^[[muko_starwars|World evolving]]^^^
|[[list_of_known_ships|Starships]]|||
|[[Buylist - Size Rules|Size Rules]]|||
|[[Buylist - Armor|Armor]]|[[Buylist - Armor#Armor Types|Types]]||
|[[Buylist - Drives|Drives]]|[[Buylist - Drives#Hyperdrive:|H-Drives]]||
|[[Buylist - Weapons|Weapon Rules]]|[[Buylist - Weapons#Weapons:|Weapons]]||
|[[Buylist - Sensors|Sensors]]|||
|[[Buylist - Shields|Shields]]|||
|[[Buylist - Carrier|Carrier Equipment]]|[[Buylist - Carrier#Escape Crafts:|Escape]]|[[Buylist - Carrier#Fighters:|Fighters]]|
|[[Buylist - Misc|Misc]]|||
|[[Buylist - Wishlist|Wishlist]]|||
===== Engine =====
The engine is a combination of both Drive, Hyperdrive and Afterburner.\\
Each of these modifications are bough seperately, but are fitted into\\
one "box" of instruments.\\
The basic formula to convert from km/h to m/s is
value / 3.6\\
(value * 1000 m/3600 sec)
For converting m/s to km/h, it is
value * 3.6\\
(value * 3600 sec/1000 m)
In your case, we need to convert 60 km/h to m/s
60*5/18 = 16.66 m/s
==== Maneuverability ====
- Hvis nogen kan rette tabellen, så er i velkomne. (jeg har en grafisk fejl)
^Item name ^Very Good ^Good ^Average ^Bad ^Very Bad ^
|Minimum forward speed |None |None |Half 1 |Half 1 |Half 1 |
|Hover |Yes |Yes |No |No |No |
|Move Backward |Yes |Yes |No |No |No |
|Reverse |Free |Quarter |No |No |No |
|Turn |Any |90°/Quarter |45°/Quarter |45°/Quarter |45°/Half |
|Turn in Place |+90°/Quarter |+45°/Quarter |No |No |No |
|Maximum Turn |Any |Any |180° |90° |45° |
|Down Speed |Double |Double |Double |Double |Double |
|Between Down and Up |None |Quarter |Quarter |Half |Full |
1 = you only need to maneuver half the speed of CL of the selected drive.
- Move Backward\\
The ability to move backward without turning around.\\
- Reverse\\
A ship with good maneuverability uses a set amount of space to start flying backward.\\
- Turn\\
How much the ship can turn after covering the stated distance.\\
- Turn in Place\\
A Ship with Very Good or good maneuverability can use some of its speed to turn in place.\\
- Maximum Turn\\
How much the creature can turn in any one space.\\
- Down Speed\\
A flying ship can fly down at twice its normal flying speed.\\
- Between Down and Up\\
An non perfect maneuverability must fly level for a minimum distance after descending and before climbing.\\
===== Drive: =====
- The standard engine, made for accelerating the ship, making the basics for\\
flight. This engine, either explosive engine, gravity engine or some other\\
kind of mechanical contraption is referred to as a drive.\\
It has recently become standard on all drives to support a self-providing\\
power supply, effectivly giving unlimited fuel for consumption.\\
- Drive HP = 50+(10*CL)\\
==== Explosive Engine: ====
- Standard propelled craft, makes forward thrust by explosions,\\
making a tail of fire. Resembling standard rocket-thrusters.\\
This is far the fastest forward thrust drive out there.\\
- Maneuverability: Bad\\
Class 1
- 5000 km/h, Price: 3500*SS
Class 2
- 6000 km/h, Price: 6000*SS
Class 3
- 7000 km/h, Price: 9500*SS
Class 4
- 8000 km/h, Price: 14000*SS
Class 5
- 9000 km/h, Price: 19500*SS
==== Gravity Engine: ====
- Developped: Lotus Racing.\\
- Keeping the ship propelled by sending high-powered gravity waves.\\
Not much explanation where given on the Gravity Engine.\\
(100% thrust forward, 100% upwards, 100% downwards, can hover.)\\
- Maneuverability: Good\\
Class 1
- 4000 km/h, Price: 5000*SS
Class 2
- 4750 km/h, Price: 8500*SS
Class 3
- 5500 km/h, Price: 14500*SS
Class 4
- 6250 km/h, Price: 21000*SS
Class 5
- 7000 km/h, Price: 29000*SS
==== Mechanical: (copter)====
- Making special designed blades propel very fast around in a\\
cirkle, giving upwards liftforce. This was the first invention\\
being able to hover. Still the cheapest.\\
(100% thrust forward, 100% upwards, 50% downwards. can hover)\\
- Cannot be used for space travel\\
- Costs *0.5 if the motor is wheeled only.\\
- Maneuverability: Good\\
Class 1
- 800 km/h, Price: 800*SS
Class 2
- 1000 km/h, Price: 1200*SS
Class 3
- 1200 km/h, Price: 1700*SS
Class 4
- 1400 km/h, Price: 2300*SS
Class 5
- 1600 km/h, Price: 3000*SS
==== Modifications: ====
=== Fuel Consuming: ===
- Chosen when bought -\\
- You are bying a Fuel consuming engine instead\\
of a self-sufficient energy consuming engine.\\
You can have this refuelled like a standard\\
hyperdrive. The Drive will have full flight\\
for 118 hours (7 days) without refuelling. The\\
fuel costs 3*SS credits per 24 hours of fuel.\\
Doesnt consume fuel while standing still, or\\
hyperjumping.\\
Fuel is not the same as hyperdrive fuel, it\\
is another compound, and is not elligible\\
with hyperdrives engines or afterburners.\\
But hyperdrive engine-fuel is nearly\\
compatible with a standard drive, costing 15\\
times the lot to fuel, giving a 25% speed\\
boost. This deals 4 damage per minute to the\\
engine, which heals 1 damage per minute of\\
non-flight. This damage is caused by over\\
heating, by the more effective fuel.\\
´; Price: -50% of original drive\\
=== Fuel Tank: ===
- Increased storage for a fuel-consuming Drive\\
increases fuel storage by 48 hours of flight.\\
Uses up 1m3*SS size\\
; Price: 1000*SS\\
=== Downwards Thrusters: ===
- This modification was developped by a man,\\
that was inspired by past fighters. These\\
fighters were airborne, but not able of\\
spaceflight, but it was required that they\\
with explosive engines could lift off\\
vertically.\\
- This modification is only for Explosive\\
Engines.\\
- Allows the Explosive Engine to hover, and\\
lift off vertically, by placing advanced\\
exhaust valves on the underside of the\\
craft.\\
- A CL 3 or any higher CL is needed for the\\
procedure of keeping the ship airborne by\\
the exhaust valve beneath (Afterburning\\
or using an Additional Generator with\\
sufficient power to increase the Explosive\\
Engine to CL 3 is allowed too).\\
; Price: 20000*SS\\
=== Fine Steering Mechanics ===
- The Fine Steering Mechanics was needed\\
mostly for racing crafts, since it will\\
decrease the amount of space needed to turn\\
steer and other movement.\\
- This modification adds to all engines.\\
- Will increase maneuverability by 1 level.\\
- Increases Drive's HP's by 10.\\
; Price: 4000*SS*CL\\
==== Afterburner: ====
- This device works by adding more power (seperately\\
stored) into the engine, making it go plain faster.\\
- Increases the effective CL of the drive by the\\
given amount for the duration of the Afterburner.\\
- Will work in a number of rounds equal to 4* CL.\\
Will replenish CL rounds per 3 minutes.\\
Class 1
- CL+1, Rounds of use: 4 Price: 4000*SS
Class 2
- CL+2, Rounds of use: 8 Price: 7500*SS
Class 3
- CL+3, Rounds of use: 12 Price: 11000*SS
Class 4
- CL+4, Rounds of use: 16 Price: 15000*SS
==== Afterburner Equipment: ====
- Specialized equipment for afterburner use only.
=== Increased Energy Storage: ===
- Increases maximum stored rounds by 5.\\
This does not increase replenish rate.\\
This CAN be applied more than once, but\\
after first application, it Costs +800*SS\\
; Price: 6000\\
=== Raw Fuel Consumption: ===
- Makes the unit consume raw fuel, (fuel type is\\
the same that are used for hyperdrives) instead of\\
stored energy, effectivly increasing the CL\\
of the afterburner by 1.\\
- The Afterburner with this addition will have 10\\
rounds of fuel.\\
- The Afterburner will no longer recharge, and\\
costs 10*SS*10 creds to be refilled.\\
(10*SS * rounds it can fly using afterburner\\
if storage is increased.)\\
- (if replacement is needed, you can tap this fuel\\
to refill hyperdrive Fuel Tanks, 5 rounds of an\\
afterburner gives 1 hyperjump, and vice versa.)\\
Cannot be applied more than once.\\
; Price: 2000\\
===== Hyperdrive: =====
- Developped: Xpert\\
- Hyperdrives are essential for spacecraft, as to provide the necesarry\\
hyperjump option, this is basicly both a shielding unit, and a really\\
big piece of engine. The shielding part is to make the ship less\\
vulnerable to the hazards of hyperjumping.\\
Comes with a build-in fuel tank, storing energy for each jump.\\
Each jump costs an amount of fuel, which is purchased at an airport,\\
this fuel costs 50*SS creds per jump refilled.\\
Class 1
- Travels at x6 speed, Fuel Tank: 2*SS jumps Price: 3000*SS
Class 2
- Travels at x5 speed, Fuel Tank: 2*SS Price: 5000*SS
Class 3
- Travels at x4 speed, Fuel Tank: 3*SS Price: 9000*SS
Class 4
- Travels at x3 speed, Fuel Tank: 3*SS Price: 15000*SS
Class 5
- Travels at x2 speed, Fuel Tank: 4*SS Price: 23000*SS
==== Backup Hyperdrive: ====
- This unit is basicly a piece of hyperdrive engine, but more compact\\
and virtually indestructible, atleast so does the commercial say.\\
It does the job slow, but fine, and is always good in case of emergency.\\
- Can only have one Backup Hyperdrive, Unless a BaHy Controller is Present.\\
- Uses standard Hyperdrive fuel, normal setting is, that it taps into the\\
fuel of the standard hyperdrive to feed itself, can be refitted with a\\
seperate fuel tank (Look below) to store some backup fuel.\\
Class 1
- Travels at x14 speed, Price: 1500*SS
Class 2
- Travels at x12 speed, Price: 3000*SS
Class 3
- Travels at x10 speed, Price: 5000*SS
Class 4
- Travels at x8 speed, Price: 8000*SS
==== Hyperdrive/Backup Hyperdrive Equipment: ====
=== Hyperdrive survival kit: ===
- When the hyperdrive is damaged beyond useage, it can\\
be repaired at no cost, and no permanent damage. This\\
is a sophisticated tool, combining shock absorbers with\\
shielding, and the correct repair tools for just your\\
hyperdrive.\\
- This increases the engines size, and requires a heavy\\
retrofit for an engine allready bought. The second price\\
is if you buy the engine with this modification on.\\
Cannot be applied more than once.\\
; Price: CL*SS*4500 - Install kit\\
; second Price: CL*SS*3000 - Buy With\\
=== Micro-Converter: ===
- Developped: Zen Labs.\\
- Adds +0.5 point of hyperjump speed to the hyperdrive.\\
Works by multiplying the power output of the engine,\\
making it hyperjump easier.\\
Cannot be applied more than once.\\
; Price: 10000*CL+500*SS\\
=== Fuel Pump: ===
- Adds +0.5 point of hyperjump speed to the hyperdrive.\\
Works by the concept of pumping more power, or fuel into
the hyperdrive. Making it warp faster, but consume more\\
fuel.\\
- Hyperjumping now consumes 2 "jumps" of fuel.\\
Cannot be applied more than once.\\
; Price: 3000*CL+1500*SS\\
=== Additional Fuel-Tanks: ===
- Increases the Fuel Tanks in a hyperdrive's size,\\
effectively allowing more jumps to be made before refuell,\\
adds 2 hyperjumps to the original storage, This CAN be\\
applied more than once, but after first application, it uses\\
more space (2m3 per size class of ship), and Costs +1000*SS\\
- If fitted on a backup hyperdrive, it will cost full price.\\
(like if there was allready one fuel tank added to that\\
engine)\\
; Price: 2000*CL\\
===== Additional Generator: =====
- Developped: Zen Labs.\\
- Adds to the central power network, to be able to pump extra power in where\\
needed. This module increases effiency by each module using power as the only\\
source of fuel. In theory, this module can run infinitely, being self-sufficient\\
in fuel. This could power up a module permanently, but often is used as a\\
boost in case of emergency.\\
Due to the enormous power surge created by an Addition Generator, a ship's power\\
grid is only proficient with one generator at a time. Though a backup generator\\
may be installed if the ship-crew likes.\\
Class 1
- 25% increase, Price: 10000*SS
Class 2
- 40% increase, Price: 24000*SS
Class 3
- 50% increase, Price: 40000*SS
=== Spared Generator: ===
- These has a weaker generator, setting the cost down some. But only\\
works for a short time, then it needs recharging.\\
- Lasts 5 rounds (0.5 minute) before recharge needs done, which takes\\
25 rounds (2.5 minute) before its full. (recharging 1 round of use each\\
5 rounds its on standby).\\
; Price: -50% of original generator\\