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Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules

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Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules
Offline Discovery Freelancer Tutorials
05-12-2017, 02:14 PM, (This post was last modified: 08-12-2023, 11:20 PM by Tunicle.)
#5
The Angels
Posts: 40
Threads: 22
Joined: May 2012

Hyperspace Scanners

Jump Drives have the ability to jump to specific point in space. For this to be possible, the jump ship will require coordinates. There are two ways of doing this, a hyperspace scanner, and a hyperspace matrix.

Notes: Both the Matrix and Scanners must be built on a PoB.
Coordinates created by scanners will lose their accuracy after 30 days. They will still work but might fling a few hundred clicks from the original target.

There are three different types of Hyperspace Scanner, and one type of Matrix:

Name Scan Time Cargo Required Fuel Required Powercore RequiredAccuracy
Hyperspace Scanner MK1 100 seconds 800 600 Mox
700 Oil
700 H-Fuel
800 Deuterium
800 Helium3
10000090k within scan location
Hyperspace Scanner MK2 100 seconds 600 600 Mox
700 Oil
700 H-Fuel
800 Deuterium
800 Helium3
10000050k within scan location
Hyperspace Scanner MK3 1000 seconds400 10000 Mox
11670 Oil
11670 H-Fuel
13350 Deuterium
13350 Helium3
10000025k within scan location
Name Fuel Cargo Required Accuracy
Hyperspace Matrix MK1 Jump Drive Batteries25 5k of vessel

The scanning begins once you type /survey. Once the period begins, you cannot move otherwise you'll stop the scanning. Once the scanning is complete you'll get a long string of characters. You'll need to write this down or copy it from the dsace.log file.

Once you've got this you can use the /setcoords command on the jumpship and supplying the coordinates,
the /jump command will now take you directly to where you scanned (within the radius of what you scanner allowed).

Using the /beacon command on a ship with a Hyperspace Matrix mounted will allow any ship with a charged jumpdrive to jump to it. Using the /jumpbeacon playername command will then jump the ship to the beacon ship (replace playername with the name of the ship that has activated the beacon). Beware, there is only a 30 second period where you can jump to the beacon, so timing is important.

(I am a little unsure about the amount of fuel required for the Mk3, can anyone correct me on that if it's wrong?)
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Messages In This Thread
Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by Discovery Freelancer Tutorials - 05-12-2017, 02:12 PM
RE: Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by Discovery Freelancer Tutorials - 05-12-2017, 02:13 PM
RE: Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by Discovery Freelancer Tutorials - 05-12-2017, 02:13 PM
RE: Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by Discovery Freelancer Tutorials - 05-12-2017, 02:13 PM
RE: Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by Discovery Freelancer Tutorials - 05-12-2017, 02:14 PM
RE: Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by EisenSeele - 07-22-2020, 07:20 PM
RE: Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by [M.C.C.] - 05-13-2024, 04:01 PM
RE: Advanced Equipment - Cloaks, Cloak Disruptors, Jump Drives, Docking modules - by Schxer - 05-13-2024, 04:04 PM

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