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Jump Devices
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 07.11.2012 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
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 |
---|---|---|---|---|---|
Jump Drive Module Series II | 0 | 60 | 3,600,000 | 900 | 60,000 |
Jump Drive Module Series III | 0 | 30 | 7,000,000 | 900 | 80,000 |
Jump Drive Module Series IV | 300 | 200 | 7,000,000 | 1,200 | 100,000 |
Survey Modules
Name | Accuracy | Survey Time | Power Used | Cargo Space | Hit Points |
---|---|---|---|---|---|
Hyperspace Survey Module Mk1 | 5 | 100 | 100,000 | 800 | 50,000 |
Hyperspace Survey Module Mk2 | 20 | 100 | 100,000 | 600 | 100,000 |
Hyperspace Survey Module Mk3 | 30 | 1,000 | 100,000 | 400 | 150,000 |
Fuel Consumption (Units per second)
Name | MOX | Oil | H-fuel | Deuterium | Helium-3 |
---|---|---|---|---|---|
Jump Drive Module Series II | 6 (361) | 7 (420) | 7 (420) | 8 (480) | 8 (480) |
Jump Drive Module Series III | 12 (360) | 14 (420) | 14 (420) | 16 (480) | 16 (480) |
Jump Drive Module Series IV | 12 (2404) | 14 (2800) | 14 (2800) | 16 (3200) | 16 (3200) |
Hyperspace Survey Module Mk1 | 6 | 7 | 7 | 8 | 8 |
Hyperspace Survey Module Mk2 | 6 | 7 | 7 | 8 | 8 |
Hyperspace Survey Module Mk3 | 6 | 7 | 7 | 8 | 8 |
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.
Weaponry: | Light Fighter Guns, Heavy Fighter Guns, Elite Fighter Guns, Light Turrets, Bomber Guns, CODENAMES, Missiles & Torpedoes |
Weaponry: | Transport Turrets, Gunboat Turrets, Cruiser Turrets, Battlecruiser Turrets, Battleship Turrets |
Class: | Guns ~ Class 1, Class 2, Class 3, Class 4, Class 6, Class 8, Class 9
Turrets ~ Class 1, Class 2, Class 3, Class 4, Class 5, Class 6, Class 7, Class 8, Class 9, Class 10 |
Equipment: | Armor, Cargo Pods, Cloaking Devices, Countermeasures, Cruise Disruptors, Engines, IDs, Mines, Scanners, Shields, Thrusters |