleship Primary Slot Turret
Type Neutral
6.500 Hull Damage
3.250 Shield Damage
36.000 Energy consumed per shot
2.50 Refire
1.100M/s Speed
2.310M Range
A more cruiser-focused variant of the Terminator and the Dual Gatling Laser. It is a good allrounder, though.
RA-20 GALE Battleship Cannon
Heavy Hellbore Cannons.
The GALE is an ancient Corsair design, an ambitious project to create a weapon that is fast, powerful and has extensive range. The design succeeded in meeting these goals, but politics prevented it from entering production, as the family supporting the development of the now-universal RA-72 used their greater influence and wealth to suppress the GALE's adoption. The prototypes, dusty but functional, were recently rediscovered in a centuries-old abandoned warehouse on Crete.
Battleship Heavy Slot Turret
Type Neutral
105.000 Hull Damage
52.500 Shield Damage
465.000 Energy consumed per shot
0.50 Refire
700M/s Speed
4.900M Range
Those would go well with the Sledges we have mounted, but then again, we have something better than this. Range isn't everything here.
OA51VRU Battleship HEAVY ION BLASTER
Good against superfluous heavy slots and power cores. Yours included.
This unusual battleship weapon is a development by the mysterious "Cult of Technology", and a very small number have been salvaged from their wreckages. The massive ion charge it fires neutralizes a target's power supply, draining huge amounts of energy from the ship's reactor. On a shileded vessel however, the neutralization will occur before affecting the ship's systems, making it suitable only against unprotected targets.
Battleship Heavy Slot Turret
Type Ion
2 Hull Damage
? Shield Damage
2.000.000 Power Core Damage
40.000 Energy consumed per shot
0.03 Refire
1.500M/s Speed
3375M Range
This thing is a waste of materials and we keep the blueprints only for the sake of selling it to other clients.
MB10a LEWIS Battleship KINETIC Cannon
Double-barrel hull-focused high-speed long-range projectiles.
The Lewis is an archaic design, a true projectile weapon, firing 240mm explosive shells in a double-barrel configuration not unlike the weapons found on naval warships of the Sol era. used heavily by Bretonia in the early centuries of colonization, these weapons were made obsolete by shield technology, which renders this type of weapon useless. Most Lewis cannons were destroyed, but a small number still remain in museums or forgotten armories. Against an unshielded target, they are still as effective as ever.
And the Apahanta uses two of those guns with success.
Battleship Heavy Slot Turret
Type Hullbuster
2x90.000 Hull Damage
2x45.000 Shield Damage
45.000 Energy consumed per shot
0.20 Refire
800M/s Speed
4.000M Range
Very reliable, not too weak against shields either. Good speed, double-barrel. Good choice for sure.
RBT-1000 "Schwerer Gustav" Battleship SIEGE Turret
For the removal of stations only.
An incredibly heavy, unwieldy weapon. This turret is Rheinland's answer to the problem of heavily fortified stations. It is a true siege weapon, useless against any moving target, but its ability to tear down fortifications is unparalleled even by the heavy Cerberus type. Some say it was designed for a Liberty invsation which never materialized, but whatever it purpose was, it was never used and only few exist today.
Battleship Heavy Slot Turret
Type Neutral
2x45.000 Hull Damage
2x22.500 Shield Damage
50.000 Energy consumed per shot
0.56 Refire
200M/s Speed
3.600M Range
Double-barrel base remover cannons. They look nice but are too slow for anything useful.
VOLÉE Battleship Cannon
Melee Shotgun Heavy
The Volée is a multi-shot, shotgun-type battleship defense weapon, designed to keep smaller ships away from the mighty Valor class. The Gallic capital ship doctrine focuses heavily on grand battleship warfleets, but the heavy, slow weaponry on these ships leaves them somewhat vulnerable to smaller, very close ships. The Volée was intended to alleviate this problem, but the doctrines have since changed to focus more on light support. Although a number of these weapons were produced, their fate is unknown.
Until the Cultists showed up with those. Unlike the similarly working PPAC Battlecruiser turret, the Volley Cannon is not ion-based, meaning the damage to shields is normal.
Battleship Heavy Slot Turret
Type Neutral
4x25.000 Hull Damage
4x12.500 Shield Damage
28.125 Energy consumed per shot
0.50 Refire
1.000M/s Speed
2.500M Range
Avoid getting close to these.
NOTE: Payment must be deposited at Secret Valley Base Workshop in the amount of 1SC per unit SciData only after matching in discord: Hopewell#2432
"Battleship Knetic Turret (Class 9)" | 02 - Units | 495 Millions each or 165 SciDatas each |
"MK 81-Battleship Autopulse Turret (Class 9)" | 01 - Units | 495 Millions each or 165 SciDatas each |
"Cruiser Mauler Turret (Class 6)" | 02 - Units | 495 Millions each or 165 SciDatas each |
Updated today 18/01/828
Best regards:
Dr. Jack Frakes
Director General of Science, Technology and Production of Secret Valley Workshop.
http://discoverygc.com/forums/showthread.php?tid=137128
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