Jump Drive - Space Engineers Wiki (2024)

Large Ship / Station
Jump Drive

ComponentsRequired

Functional

Steel Plate20

Construction Component40

Computer300

Superconductor Component1,000

Power Cell120

Detector Components20

Gravity Generator Components20

Metal Grid50

Steel Plate40

Dimensions (W,H,L)3,3,2

Mass35,980kg

35,980,000g
35,980,000,000mg
35.98t

Integrity30,080

Build time120s

Max Jump Distance2,000km

2,000,000m

Max Jump Mass1,250,000kg

Max Stored Power3MWh

3,000kWh
10,800MJ

Max Required Input32MW

32,000kW
32,000,000W

Power Consumer GroupCharging

Is AirtightYes

PCU Cost100

BrowseLast edit: 2020-04-15

Contents

  • 1 Overview
  • 2 Usage
    • 2.1 Uranium usage
    • 2.2 Maximum jump distance
  • 3 Useful coordinates
  • 4 Media
  • 5 Tips
  • 6 Programming
  • 7 Update History

Overview

The Jump Drive allows for instantaneous relocation to a distant location. Once activated, the block initiates a short countdown, then stretches the screen and teleports the ship to its new coordinates. This is faster-than-light (FTL) capability.

Usage

The Jump Drive is only available for large grids. Its dimensions are 3,3,2 large blocks. Before use it must be charged like a battery; maximum storage is 3MWh

3,000kWh
10,800MJ

, and its maximum charge rate is 32MW

32,000kW
32,000,000W

. Like Batteries, charging incurs a 20% energy loss. It will take 7minutes and 1second to fully charge if power is unrestricted. Once fully charged, the block can be activated to jump. This will expend stored energy. Jump distance is proportional to energy expended and inversely proportional to the mass of the ship. Multiple drives may be combined to extend range.

Jump drives will not activate unless there is at least one drive on the ship at 100% charge (making multiple consecutive jumps require additional, preserved drives), will not jump the ship less than 5000 meters, and will not jump within 2km of any object (attempting to do so will result in a shortened jump). The Jump drive will not activate if the ship is attached to a station or anything immobile such as stations attached to or embedded in asteroids. In addition, the Jump Drive will not activate if the drive or any part of the ship it's a part of is currently within at least 0.05 G of natural gravity (eg. a Planet); nor can it jump into such a natural gravitational field. The jump will also fail if there is a planet or moon blocking the line of sight to the jump point.

The jump must be activated from a "main" co*ckpit, by use of a toolbar, and will start a short countdown. The jump may be aborted by turning off the jump drive, but the energy will still be lost. The jump may be a "blind jump", in which the ship advances X meters forward in whatever direction it happens to be facing (relax; you can't jump into anything), or a jump to/towards a GPS point. Configuration is done through the control panel and activation is done from the co*ckpit toolbar.

Ships attached by connector or landing gear will be dragged along for the ride, as will any astronauts in co*ckpits, control stations, flight seats, or passenger seats. Any ship or astronaut not so connected will be left behind, regardless of whether they were inside an enclosed space, so watch that you do not accidentally leave friends or equipment behind.

Calculation of energy costs and maximum distance and designation of which blocks will jump appears to be done when the jump command is given. A ship docking after the countdown begins but before the jump will be left behind. This prevents obtaining a cheap jump by activating a drive on a smaller ship then engaging landing gear connecting it to a large one.

Uranium usage

What does this mean in terms of uranium?

Charging a jump drive from empty to fully charged requires 3.0 kilograms of Uranium Ingots. A default red ship (2,585,761 kilograms) can go 1933.67 kilometers on its two jump drives (6 MWh, total). This indicates a cost of 1.2*10^-12 MWh/(kg*m). Translated: moving one million kilograms of ship the minimum jump distance of 5km requires 0.006 kilograms of uranium ingots. One uranium ingot will get a million kilos of ship 833 kilometers.

Maximum jump distance

Maximum jump distance for any ship depends on two things:

  1. Mass of the ship (and everything that is docked to it with connectors and/or landing gears)
  2. The number of fully charged Jump Drives the ship has

Any ship that has mass equal to or less than 1,250,000kg has a maximum jump distance of 2,000km

2,000,000m

for each fully charged Jump Drive it has. Please note that this means that, for example, a ship with mass of 200,000 kg and a ship with mass of 1,250,000 kg (Nearly six times greater mass) will be able to jump the same maximum distance and will be consuming the same amount of power for jumping the same distance.Any ship that has mass greater than 1,250,000kg will have its maximum jump distance reduced (from the maximum of 2,000km

2,000,000m

for each fully charged Jump Drive) depending on the mass of the ship, in a non-linear fashion. The reduction of maximum jump distance is steeper for ships with less mass (closer to 1,250,000kg), and much less steep for ships with more mass (approaching 1,250,000kg).

Formula
Jump range = Max jump distance × Max jump mass × Number of Jump Drives / Total mass to be transported
Note: You cannot perform jumps shorter than 5km

5,000m

, and the range cannot exceed 2,000km

2,000,000m

per Jump Drive.
Simplified formula
R = 2500 × J / M
R ≤ 2000 × J
M ≤ 500 × J

Where R is the maximum jump range in kilometers, J is the number of jump drives, and M is the total mass in millions of kilograms (Gigagrams)

Tables & Graphs

Note that these values are for one Jump Drive. For multiple Jump Drives the values scale linearly, meaning that the ship of the same mass, but with two Jump Drives, will be able to jump twice the distance than what the graph shows, and a ship with three Jump Drives three times the distance, etc. These values have been acquired by precise in-game testing and then graphed.

Useful coordinates

These are some convenient jump-able GPS coordinates near each planet and moon:

  • GPS:jump-point.alien:236731.28:131129.7:5730951.35:#FFFFA1B6:
  • GPS:jump-point.earth:0:73803.26:-73701.05:#FFFFA1B6:
  • GPS:jump-point.europa:916459.73:2642.26:1616308.71:#FFFFA1B6:
  • GPS:jump-point.mars:1133729.8:131032.91:1631137.34:#FFFFA1B6:
  • GPS:jump-point.moon:12889.6:148147.05:-108377.82:#FFFFA1B6:
  • GPS:jump-point.titan:36454.95:239834.64:5796389.08:#FFFFA1B6:

Media

Tips

  • After jumping any distance with the Jump Drive, you cannot jump again until fully recharged. However, since the power drained from the Jump Drive is proportional to the distance of your jump divided by the maximum jump distance, you can jump around multiple times with short recharge times if you make smaller leaps.
  • The largest possible jump distance is 69,483 km with 35 jump drives, after which additional drives provide no benefit.

Programming

Note: The action of jumping cannot be automated.

Update History

Update 01.090
  • Jump Drive introduced
Jump Drive - Space Engineers Wiki (2024)

FAQs

How does the jump drive work in space engineers? ›

When you trigger one Jump Drive, it discharges all Drives that are switched on and fully charged, and jumps to the target/distance configured in that one Drive. The energy consumed depends on the distance jumped.

How long does it take to charge a jump drive in space engineers? ›

Expected behavior: Jump drives charge in 5 minutes, 37.5 seconds given full input power. Actual behavior: Jump drives charge in 7 minutes, 1 second.

Are jump drives airtight in space engineers? ›

Blocks That Are Airtight

Both assemblers, large O2/H2 generator, jump drives, merge blocks, timers, parachute hatch, small artificial mass, collector, batteries, small hydrogen tank, ...

How does a jump drive work? ›

A jump(flash) drive uses flash memory for data storage, called compact flash. It has magnetic properties that allow it to read, write, and store. It has a relatively high speed. A thumb drive uses a solid-state drive (SSD); this technology uses flash memory to read, write, and transfer data between systems.

What is the fastest you can go in space engineers? ›

4a.

Currently the speed can be set from 0 (negative values will be set to 0) to half of the speed of light (149 896 229 m/s – bigger values will be clamped). Warning: Changing the max speed can cause frame issues and difficulties calculating values at speeds higher than 100m/s.

How long do jump drives last? ›

But if you continue to use it over and over again, it will definitely wear out eventually. The life expectancy of a USB Flash Drive can be measured by the number of write or erase cycles. USB flash drives can withstand between 10,000 to 100,000 write/erase cycles, depending on the memory technology used.

Do ships charge through landing gear space engineers? ›

will a ships batter recharge thru landing gear being locked to base, or only thru a connector? Landing gear doesn't transfer power. Need a connector or merge grid. it'll drain your batteries from the grid with the landing gear to the grid you landed on.

What are jump drives in Stellaris? ›

FTL drives are improved with advancing technology, eventually unlocking drives which can "jump", moving from one system to another in an instant. A fleet initiates FTL travel when any ship in the fleet reaches the hyperlane jump point or bypass, regardless of the current position of other ships.

How do you make autopilot work in space engineers? ›

To configure the shuttle's autopilot behaviour, you need to give it waypoints:
  1. Prepare a list of waypoints on your GPS screen.
  2. Open the AI Basic/Remote Control block's Control Panel Screen.
  3. Create a list of Waypoints for the Autopilot to follow in order:

How to power batteries in space engineers? ›

Automatic: The battery charges itself if there is excess power on the ship, and discharges (provides power) if a block needs it.
  1. This is the recommended default.
  2. Choose Automatic if your ship has several batteries to charge from Wind/Solar/Reactor or from a base.

How do you make a parachute work in space engineers? ›

Conditions for the parachute hatch to open:
  1. Must be in dense atmosphere.
  2. Must be loaded with one set of canvas.
  3. Must be in natural gravity.

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