drive

    1. spaceEngineer

      the future of jump drives?

      Are jump drives possibly going to be looked at/changed in the future? I noticed looking up the jump drive suggestions on the forum they don't seem to get much attention. There doesnt seem to be any in the frequent suggestions thread as well. Anyone have some insite?
    2. rocketman221

      Read by Council Logic Friendly Jump Drive Improvements

      I would like for jump drives to be easier to control with logic and not need laggy rail clocks to recharge. I suggest making the jump drive charge for one second on each high input. This would allow for continuous recharging with a simple clock. I also want to be able to recharge it without...
    3. Deniz527

      Compact and Efficient Cargo Transport with HEAVY ARMOR 2016-08-11

      For your basic physical transport needs as well as cargo. It can hold quite much as you can see from the images, Increased armor, for extra safety, jump drive for emergency and transport module for easy location changes. Triangle shape helps you survive multiple shots by making harder for...
    4. Napther

      PUSH/PULL DRIVES: Working as intended?...

      So, take a 100 mass and a 10,000 mass "block" and strap a 100% efficiency push drive to it. This number should be 1/2 the Hull Mass as blocks. Upon activating the drives, both 100 and 10k mass accellerate at 10m/s/push tick Now take a 50 mass ship and dock a 50 mass block to it. Drop the push...
    5. Crimson-Artist

      Module-Charon 1.0

      Charon Class Jump Inhibitor Module Role: Modular Jump Interdiction Generation: V Mass: 49.7 L/H/W: 9m/9m/9m Power Regen: 21,683.2 e/sec Thrust: 62.3 Shields: 11,289 Regen: 132 s/sec Arsenal: Logic-Activated Jump Inhibitor (10,700 c/sec) Hull Points: Armor: 14,500 Structure: 35,865...