Congratulations, You have successfully reached the Information and Docking Permission site for York Station.
We're glad to announce that the first stage of the construction process has been completed. With further upgrade we will open the station for commercial traffic.
The York Station is located near Planet New London, Sector D6 in the New London system.
Docking access will be granted to individuals and organisations which will be registered in this transmission.
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.
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.
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 ).
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.
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 are the names of all ships from my shop and the list of the CODENAMED weapons in stock.
I'm updating the number of available weapons all the time and the prices too.
Class 1 and 2 Bomber Guns:
______________________________________
Shipname:Class-1+2.Gun.Shop
AHRIMAN - 0 available - 20.000.000 $
ASURAS - 0 available - 20.000.000 $
HELLION - 0 available - 20.000.000 $
Class 6 Fighter Guns:
______________________________________
Shipname:Class-6.Gun.Shop
BLOODSTONE - 3 available - 10.000.000 $
GUARDIAN - 0 in Stock - 10.000.000 $
HAMMERFALL - 0 available - 10.000.000 $
ONYX - 2 available - 4.000.000 $
THORS HAMMER - 0 available - 10.000.000 $
Class 9 Fighter Guns:
______________________________________
Shipname:Class-9.Gun.Shop
ARCHANGEL - 0 available - 12.000.000 $
BLUE BLAZE - 0 available - 10.000.000 $
CERBERUS - 0 available - 10.000.000 $
CLAYMORE - 0 available - 10.000.000 $
Shipname:Class-9.Gun.Shop.2
DARK BLOSSOM - 0 available - 10.000.000 $
DEFILER - 0 available - 15.000.000 $
DELUSION - 0 available - 10.000.000$
DIAMONDBACK - 1 available - 10.000.000 $
DULZIAN - 0 available - 10.000.000 $
Shipname:Class-9.Gun.Shop.3
EXCALIBUR - 0 available - 11.000.000 $
GOLDEN BLADE - 0 available - 11.000.000 $
HEIMDALL - 0 available - 11.000.000 $
IRON HAMMER - 1 available - 10.000.000 $
JADE - 0 available - 2.500.000 $
Shipname:Class-9.Gun.Shop.4
KINTANO - 0 available - 10.000.000 $
LAZURITE - 0 available - 10.000.000 $
MEDUSA - 0 available - 10.000.000 $
PHOENIX - 0 available - 10.000.000 $
PROMETHEUS - 0 available - 10.000.000 $
RAGNAROK - 1 available - 10.000.000 $
Shipname:Class-9.Gun.Shop.5
SILVER FIRE - 0 available - 10.000.000 $
SOLARIS - 1 available - 10.000.000 $
TARANIS - 0 available - 10.000.000 $
TWILIGHT - 0 available - 10.000.000 $
WILD FIRE - 2 available - 10.000.000 $
If you need more informations about a CODENAMED weapon,
take a look into the ''CODENAMED PROTOTYPE WEAPONS - INFORMATION AREA''.
ASURAS Hull Damage per Shot: 2.400
Shield Damage per Shot: 111.200
Range: 1.653 m
Projectile Speed: 290 m/s
Refire Rate: 0.20
Energy Usage: 26.400 - 0 available -
AHRIMAN Hull Damage per Shot:1.750 Shield Damage per Shot: 875 Range:760 m Projectile Speed:380 m/s Refire Rate:2.00 Energy Usage:350 - 0 available -
HELLION Hull Damage per Shot: 120
Shield Damage per Shot: 1.500
Range: 760 m
Projectile Speed: 380 m/s
Refire Rate: 2.00
Energy Usage: 400 - 0 available -
BLOODSTONE Hull Damage per Shot: 1.100
Shield Damage per Shot: 550
Range: 650 m
Projectile Speed: 650 m/s
Refire Rate: 3.03
Energy Usage: 270 - 3 available -
GUARDIAN Hull Damage per Shot: 1.180
Shield Damage per Shot: 590
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 333 - 0 available -
HAMMERFALL Hull Damage per Shot: 1.750
Shield Damage per Shot: 875
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 520 - 0 available -
ONYX Hull Damage per Shot: 825
Shield Damage per Shot: 412
Range: 650 m
Projectile Speed: 650 m/s
Refire Rate: 4.00
Energy Usage: 165 - 2 available -
THOR'S HAMMER Hull Damage per Shot: 1.715
Shield Damage per Shot: 858
Range: 650 m
Projectile Speed: 650 m/s
Refire Rate: 2.00
Energy Usage: 540 - 0 available -
ARCHANGEL Hull Damage per Shot: 2.000 Shield Damage per Shot: 1.000 Range: 650 m Projectile Speed: 650 m/s Refire Rate: 1.00 Energy Usage: 700[b] - 0 available -
BLUE BLAZE Hull Damage per Shot: 1.250 Shield Damage per Shot: 625 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 297 - 0 available -
CERBERUS Hull Damage per Shot: 944 Shield Damage per Shot: 472 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 3.03 Energy Usage: 220 - 0 available -
CLAYMORE Hull Damage per Shot: 1.275 Shield Damage per Shot: 625 Range: 549 m Projectile Speed: 650 m/s Refire Rate: 2.00 Energy Usage: 310 - 0 available -
DARK BLOSSOM Hull Damage per Shot: 1.375 Shield Damage per Shot: 688 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 340 - 0 available -
DEFILER Hull Damage per Shot: 200 Shield Damage per Shot: 1.500 Range: 699 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 360 - 0 available -
DELUSION Hull Damage per Shot: 917 Shield Damage per Shot: 458 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 3.03 Energy Usage: 205 - 0 available -
DIAMONDBACK Hull Damage per Shot: 1.238 Shield Damage per Shot: 619 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 191 - 1 available -
DULZIAN Hull Damage per Shot: 555 Shield Damage per Shot: 278 Range: 757 m Projectile Speed: 650 m/s Refire Rate: 5.00 Energy Usage: 90 - 0 available -
EXCALIBUR Hull Damage per Shot: 1.500 Shield Damage per Shot: 750 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 375 - 0 available -
GOLDEN BLADE Hull Damage per Shot: 1.351 Shield Damage per Shot: 676 Range: 549 m Projectile Speed: 650 m/s Refire Rate: 2.00 Energy Usage: 355 - 0 available -
HEIMDALL Hull Damage per Shot: 1.500 Shield Damage per Shot: 750 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 380 - 0 available -
IRON HAMMER Hull Damage per Shot: 1.400 Shield Damage per Shot: 700 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 345 - 1 available -
JADE Hull Damage per Shot: 880 Shield Damage per Shot: 440 Range: 688 m Projectile Speed: 650 m/s Refire Rate: 3.03 Energy Usage: 180 - 0 available -
KINTANO Hull Damage per Shot: 922 Shield Damage per Shot: 461 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 3.03 Energy Usage: 210 - 0 available -
LAZURITE Hull Damage per Shot: 956 Shield Damage per Shot: 478 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 3.03 Energy Usage: 224 - 0 available -
MEDUSA Hull Damage per Shot: 945 Shield Damage per Shot: 472 Range: 598 m Projectile Speed: 650 m/s Refire Rate: 3.03 Energy Usage: 225 - 0 available -
PHOENIX Hull Damage per Shot: 660 Shield Damage per Shot: 330 Range: 676 m Projectile Speed: 650 m/s Refire Rate: 4.00 Energy Usage: 110 - 0 available -
PROMETHEUS Hull Damage per Shot: 967 Shield Damage per Shot: 484 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 3.03 Energy Usage: 227 - 0 available -
RAGNAROK Hull Damage per Shot: 1.375 Shield Damage per Shot: 688 Range: 549 m Projectile Speed: 650 m/s Refire Rate: 2.00 Energy Usage: 360 - 1 available -
SILVER FIRE Hull Damage per Shot: 910 Shield Damage per Shot: 455 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 3.03 Energy Usage: 197 - 0 available -
SOLARIS Hull Damage per Shot: 520 Shield Damage per Shot: 260 Range: 816 m Projectile Speed: 700 m/s Refire Rate: 5.00 Energy Usage: 90 - 1 available -
TARANIS Hull Damage per Shot: 1.200 Shield Damage per Shot: 600 Range: 598 m Projectile Speed: 650 m/s Refire Rate: 2.00 Energy Usage: 290 - 0 available -
TWILIGHT Hull Damage per Shot: 990 Shield Damage per Shot: 495 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 3.03 Energy Usage: 291 - 0 available -
WILD FIRE Hull Damage per Shot: 1.205 Shield Damage per Shot: 602 Range: 600 m Projectile Speed: 600 m/s Refire Rate: 2.00 Energy Usage: 280 - 2 available -
Codename Shop
SHIP DEALERS
York Shipyard is open. Selling ships and internal equipment. Every details is below.
York Shipyard
APPLICATION INFORMATION
By applying for docking rights at York Station you agree the following terms :-
- To obey the Bretonian Laws , when disobeying the Bretonian law you will immediately lose your docking rights.
- Not to use the station as staging area for criminal activities, all illegal activities are stated in the Laws of Bretonia.
- Not use the York Station as safe heaven when flying away from combat.
- Not to use the station, as a location for criminal transactions.
To apply for a FREE docking license in York Station please fill out the following form:-
APPLICATION FOR INDIVIDUALS
Quote:Full Name:( your full name ) Shipname(s):( name of ship that requests docking permission) ID:( write down the ID your ship uses here ) Reputation with BMM:( screenshot of your reputation sheet showing BMM as neutral / green ) Your reasons for applying:(what the question says)
APPLICATION FOR GROUP PERMITS
Quote:Full Name:( your full name ) The organization's name:( the organization's name ) The organization's tag:( the name tag that the ships are using ) Is the organization's tag protected?( Can be answered with: yes / no ) Identification:( write down the ID that you use ) Reputation with BMM:( screenshot of your reputation sheet showing BMM as neutral / green ) Your reasons for applying:(what the question says)
----Recipient: York Station----
----Sender: Lead Engineer Alex Martin----
Hello there!
I represent a group of freelancers, and we would be interested in trading with your base. We have always had a strong presence in Bretonia, and would love to trade with you and your base, something I'm sure will be good for all of us. I've attached the registration form below.
Quote:Full Name: Alex Martin The organization's name: Freelance Escorts and Repairs The organization's tag: [FL-ER] Is the organization's tag protected? Yes Identification:Freelancer ID Reputation with BMM:BMM Rep Your reasons for applying: Trade, of course
----Recipient: York Station----
----Sender: Lead Engineer Alex Martin----
Hello there!
I represent a group of freelancers, and we would be interested in trading with your base. We have always had a strong presence in Bretonia, and would love to trade with you and your base, something I'm sure will be good for all of us. I've attached the registration form below.
Quote:Full Name: Alex Martin The organization's name: Freelance Escorts and Repairs The organization's tag: [FL-ER] Is the organization's tag protected? Yes Identification:Freelancer ID Reputation with BMM:BMM Rep Your reasons for applying: Trade, of course
Till next time,
Take care out there!
Good day Mr Alex Martin,
Your identification and transponder frequency have been verified and Group Tag [FL-ER] identification call sign has been added to York Station docking list.
May your stay on our station be pleasant and productive.
It is glad to know that York Station in under construction and shortly it will be ready for building various Equipment.
I am a Interested customer for some valuable Devices and want to be the first among your customers.
Needed following devices when ever York station is ready.
1) Docking Module
2) Hyperspace Survey Module Grade IV.
Your reasons for applying:Ageira Innovations seeks to expand business opportunities on all fronts. If your station is to be reliable supply of Gold Ore, then we shall be reliable clients of yours.
Your reasons for applying:Ageira Innovations seeks to expand business opportunities on all fronts. If your station is to be reliable supply of Gold Ore, then we shall be reliable clients of yours.
Good day Mr John White,
Your identification and transponder frequency have been verified and Group Tag Ageira~ identification call sign has been added to York Station docking list.
May your stay on our station be pleasant and productive.
(05-06-2018, 07:17 AM)pals Wrote: Full Name:Arata Nagatomo
The organization's name:Samura Heavy Industries
The organization's tag:Samura|-
Is the organization's tag protected?yes
Identification:Samura Industries
Reputation with BMM:Neutral
Your reasons for applying:We are allways looking of new ways to increase our credits.
Good day Mr Arata Nagatomo,
Your identification and transponder frequency have been verified and Group Tag Samura|- identification call sign has been added to York Station docking list.
May your stay on our station be pleasant and productive.
Full Name: Mang Jones Shipname(s): Miner.Mang ID: BMM Reputation with BMM: Green +BMM IFF Your reasons for applying: Well, to be honest, I want to sell you piles of Gold. Hope that meets your needs as well as mine .
Former leader of AFA (Farmers Alliance)
Former leader of [ALG] faction
Former GMG Trade Director
Retired due to career focus. Returned due to career de-focus.