Difference between revisions of "Flagship Velocity Management"
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(Created page with "==Fusion Thrusters== The maximum number of Fusion Thrusters is 11 and the minimum is 0. The game begins with 2. {|border=1 !Number of Thrusters!Thrust shown on Outfit sc...") |
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{|border=1 | {|border=1 | ||
− | !Number of Thrusters | + | !Number of Thrusters||Thrust shown on Outfit screen||Actual thrust||Thrust wait||Number of frames to reach top speed||Hyperspace travel speed (units/day), not counting acceleration delays |
|- | |- | ||
| 0 (minimum) || 40 || 8 || 6 || 12 || 5 | | 0 (minimum) || 40 || 8 || 6 || 12 || 5 | ||
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Though there are 11 thrusters, they work in pairs, except for the first one. Every odd-numbered increment in number of thrusters brings more travel speed, and every even-numbered increment decreases the thrust wait. | Though there are 11 thrusters, they work in pairs, except for the first one. Every odd-numbered increment in number of thrusters brings more travel speed, and every even-numbered increment decreases the thrust wait. | ||
The thrust wait is the number of frames before the velocity increases by 4. | The thrust wait is the number of frames before the velocity increases by 4. | ||
+ | |||
+ | One frame (in hyperspace) is 1/24 realtime seconds. | ||
The number of thrusters has no bearing to fuel use. The fuel use is strictly tied into the distance traveled in hyperspace, and is 0.1 units of fuel per 1.0 units of distance. | The number of thrusters has no bearing to fuel use. The fuel use is strictly tied into the distance traveled in hyperspace, and is 0.1 units of fuel per 1.0 units of distance. | ||
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{|border=1 | {|border=1 | ||
− | !Number of Turning Jets | + | !Number of Turning Jets||Turning rate shown on Outfit screen||Turning delay |
|- | |- | ||
| 0 (minimum) || 1 || 17 | | 0 (minimum) || 1 || 17 |
Revision as of 23:33, 18 September 2013
Fusion Thrusters
The maximum number of Fusion Thrusters is 11 and the minimum is 0. The game begins with 2.
Number of Thrusters | Thrust shown on Outfit screen | Actual thrust | Thrust wait | Number of frames to reach top speed | Hyperspace travel speed (units/day), not counting acceleration delays |
---|---|---|---|---|---|
0 (minimum) | 40 | 8 | 6 | 12 | 5 |
1 | 48 | 12 | 6 | 18 | 7.5 |
2 (default) | 56 | 12 | 5 | 15 | 7.5 |
3 | 64 | 16 | 5 | 20 | 10 |
4 | 72 | 16 | 4 | 16 | 10 |
5 | 80 | 20 | 4 | 20 | 12.5 |
6 | 88 | 20 | 3 | 15 | 12.5 |
7 | 96 | 24 | 3 | 18 | 15 |
8 | 104 | 24 | 2 | 12 | 15 |
9 | 112 | 28 | 2 | 14 | 17.5 |
10 | 120 | 28 | 1 | 7 | 17.5 |
11 (full) | 128 | 32 | 1 | 8 | 20 |
Though there are 11 thrusters, they work in pairs, except for the first one. Every odd-numbered increment in number of thrusters brings more travel speed, and every even-numbered increment decreases the thrust wait. The thrust wait is the number of frames before the velocity increases by 4.
One frame (in hyperspace) is 1/24 realtime seconds.
The number of thrusters has no bearing to fuel use. The fuel use is strictly tied into the distance traveled in hyperspace, and is 0.1 units of fuel per 1.0 units of distance.
Turning Jets
Number of Turning Jets | Turning rate shown on Outfit screen | Turning delay |
---|---|---|
0 (minimum) | 1 | 17 |
1 | 3 | 15 |
2 (default) | 5 | 13 |
3 | 7 | 11 |
4 | 9 | 9 |
5 | 11 | 7 |
6 | 13 | 5 |
7 | 15 | 3 |
8 (maximum) | 17 | 1 |