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Jump drive

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Revision as of 10:10, 2 February 2016 by Mor (talk | contribs) (added info from Aurora_Player_Designed_Systems. Sorry for the reorder, I really don'y have a handle on good component article structure that can be applied consistently.)
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The Jump Drive is a propulsion system that allows military and commercial ships to do Interstellar travel. A ship equipped with a jump drive can travel (and potentially tender others ships) between the stars. There are two types of designs military and commercial. The Commercial Jump Drive is larger and less efficient but much cheaper on a per-HS basis. Jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Squadron max jump size and radius are tactical elements. All those characteristics can be improved through research.

Usage

Jump drives make ships independent of jump gates, a necessity in exploration craft, as well as to project power outside one's own territory. Ships using jump drive will suffer the usual jump shock and thus upon entering new system they are vulnerable to attack until they recover.

The maximum size of the ship drive can jump is given by: Efficiency * Base Size Note, that when jumping multiple ships in a fleet, no jump engine can jump a ship larger than the ship it is mounted on, even if the Max Ship Size can accommodate both ships. If the accompanying ship is smaller than the ship equipped with the jump engine, both ships can pass through normally.

Components

Jump Drive Efficiency and Jump Drive Size

Jump Drive Size ranges between 2-50HS. Increases the HullSize the component takes up but also increases the maximum size of the ship it can jump. The Max Ship Size has to be greater than the ship's total hull size; this includes the jump engine itself, so remember when designing a jump engine that you need to account for both the size of the ship + the jump engine's considerable mass. Jump drives below minimum size are only capable of self-jump.

Efficiency 4 5 6 8 10 12 15 18 21 25
RP cost 2,000 4,000 8,000 15,000 30,000 60,000 120,000 250,000 500,000 1,000,000
Size 2 3 4 5 6 8 10 12 ... 50
RP cost 600,000 300,000 160,000 80,000 40,000 20,000 10,000 5,000 ... ???
Max Jump Squadron Size

The number of ships without a jump engine that can follow a ship equipped with this jump engine through a jump point. Ranges from 3-12 squadron size; increases jump engine size.

Squadron Size 3 4 5 6 7 8 9 10 11 12
RP cost 2,000 4,000 8,000 15,000 30,000 60,000 120,000 250,000 500,000 1,000,000
Max Squadron Jump Radius

The distance in thousands of kilometres at which they will emerge from a jump point. This is useful if you are planning on jumping into an enemy system where the enemy could be waiting for you on the other side. It allows you to jump and be further from the jump point; it slightly increases jump engine size.

Jump Radius (kkm) 50 100 250 500 750 1,000 1,500 2,000 2,500 3,000 4,000
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 120,000 250,000 500,000 1,000,000
Jump drive type

Military jump engines are smaller in size and suffer no penalty to max jump squadron size, with more efficient use of size. Civilian jump engines make less efficient use of size and significantly larger overall, but can jump larger ships than military version (10x higher Max Ship Size than military). Civilian drives are less costly, but their max jump squadron size is penalized by one. [1]