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	<updated>2026-10-30T04:02:51Z</updated>
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		<id>https://elite.mistflux.co.uk/w/index.php?title=Hyperspace&amp;diff=34444</id>
		<title>Hyperspace</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Hyperspace&amp;diff=34444"/>
		<updated>2015-09-05T15:11:39Z</updated>

		<summary type="html">&lt;p&gt;71.172.156.180: fix misuse of &amp;#039;effect&amp;#039; where shb affect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateMe}}&lt;br /&gt;
&lt;br /&gt;
Hyperspace is the method of travel between star systems at superluminal speeds. Only ships fitted with a hyperspace jump-capable [[Frameshift Drive]] are able to initiate a hyperspace jump on their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Please Note: The following is taken directly from the Design Decision Forum and will need to be checked and amended as elements are implemented into current gameplay.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before the player can initiate a hyperspace jump they must set the final destination of the journey:&lt;br /&gt;
* The player selects a destination using the [[Galaxy Map|galaxy map]] navigation interface&lt;br /&gt;
* The jump range is hard-limited by several factors:&lt;br /&gt;
** The amount of fuel available determines if a jump is possible&lt;br /&gt;
** The basic jump range of the ship’s hyperdrive, determines the distance of each step of the trip&lt;br /&gt;
*** Different hyperdrives have different capabilities&lt;br /&gt;
**** Jump range&lt;br /&gt;
**** Fuel efficiency&lt;br /&gt;
**** Charge time&lt;br /&gt;
**** Mass&lt;br /&gt;
*** Hyperdrives can be replaced with better models to increase capabilities&lt;br /&gt;
** Jump locations available to their star map determine the route of the trip&lt;br /&gt;
** The total mass affects the jump range, this can be affected by:&lt;br /&gt;
*** The mass of the modules&lt;br /&gt;
*** Cargo&lt;br /&gt;
*** Fuel&lt;br /&gt;
* The player may also have access to additional information that could inform their decisions:&lt;br /&gt;
** Activity heat maps for trade, piracy, conflicts etc.&lt;br /&gt;
** Hyperspace tracking/prediction devices to monitor local ship activity&lt;br /&gt;
* A hyperspace journey may comprise of a number of jumps depending on the distance travelled&lt;br /&gt;
* Changing between economic and fastest filter as well as cargo mass affects the route planner&lt;br /&gt;
* Once a destination has been inputted the hyperdrive can be engaged&lt;br /&gt;
Once a journey has been set, the player can engage the hyperdrive:&lt;br /&gt;
* When the hyperdrive is engaged it begins to draw power from the ship’s power plant until it is fully charged:&lt;br /&gt;
** The hyperdrive cannot be initiated if its power draw would make the total power draw of the ship exceed the ship’s power plant capacity&lt;br /&gt;
*** The player can turn off other powered systems to free up capacity for the hyperdrive&lt;br /&gt;
** The hyperdrive cannot be initiated when the ship is too close to a celestial body or large man-made structure; the ship must use in-system travel to reach a minimum jump distance&lt;br /&gt;
** To create a safe transit the hyperdrive must perform real-time changes based on ship’s power draw; changes to the ship’s total power draw (up or down) slow the charge rate by a percentage value for a duration&lt;br /&gt;
*** The percentage value and duration is based on the quality of the hyperdrive&lt;br /&gt;
** The hyperdrive is sensitive to interference caused by incoming attacks; when an attack impacts on the hull or shields, the hyperdrive’s charge rate is slowed by a percentage value for a duration&lt;br /&gt;
*** This effect cannot stack with itself&lt;br /&gt;
*** The percentage value and duration is based on the quality of the hyperdrive&lt;br /&gt;
** A hyperdrive module that has suffered damage may suffer a malfunction when initiated&lt;br /&gt;
*** The charge rate may be impaired&lt;br /&gt;
**** The percentage value and duration is based on the severity of the malfunction&lt;br /&gt;
*** The hyperdrive may misfire, becoming inoperable for a short duration whilst it runs diagnostics, after which it can be initiated again&lt;br /&gt;
*** The charging process may generate extra heat&lt;br /&gt;
** Whilst charging the hyperdrive generates heat&lt;br /&gt;
* Once the hyperdrive is fully charged it activates:&lt;br /&gt;
** The appropriate amount of fuel is removed&lt;br /&gt;
** The drive discharges all power&lt;br /&gt;
** The ship enters hyperspace&lt;br /&gt;
** Time-based effects (charging shields etc.) continue as normal during a hyperspace transition&lt;br /&gt;
** A residual opening is left, which dissipates over a duration (up to minutes)&lt;br /&gt;
* After a delay (a few seconds) the ship exits hyperspace at the destination area&lt;br /&gt;
** The player has to engage the hyperdrive again to continue the journey&lt;br /&gt;
There are actions that players can take which directly interact with hyperspace jumps:&lt;br /&gt;
* Players that have become Allies (an explicit in game selection of a &amp;quot;friends&amp;quot; flag) can slave their ships together and jump as a single entity&lt;br /&gt;
** All ships involved must fully charge their hyperdrive before the jump is initiated&lt;br /&gt;
** If any of the ships suffers a misjump, all ships misjump together&lt;br /&gt;
** Each slave jumping ship must remain within a set range to at least one other slave ship&lt;br /&gt;
*** If this distance link is broken, the jump is aborted for all slaved ships&lt;br /&gt;
** For each additional slaved ship the chance of a malfunction causing a misjump is lowered&lt;br /&gt;
** Ally groups enable the strongest match-making rules, prioritizing the integrity of the group over match ups with other players if it would result in splitting the allies group&lt;br /&gt;
* Using a [[Frame Shift Wake Scanner]] a residual opening can be analyzed to determine the exit point of the hyperspace jump&lt;br /&gt;
** This analysis takes an amount of time&lt;br /&gt;
** It takes at least as long as the time window for tailgating (so you can’t do both)&lt;br /&gt;
** It must fully complete before the residual opening dissipates to give a result&lt;br /&gt;
* Ships can target a residual opening and attempt to “tailgate” after the ship that jumped&lt;br /&gt;
** The tailgater must be in close proximity to the residual opening and activate the hyperdrive&lt;br /&gt;
*** The time window for tailgating is a fraction of residual opening’s total existence time&lt;br /&gt;
*** There is a significant reduction in charge time for tailgating&lt;br /&gt;
*** Fuel is expended for the jump as normal&lt;br /&gt;
*** The tailgater suffers an amount of hull/module damage during the jump based on how close the residual opening is to dissipating&lt;br /&gt;
*** If successful, the tailgater appears very close to arrival point of the tailgated vessel&lt;br /&gt;
* Special ship modules exist that when active can give brief forewarning of ships about to arrive nearby at a location&lt;/div&gt;</summary>
		<author><name>71.172.156.180</name></author>
	</entry>
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