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Jump Devices (Very WIP)
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 03.04.2013 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Jump drives allow for instantaneous travel from any point to any other point in the Sirius sector (including within the same system). A Survey Module is used to retrieve, store, and encode jump coordinates into an alphanumeric sting, which can then be decoded by jump drives. The precision of the jump is determined by the Hyperspace Survey Module used to encode the coordinates.
There are different tiers of Jump Drive, which affect fuel, cargo and power use, as well as 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 jump only the vessel equipped with them, however jump drives exist that are designed to pull others 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 huge fuel consumption. They also take much more time to charge.
Jump Mechanics
There are several "Core Mechanics" to using a Jump Drive, as briefly explained above:
Fuel
Stuff goes here.
Surveying Locations
The command to begin a survey is /survey by default.
Surveying a location requires a Hyperspace Survey Module. To begin the survey, you must have over the minimum Power requirement, and have a Hypserspace Survey Module installed.
After the survey has begun, the Survey Module will consume fuel (at the rate given below) for a variable length of time (also found in a table below).
Once it has finished its surveying...
Jumping
Stuff goes here.
A "blind" jump may also be initiated, whether the coordinates are entered incorrectly (often unintentionally) or not at all (usually intentionally). Note of the fuel requirements even after prepared.
Guidelines on Use
More stuff here.
Statistics
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 | (360) | 14 | (420) | 14 | (420) | 16 | (480) | 16 | (480) |
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, charge times, survey times and power used numbers apply to the main Discovery Freelancer RP 24/7 Server. Other servers might have adjusted these values.