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Isle Of Skye

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Isle Of Skye
Offline BMF
11-29-2017, 04:20 PM, (This post was last modified: 11-29-2017, 06:19 PM by BMF.)
#41
Bretonian Mining & Fabrication
Posts: 530
Threads: 130
Joined: Jul 2015

[Image: GMAdBOE.png]

Bretonia Mining & Fabrications
Isle of Skye, D6 New London

Equipment Prices updated

►
29.11.2017

[+]DOCKING MODULE FACTORY
►|| 0 X Stock || Docking Module : ► 0 S.C/UNIT
[+]DOCKING MODULE DETAILS
[Image: 220px-Br_radar_jammer1.png]

Docking Module
Cargo Space 5
Hit-Points 80,000

The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation.

This docking module may be fitted to any ship with sufficient hold capacity.

Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module.

To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.

• You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.

• When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.

• If the vessel with the docking module is killed, you will spawn 100k below the center of the map.

• To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
[+]CLOAKING DEVICE FACTORY
►|| 0 X Stock || Cloaking Device Mk1 (small) : ► 0 S.C/UNIT
►|| 1 X Stock || Cloaking Device MkII (medium) : ► 315.877.504 S.C/UNIT
►|| 1 X Stock || Cloaking Device MkII Advanced (large) : ► 421.169.984 S.C/UNIT
►|| 1 X Stock || Cloaking Device MkIII (Transport) : ► 315.877.504 S.C/UNIT
[+]CLOAKING DEVICE DETAILS
[Image: 220px-Br_protective_armor.png]

Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device.

Cloaking Device Mk I (small)
• Cargo Requirements: 25
• Cargo Hold Limit: 120
• Time to Cloak when activated: 3 seconds
• Fuel Consumption Rate: 8 Light Batteries per second while the cloak is active
This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters .

Cloaking Device Mk II (medium)
• Cargo Requirements: 200
• Cargo Hold Limit: 900
• Time to Cloak when activated: 20 seconds
• Fuel Consumption Rate: 4 Light Batteries per second while the cloak is active
This device is suitable for mounting on Gunboats, and Cruisers.

Cloaking Device Advanced Mk II (large)
• Cargo Requirements: 450
• Cargo Hold Limit: 900-2199
• Time to Cloak when activated: 60 seconds
• Fuel Consumption Rate: 1 Light Batteries per second while the cloak is active
This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts.

Cloaking Device Mk III (transport)
Cargo Requirements: 200
Cargo Hold Limit: 2200+
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 Heavy Battery per second while the cloak is active
This device is suitable for mounting on transport ship.

• Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.

[+]CLOAK DISRUPTOR FACTORY
►|| 0 X Stock || Cloak Disruptor Type-1 : ► 0 S.C/UNIT
►|| 0 X Stock || Cloak Disruptor Type-2 : ► 0 S.C/UNIT
►|| 0 X Stock || Cloak Disruptor Type-3 : ► 0 S.C/UNIT
[+]CLOAK DISRUPTOR DETAILS

Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type.
• Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ).

Cloak Disruptor Type 1
• Range: 3k
• Hardpoint Mount: Snubs, Transports, Gunboats.

Cloak Disruptor Type 2
• Range: 6k
• Hardpoint Mount: Destroyers, Cruisers and Battlecruisers.

Cloak Disruptor Type 3
• Range: 9k
• Hardpoint Mount: Battleships, Carriers and Dreadnoughts.
[+]JUMP DRIVE FACTORY
►|| 0 X Stock || Jump Drive Series II : ► 0 S.C/UNIT
►|| 0 X Stock || Jump Drive Series III : ► 0 S.C/UNIT
►|| 0 X Stock || Jump Drive Series IV : ► 0 S.C/UNIT
[+]JUMP DRIVE DETAILS

Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.

Jump Drive Module Series II

[Image: 220px-Ge_nano_weavers1.png]

The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass.

• Cargo Requirement: 900
• Jump Type: Single ship
• Powercore Requirement: 3,600,000
• Charge Time: 60 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.
• Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers.

Jump Drive Module Series III

[Image: 220px-Rh_nano_weavers2.png]

The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel.

• Cargo Requirement: 900
• Jump Type: Single ship
• Powercore Requirement: 7,000,000
• Charge Time: 30 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.

Jump Drive Module Series IV

[Image: 220px-Rh_toroidal_nuclear_drive.png]

The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships.

•Cargo Requirement: 1200
• Jump Type: Multi Ship
• Powercore Requirement: 7,000,000
• Charge Time: 200 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.

Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
[+]HYPERSPACE SURVERY MODULE FACTORY
►|| 0 X Stock || Hyperspace Survey Module Mk1 : ► 0 S.C/UNIT
►|| 0 X Stock || Hyperspace Survey Module Mk2 : ► 0 S.C/UNIT
►|| 0 X Stock || Hyperspace Survey Module Mk3 : ► 0 S.C/UNIT
[+]HYPERSPACE SURVERY MODULE DETAILS

Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners.

Hyperspace Survey Module Mk1

[Image: 220px-Co_stealth1.png]

The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.

• Cargo Requirement: 800
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days (Length of time before the survey's coordinates are good for)
• Survey Accuracy: 60k

Hyperspace Survey Module Mk2

[Image: 220px-Co_stealth2.png]

The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.

• Cargo Requirement: 600
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 30k

Hyperspace Survey Module Mk3

[Image: 220px-Ku_stealth3.png]

The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.

• Cargo Requirement: 400
• Powercore Requirement: 100,000
• Run Time: 1000 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 10-15k
[+]HYPERSPACE SURVERY MODULE MECHANICS DETAILS



Hyperspace Survey Module Mechanics


In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.


Code:
/survey

Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:

[Image: Fqm0q.png]

In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:


Code:
/setcoords <coords>

Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:

[Image: Efnzu.png]

If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear:

[Image: hN4kg.png]
[+]HYPERSPACE MATRIX
►|| 1 X Stock || Hyperspace Matrix Module Mk1 : ► 393.958.016 S.C/UNIT
[+] HYPERSPACE MATRIX MK - 1 DETAILS
More info
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Messages In This Thread
Isle Of Skye - by BMF - 01-08-2016, 04:44 AM
RE: Isle Of Skye - by DarkAngel430 - 01-23-2016, 04:17 PM
RE: Isle Of Skye - by Fish - 01-24-2016, 01:42 AM
RE: Isle Of Skye - by Ayman - 02-01-2016, 05:49 PM
RE: Isle Of Skye - by The Professor - 02-03-2016, 11:19 PM
RE: Isle Of Skye - by Ayman - 02-04-2016, 07:29 AM
RE: Isle Of Skye - by sasapinjic - 03-15-2016, 01:54 PM
RE: Isle Of Skye - by Ayman - 03-20-2016, 12:23 PM
RE: Isle Of Skye - by sasapinjic - 03-21-2016, 04:41 PM
RE: Isle Of Skye - by sasapinjic - 03-23-2016, 09:43 AM
RE: Isle Of Skye - by Talassar - 03-26-2016, 12:59 PM
RE: Isle Of Skye - by Ayman - 03-26-2016, 01:32 PM
RE: Isle Of Skye - by BMF - 03-27-2016, 12:12 AM
RE: Isle Of Skye - by Erulad - 03-27-2016, 05:44 PM
RE: Isle Of Skye - by Ayman - 03-27-2016, 07:18 PM
RE: Isle Of Skye - by Talassar - 03-29-2016, 01:56 AM
RE: Isle Of Skye - by Ayman - 04-01-2016, 11:09 PM
RE: Isle Of Skye - by Talassar - 04-02-2016, 11:50 AM
RE: Isle Of Skye - by Ayman - 04-02-2016, 05:52 PM
RE: Isle Of Skye - by sasapinjic - 04-03-2016, 08:47 AM
RE: Isle Of Skye - by Slenth - 04-22-2016, 11:38 PM
RE: Isle Of Skye - by GuapMan - 05-06-2016, 01:44 PM
RE: Isle Of Skye - by Ayman - 05-07-2016, 11:16 AM
RE: Isle Of Skye - by Theodor von Rosen - 05-19-2016, 02:47 AM
RE: Isle Of Skye - by Ayman - 05-19-2016, 01:22 PM
RE: Isle Of Skye - by Theodor von Rosen - 05-19-2016, 02:51 PM
RE: Isle Of Skye - by Ayman - 05-19-2016, 02:58 PM
RE: Isle Of Skye - by Theodor von Rosen - 05-19-2016, 10:37 PM
RE: Isle Of Skye - by cedric11 - 06-26-2016, 07:09 PM
RE: Isle Of Skye - by BMF - 06-28-2016, 11:17 AM
RE: Isle Of Skye - by cedric11 - 06-29-2016, 06:05 AM
RE: Isle Of Skye - by Aereon - 10-20-2016, 07:10 PM
RE: Isle Of Skye - by BMF - 10-21-2016, 12:58 PM
RE: Isle Of Skye - by Aereon - 10-23-2016, 09:16 AM
RE: Isle Of Skye - by BMF - 10-24-2016, 04:03 PM
RE: Isle Of Skye - by Aereon - 10-24-2016, 04:35 PM
RE: Isle Of Skye - by BMF - 12-20-2016, 07:17 AM
RE: Isle Of Skye - by Neraxon - 01-22-2017, 01:04 PM
RE: Isle Of Skye - by Ayman - 01-25-2017, 02:29 AM
RE: Isle Of Skye - by BMF - 10-09-2017, 12:56 PM
RE: Isle Of Skye - by BMF - 11-29-2017, 04:20 PM
RE: Isle Of Skye - by BMF - 12-07-2017, 03:35 PM
RE: Isle Of Skye - by LeeZun - 12-08-2017, 09:05 AM
RE: Isle Of Skye - by BMF - 12-08-2017, 11:28 AM
RE: Isle Of Skye - by Jeffery_Peters - 12-11-2017, 01:31 AM
RE: Isle Of Skye - by Ayman - 12-11-2017, 01:49 PM
RE: Isle Of Skye - by Ayman - 03-02-2018, 11:29 AM
RE: Isle Of Skye - by Kosa - 03-15-2018, 11:03 PM
RE: Isle Of Skye - by bakugone - 03-16-2018, 03:34 PM
RE: Isle Of Skye - by Ayman - 03-17-2018, 03:59 AM
RE: Isle Of Skye - by Reddy - 03-29-2018, 04:26 PM
RE: Isle Of Skye - by Kosa - 03-31-2018, 02:52 PM
RE: Isle Of Skye - by Ayman - 04-02-2018, 05:37 PM
RE: Isle Of Skye - by Ayman - 04-02-2018, 05:44 PM
RE: Isle Of Skye - by Ayman - 04-05-2018, 02:59 AM
RE: Isle Of Skye - by Kosa - 04-05-2018, 05:42 AM
RE: Isle Of Skye - by nevrozac - 01-13-2019, 02:08 PM
RE: Isle Of Skye - by BMF - 01-13-2019, 07:04 PM
RE: Isle Of Skye - by nevrozac - 01-13-2019, 07:23 PM
RE: Isle Of Skye - by BMF - 01-14-2019, 12:29 AM
RE: Isle Of Skye - by nevrozac - 01-14-2019, 05:13 AM
RE: Isle Of Skye - by BMF - 01-15-2019, 03:38 PM
RE: Isle Of Skye - by R.P.Curator - 02-14-2019, 12:29 PM
RE: Isle Of Skye - by BMF - 02-15-2019, 10:49 AM
RE: Isle Of Skye - by R.P.Curator - 02-15-2019, 11:44 AM
RE: Isle Of Skye - by BMF - 02-23-2019, 05:05 AM
RE: Isle Of Skye - by BMF - 02-23-2019, 02:07 PM
RE: Isle Of Skye - by BMF - 11-25-2019, 10:20 PM
RE: Isle Of Skye - by BMF - 09-13-2023, 05:52 PM
RE: Isle Of Skye - by Lord Chaos - 06-28-2024, 01:14 AM
RE: Isle Of Skye - by Lord Chaos - 06-28-2024, 07:43 PM
RE: Isle Of Skye - by Shoebill - 10-08-2024, 05:24 AM
RE: Isle Of Skye - by Shoebill - 10-09-2024, 04:03 PM

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