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  Discovery Gaming Community Welcome Help & Support Tutorials & Tools [Guide] Advanced Equipment

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[Guide] Advanced Equipment
Offline Discovery Freelancer Tutorials
11-18-2023, 06:23 AM, (This post was last modified: 07-08-2025, 11:11 PM by TheKusari.)
#1
The Angels
Posts: 40
Threads: 22
Joined: May 2012

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ADVANCED EQUIPMENT GUIDE

Updated 09 / 07 / 2025

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Docking Modules

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[+]HOW TO USE
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  • Press F3 on a ship with a Docking Module installed
  • If grouped, process is automatic
  • If not grouped, capital ship player needs to select snub and use command /allowdock
  • Must remain stationary for 10 seconds before docking is successful
  • /listdocked Checks and prints docking bay availability and occupancy details
  • /jettisonship <1-4> Force ejects ship docked in chosen bay
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[+]Docking Module
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  • Used by Ship Types: Frigates and above
  • Fills: 5 cargo per docking module
  • Can Dock: Fighters, Bombers & Freighters
  • Cargo must be 185 or less to be able to dock on a player ship (referring to Freighters)
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Hyperspace Matrix

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[+]HOW TO USE
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  • Exterior Guide
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[+]Hyperspace Matrix MK1
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  • Used by Ship Types: All
  • Cargo Space Used: 25
  • Battery Type: Jump Drive Batteries
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Jump Drives

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[+]HOW TO USE
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  • /jumplist Prints a list of systems you can jump to, separating them by their distance.
  • /jump <system> Initiates jumping sequence to chosen system
  • /setsector <1-4> Chooses the exit point within the destination system
  • /jump blind Opens a collapsing jumphole to Earhart
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[+]Jump Drive Series II
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  • Ship Types: Cruisers and above
  • Cargo Space: 0 Units
  • Charge Time: 15 seconds
  • Batteries Used: 12, 25, 40, 65, 65, 65
    • Quantity per second based on systems jumped. Two system jump uses 40 per second.
  • Hole Duration: 30 seconds
  • Jump Capacity: 1
  • Jump Range: 3
  • Matrix Range: 5
  • Battery Type: Jump Drive Batteries
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[+]Jump Drive Series III
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  • Ship Types: Cruisers and above
  • Cargo Space: 0 Units
  • Charge Time: 30 seconds
  • Batteries Used: 6, 12, 20, 32, 32, 32
    • Quantity per second based on systems jumped. Two system jump uses 20 per second.
  • Hole Duration: 60 seconds
  • Jump Capacity: 2
  • Jump Range: 3
  • Matrix Range: 5
  • Battery Type: Jump Drive Batteries
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[+]Jump Drive Series IV
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  • Ship Types: Cruisers and above
  • Cargo Space: 0 Units
  • Charge Time: 60 seconds
  • Batteries Used: 3, 6, 10, 16, 16, 16
    • Quantity per second based on system distance. Two system jump uses 10 per second.
  • Hole Duration: 120 seconds
  • Jump Capacity: 8
  • Jump Range: 3
  • Matrix Range: 5
  • Battery Type: Jump Drive Batteries
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Cloaking Devices

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[+]HOW TO USE
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  • /cloak What the hell did you expect here?
  • Shields are disabled during warmup and cloak duration
  • Battery consumption is based on speed
    • Staying still will use virtually no fuel
    • Taking a trade lane while cloaked will quickly deplete fuel
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[+]Light Cloaking Device
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  • Ship Types: Fighters & Freighters
  • Cargo Space: 10 units
  • Batteries Used: Based on speed
  • Decloak At: 1,500 m
  • Warmup: 10 seconds
  • Cooldown: 120 seconds
  • Battery Type: Cloaking Device Batteries
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[+]Cloaking Device MK II
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  • Ship Types: Gunboats & Cruisers
  • Cargo Space: 50 units
  • Batteries Used: Based on speed
  • Decloak At: 2,500 m
  • Warmup: 15 seconds
  • Cooldown: 120 seconds
  • Battery Type: Cloaking Device Batteries
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[+]Cloaking Device MK II-A
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  • Ship Types: Battlecruisers & Battleships
  • Cargo Space: 200 units
  • Batteries Used: Based on speed
  • Decloak At: 3,500 m
  • Warmup: 20 seconds
  • Cooldown: 120 seconds
  • Battery Type: Cloaking Device Batteries
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[+]Cloaking Device MK III
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  • Ship Type: Transports
  • Cargo Space: 400 units
  • Batteries Used: Based on speed
  • Decloak At: 2,500 m
  • Warmup: 10 seconds
  • Cooldown: 120 seconds
  • Battery Type: Cloaking Device Batteries
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Cloak Disruptors

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[+]HOW TO USE
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  • Until I learn how these work, this shall remain "blank".
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[+]Cloak Disruptor MK1
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  • Ship Types: ???
  • Cargo Space: 10 units
  • Battery Type: Cloaking Device Batteries
  • Batteries / Use: 100
  • Distance: 8,000 m
  • Cooldown: 60 seconds
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[+]Cloak Disruptor MK2
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  • Ship Types: ???
  • Cargo Space: 10 units
  • Battery Type: Cloaking Device Batteries
  • Batteries / Use: 75
  • Distance: 10,000 m
  • Cooldown: 45 seconds
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[+]Cloak Disruptor MK3
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  • Ship Types: ???
  • Cargo Space: 10 units
  • Battery Type: Cloaking Device Batteries
  • Batteries / Use: 50
  • Distance: 10,000 m
  • Cooldown: 30 seconds
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  Reply  
Offline TheKusari
03-10-2025, 09:35 AM,
#2
Resident Editor
Posts: 2,704
Threads: 451
Joined: May 2020

Guide Updated.

It's like 90% complete, with what I know and was able to find out. A lot of these details aren't exactly listed in a centralized spot, so there you go everyone.

Those of you who have details on the "???" sections here, please do PM me on the forums so I can add it in.



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Offline JorgeRyan
03-10-2025, 10:00 AM,
#3
The Brotherhood
Posts: 1,113
Threads: 64
Joined: Jul 2016

Doesnt the JD4 allow multiple ships to take the resulting jumphole? The table says one

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Feedback and comm bumping here
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Offline TheKusari
03-10-2025, 10:03 AM,
#4
Resident Editor
Posts: 2,704
Threads: 451
Joined: May 2020

(03-10-2025, 10:00 AM)JorgeRyan Wrote: Doesnt the JD4 allow multiple ships to take the resulting jumphole? The table says one

Changed to 8. Overlooked that one.



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Offline TheKusari
04-14-2025, 05:40 AM,
#5
Resident Editor
Posts: 2,704
Threads: 451
Joined: May 2020

Can we add in that the MKIII cloak takes up 400 cargo?



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Offline TheKusari
06-25-2025, 12:50 AM,
#6
Resident Editor
Posts: 2,704
Threads: 451
Joined: May 2020


.
.Gave this one a once-over, filled in most of the missing details.
Added in a section regarding cargo capacity limits when using docking modules.

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.



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Offline Fish
06-25-2025, 09:21 AM,
#7
Member
Posts: 825
Threads: 117
Joined: Nov 2015

What does "decloak at xyz m" mean? Does it decloak when someone gets close or when they use a distuptor? If the latter, what does the distance mean on the distuptor because they don't align with the distance on the cloaks?

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Offline Tenshi
06-25-2025, 09:27 AM,
#8
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Posts: 832
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Joined: Jul 2017

(06-25-2025, 09:21 AM)Fish Wrote: What does "decloak at xyz m" mean? Does it decloak when someone gets close or when they use a distuptor? If the latter, what does the distance mean on the distuptor because they don't align with the distance on the cloaks?

It means that each cloak automatically turns off if a non-grouped ship enters the vicinity listed. The benefit of cloak disruptors is that the range at which they turn cloaks off is vastly increased. For a light cloaking device with a detection range of 1500m a cloak disruptor of the same size has a range of 8000m.

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Offline Fish
06-25-2025, 09:29 AM,
#9
Member
Posts: 825
Threads: 117
Joined: Nov 2015

(06-25-2025, 09:27 AM)Tenshi Wrote:
(06-25-2025, 09:21 AM)Fish Wrote: What does "decloak at xyz m" mean? Does it decloak when someone gets close or when they use a distuptor? If the latter, what does the distance mean on the distuptor because they don't align with the distance on the cloaks?

It means that each cloak automatically turns off if a non-grouped ship enters the vicinity listed. The benefit of cloak disruptors is that the range at which they turn cloaks off is vastly increased. For a light cloaking device with a detection range of 1500m a cloak disruptor of the same size has a range of 8000m.

That's cool thanks for the clarification. That's actually pretty useful

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Offline TheKusari
07-08-2025, 11:12 PM,
#10
Resident Editor
Posts: 2,704
Threads: 451
Joined: May 2020


.
.Updated Jump Drive "How To" to include generating a jumphole into Earhart.
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Second Best: Liberty Navy 46th Fleet



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