How many jump drives do you normally put on your ships.

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    Three, so that when my travel drive and my emergency drive both drop me into trouble I still have a backup.
     
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    brought me on an idea, a mod that calculates how many jump drive modules you need to go 1 sec per jump-2 sec per jump etc.
    would be kinda usefull :D mod makers anyone? i know someone made somesort of calculator for something else so maybe.
    insert mass and donzo.
     
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    a mod that calculates how many jump drive modules you need to go 1 sec per jump-2 sec per jump etc.
    I'm not fully sure I understand your description, but I think that this graph is pretty much what you're after; it plots charge time of a jump drive against the number of jump drive blocks in said jump drive, with ship block count as the Z variable. Alternatively, there are a few other calculators on the wiki.
     
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    I'm not fully sure I understand your description, but I think that this graph is pretty much what you're after; it plots charge time of a jump drive against the number of jump drive blocks in said jump drive, with ship block count as the Z variable. Alternatively, there are a few other calculators on the wiki.
    i mean a simple fill input get output calculator :D
     
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    i mean a simple fill input get output calculator :D
    In my defense, that is effectively what that graph is, perhaps not in appearance, but certainly in function. I'll admit that it requires ever so slightly more work to get an answer from, but it's still a devilishly simple process.
    1. Set 'Z' value to ship block count.
    2. Set the appropriate dashed lines to the desired values (y-line for charge time, x-line for number of jump drive modules)
    3. Click on the curve, move the small "X,Y" readout which appears to the intersect with the relevant guideline.
    4. Read the "X,Y" readout. Y=charge time, X=jump drive module count.
    I'm not quite sure how to put what the graph does back into a spreadsheet, but I'll look at that that tomorrow, perhaps.
     
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    In my defense, that is effectively what that graph is, perhaps not in appearance, but certainly in function. I'll admit that it requires ever so slightly more work to get an answer from, but it's still a devilishly simple process.
    1. Set 'Z' value to ship block count.
    2. Set the appropriate dashed lines to the desired values (y-line for charge time, x-line for number of jump drive modules)
    3. Click on the curve, move the small "X,Y" readout which appears to the intersect with the relevant guideline.
    4. Read the "X,Y" readout. Y=charge time, X=jump drive module count.
    I'm not quite sure how to put what the graph does back into a spreadsheet, but I'll look at that that tomorrow, perhaps.
    i'd suggest a simple interface where you put the information, then the answer will be:
    for your ship you will need:
    ..... for 1 second charge jumps
    ...... for 2
    ....... for 3
    ....... for 4
    ....... for 5
    for more details and a graph click here:
    spoiler/link with the graph and such.
    this will make it easy to use yet still possible to get all information.
    i suggest a layout simular to the forum, black light black dark black and white letters.
    [DOUBLEPOST=1436009944,1436009889][/DOUBLEPOST]i forgot to say that it does look good
     
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    Depends on what kind of ship it is, but at i always put at least 2 on all ships bigger than a corvette..
     
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    I just put 1 jumpdrive on my ships, while also making sure the location I jump to is safe using the map. And I don't jump into battles :p
     

    StormWing0

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    Normally 2 to 4 for both redundancy and the fact I might jump right into a death trap after just getting a chunk of my ship blown off. :)
     

    CyberTao

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    i'd suggest a simple interface where you put the information, then the answer will be:
    for your ship you will need:
    ..... for 1 second charge jumps
    ...... for 2
    ....... for 3
    ....... for 4
    ....... for 5
    for more details and a graph click here:
    spoiler/link with the graph and such.
    this will make it easy to use yet still possible to get all information.
    i suggest a layout simular to the forum, black light black dark black and white letters.
    [DOUBLEPOST=1436009944,1436009889][/DOUBLEPOST]i forgot to say that it does look good
    http://jumpdrive.x10.mx/
    - Taken from the signature of TheKingOfSpace
     
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    I always like to have a primary drive for normal use and a backup for emergencies. Special ships like jump freighters meant to jump multiple times in quick succession get more, regardless of the recharge time (good if you're going to spend time in one spot anyway, and your destination is only a few hops away)

    By the way, thanks for linking to the jump drive time graph, that thing is hellaciously useful for this now that i've poked it!
     
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    CyberTao

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    totaly do not get how it works, i read the texts but how does it work?
    i mean like filling in total jump blocks..... thats just what i wanted to know, how many blocks i need
    charge time, 1
    all the power stuff good for sustainable jumping
    and i dont get any answers, dont even know what answer i should get.
    from what I gathered, you put in the numbers and it tells you if the system would even work. Charge time is related to % of the ship that is jump modules, so that much is legit just basic math once you figure out the % you need.
     
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    Charge time is related to % of the ship that is jump modules, so that much is legit just basic math once you figure out the % you need.
    You're not really wrong, but you make it sound simpler than it actually is.

    Charge time is (total charge required/charge per second), of course. Charge per second is only influenced by number of jump drive modules, and total charge required is influenced by total number of blocks in a ship and number of jump drive modules, with the exact formula for this being chosen from three, depending on whether or not there are more jump drive modules than the 'ideal' 5% of ship block count. Long story short: The % of the ship that is jump modules is not, on its own, enough to accurately work out charge time.

    Also, the primary usage of the calculator made by TheKingOfSpace is, as far as I'm aware, checking the power-stability of a jump drive, and subsequently classifying it based on power-stability and charge time. It doesn't utilize all of the jump-drive formulae, though (specifically those regarding charge required), so it isn't ideal for the usage which HolyCookie is after (plug in ship size and desired charge time, get required number of jump drive modules for a ship of that size to reach that charge time).
     
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    Also, the primary usage of the calculator made by TheKingOfSpace is, as far as I'm aware, checking the power-stability of a jump drive, and subsequently classifying it based on power-stability and charge time. It doesn't utilize all of the jump-drive formulae, though (specifically those regarding charge required), so it isn't ideal for the usage which HolyCookie is after (plug in ship size and desired charge time, get required number of jump drive modules for a ship of that size to reach that charge time).
    yep
    My calculator spits out various data about an existing jump drive plus a silly 'rating', not theorize about nonextant drives