World evolving | ||
---|---|---|
Starships | ||
Size Rules | ||
Armor | Types | |
Drives | H-Drives | |
Weapon Rules | Weapons | |
Sensors | ||
Shields | ||
Carrier Equipment | Escape | Fighters |
Misc | ||
Wishlist |
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
- 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.
- 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)
- 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
- 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
- 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
- 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
- Increased storage for a fuel-consuming Drive
increases fuel storage by 48 hours of flight.
Uses up 1m3*SS size
; Price: 1000*SS
- 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
- 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
- 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
- Specialized equipment for afterburner use only.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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