Chaindrive S

    Chaindrive S 4 rev 1

    Now pretty much viable for travel unironically
    finally I can place that extra 81 shield capacitors of my dreams.
    Very useful for small interceptors and the likes.
    As can be said of Jaaskinal's larger model, this system remains a fine piece of technology, the likes of which has not been produced by any other party in the history of said technology (a history I am proud to be one of the originators of).

    Any errors noted are likely due to an individual's copy of the client, or other user-related errors, and are therefore not reproducible without intentional misuse of the system.
    Da shiz-nite fo sho
    I came out of 3 years of not posting a thing, not a single thing, to say that this thing works just fine, and that Proxima Centauri is in fact, a great, colossal, knob mauling, slobbering, gods be damned, cock goblin.
    Incredibly useful for small craft that can't support a full sized JD. I've never had any issues with the rail clock, @Proxima_Centauri's are likely a personal game issue.
    Works fine for me, @Proxima_Centauri must be having game issues. Multiple FCM ships using this can attest.
    The rail clock docks fall off every time upon the sector being re-rendered.
    This version is simply not useful.
    Jaaskinal
    Jaaskinal
    I am unsure as to how this is possible, due to it being essentially the same mechanism as the previous version, but with a different orientation on the rail. Unless the version from two months ago (which has no reported problems) also has issues.

    I doubt the logic would be a consideration, because it does not interact with the shootout rail. The shootout rail gives the logic its high pulses, but no logic is connected to the shootout rails.
    Very nice and useful.
    For the smaller ships that just can't fit the standard chaindrive (like corvettes and smaller frigates), this is absolutely perfect.