Jump Drives

Jump drives allow for instantaneous interstellar (or intrastellar) travel from any point to any other point in the Sirius sector. A Hyperspace 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.

Single Ship Jump Drives
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.

Jump Drive Module Series II

 * Takes 900 cargo space
 * Requires 3,600,000 power to jump
 * Sixty (60) second charge time
 * Uses 6 MOX, 7 Oil, 7 H-fuel, 8 Deuterium, or 8 Helium-3 per second while charging or charged
 * Currently requires at least 360 MOX, 420 Oil, 420 H-fuel, 480 Deuterium, or 480 Helium-3 to jump

Jump Drive Module Series III

 * Takes 900 cargo space
 * Requires 7,000,000 power to jump
 * Thirty (30) second charge time
 * Uses 12 MOX, 14 Oil, 14 H-fuel, 16 Deuterium, or 16 Helium-3 per second while charging or charged
 * Currently requires at least 360 MOX, 420 Oil, 420 H-fuel, 480 Deuterium, or 480 Helium-3 to jump

Multi Ship Jump Drives
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, requiring more cargo space than a 5k transport (except for MOX, which uses at least 4807). They also take nearly four minutes to charge.

Jump Drive Module Series IV

 * Takes 1200 cargo space
 * Requires 7,000,000 power to jump
 * Two-hundred (200) second charge time
 * Uses 12 MOX, 14 Oil, 14 H-fuel, 16 Deuterium, or 16 Helium-3 per second while charging or charged
 * Currently requires at least 2400 MOX, 2800 Oil, 2800 H-fuel, 3200 Deuterium, or 3200 Helium-3 to jump

Questions and answers

 * How far can you go on a jumpdrive (is it in-system only or between systems as well)?
 * Jump is either blind (random system, if you didn't put correct coordinates via /setcoord) or to a previously /survey'ed coordinate, you cannot simply choose which system to jump. No conventional limit to jumping distance.


 * Is there any kind of notification about jumpdrive enabling, for example, RM wants to assault New York with a big force, is there any way for Liberty affilated factions to know of that happening?
 * No notification to others about someone doing a jump.


 * for the Jumpdrive mk IV, it says that it has the ability to jump groups of ships, is there a limit to how many ships can be jumped?
 * The ship that has the jumpdrive will jump any ship that is within about 200-250m of the jumping ship's center. Supposedly, ships that are docked in a ships carrier bay can also be jumped.


 * What kind of Jumpdrive is mountable on what?
 * See cargo requirements below.


 * Coordinates reset when you perform a successful /jump OR if you undock from a base. You have to enter the coordinates again after they are reset, else, you perform a blind jump