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Difference between revisions of "Jump Devices"

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Numbers in parenthesis show the minimum amount needed to complete an operation. [[MOX]] is perishable so you need some extra units to allow for decay. Remember that the jump drive still consumes fuel even after it is fully loaded until you give the jump-command. Therefore it might be wise to take some extra fuel along.
 
Numbers in parenthesis show the minimum amount needed to complete an operation. [[MOX]] is perishable so you need some extra units to allow for decay. Remember that the jump drive still consumes fuel even after it is fully loaded until you give the jump-command. Therefore it might be wise to take some extra fuel along.
  
Disclaimer: These fuel consumption numbers apply to the main Discovery Frelancer RP 24/7 Server. Other servers might have adjusted these values.
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Disclaimer: These fuel consumption numbers apply to the main Discovery Freelancer RP 24/7 Server. Other servers might have adjusted these values.
  
 
{{Equipment navigation}}
 
{{Equipment navigation}}
 
[[Category: Ship Equipment]]
 
[[Category: Ship Equipment]]
 
[[Category: Jump Devices]]
 
[[Category: Jump Devices]]

Revision as of 22:27, 31 December 2012

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Jump Devices

Jump drives allow for instantaneous interstellar (or intrastellar) travel from any point to any other point in the Sirius sector. A Survey Module is used to retrieve, store, and encode jump coordinates into an alphanumeric sting decoded by jump drives. The precision of the jump is determined by the Hyperspace Survey Module. A "blind" jump may also be initiated, whether the coordinates are entered incorrectly (often unintentionally) or not at all (usually intentionally). There are different tiers of Jump Drive, which affect fuel use, cargo use, power use, and charge time. Jump drives use a variety of fuels with different consumption for each, where MOX is used the least and Deuterium and Helium-3 are used the most.

Most of the jump drives in Sirius jump only the vessel equipped with them. They take less time to charge and a few use less fuel per second while charging as well.

Much less common are jump drives designed to pull other close by (usually 300 meters) into a wormhole with the jumping ship. They are usually only seen in large military or trading fleets due to their very large fuel use. They also take much more time to load.

Jump Drives

Name Field
Size
Charge
Time
Power
Used
Cargo
Space
Hit
Points
Price
Jump Drive Module Series II 0 60 3,600,000 900 60,000 $550,000
Jump Drive Module Series III 0 30 7,000,000 900 80,000 $550,000
Jump Drive Module Series IV 300 200 7,000,000 1,200 100,000 $550,000

Survey Modules

Name Accuracy Survey
Time
Power
Used
Cargo
Space
Hit
Points
Price
Hyperspace Survey Module Mk1 5 100 100,000 800 50,000 $550,000
Hyperspace Survey Module Mk2 20 100 100,000 600 100,000 $550,000
Hyperspace Survey Module Mk3 30 1,000 100,000 400 150,000 $550,000

Fuel Consumption (Units per second)

Name MOX Oil H-fuel Deuterium Helium-3
Jump Drive Module Series II 6 (360) 7 (420) 7 (420) 8 (480) 8 (480)
Jump Drive Module Series III 12 (720) 14 (840) 14 (840) 16 (960) 16 (960)
Jump Drive Module Series IV 12 (2400) 14 (2800) 14 (2800) 16 (3200) 16 (3200)
Hyperspace Survey Module Mk1 6 (600) 7 (700) 7 (700) 8 (800) 8 (800)
Hyperspace Survey Module Mk2 6 (600) 7 (700) 7 (700) 8 (800) 8 (800)
Hyperspace Survey Module Mk3 6 (6000) 7 (7000) 7 (7000) 8 (8000) 8 (8000)

Numbers in parenthesis show the minimum amount needed to complete an operation. MOX is perishable so you need some extra units to allow for decay. Remember that the jump drive still consumes fuel even after it is fully loaded until you give the jump-command. Therefore it might be wise to take some extra fuel along.

Disclaimer: These fuel consumption numbers apply to the main Discovery Freelancer RP 24/7 Server. Other servers might have adjusted these values.