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Propulsion equipment: Difference between revisions

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Micro jump drives can be used only on t1 and t2 battleships, combat battlecruisers, command ships and deep space transports. Marauders gain specific bonus encouraging use of this module.
Micro jump drives can be used only on t1 and t2 battleships, combat battlecruisers, command ships and deep space transports. Marauders gain specific bonus encouraging use of this module.


Spool up time is reduced by the skill [[Skills:Navigation#Micro_Jump_Drive_Operation|Micro Jump Drive Operation]]. After jumping the MJD module enters three minute long cooldown period that must pass before the module can be used again.
Micro jump drives can be used offensively to close on a target or defensively to jump out.


=== MJD operation ===
=== MJD operation ===


When the module is activated the module spools up for 10 seconds. During this time the ship can not change its direction. The spooling up can be interrupted with warp scramblers aborting the jump. The signature radius of the ship is also increased by 150% during the spool up time.
When the module is activated the module spools up for 12 seconds. During this time the ship can not change its direction. The signature radius of the ship is also increased by 150% during the spool up time.


After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump.
The jump is interrupted if the jumping ship is warp scrambled when spool up time ends. Bubbles, warp disruptors and warp core stabilisers have no effect on micro jump drives. Active bastion module also prevents the ship from jumpint. Deactivating the module during spool up time has no effect.


After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again.
After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped.
 
After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period.


===Micro jump drive field generator===
===Micro jump drive field generator===
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Operation of MJDFG is almost idetical to MJD operation. The only difference is that it jumps all ships in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJDFG and some of the ships near it can be jumped while others stay in their places.
Operation of MJDFG is almost idetical to MJD operation. The only difference is that it jumps all ships in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJDFG and some of the ships near it can be jumped while others stay in their places.
===Related skills===
{{sk|Micro Jump Drive Operation|I}} is required to sue any micro jump drives and reduces the spool up time duration by 5% per skill level.


==Module tables==
==Module tables==
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=== Micro Jump Drive ===
=== Micro Jump Drive ===
*Large Micro Jump Drive
The Micro Jump Drive comes in two sizes. The Large MJD is a [[Battleship]]-sized module, while the Medium MJD is a [[Battlecruiser]]-sized module.
 
===Stats===
Large Micro Jump Drive:
*Cap Cost: 786 GJ
*Activation Time: 12 sec
*Reactivation Delay: 180 sec
*Sig Radius: 150%
 
Medium Micro Jump Drive:
*Cap Cost: 197 GJ
*Activation Time: 12 sec
*Reactivation Delay: 180 sec
*Sig Radius: 150%
 
Micro Jump Field Generator
*Cap Cost: 85GJ
*Activation Time: 9 sec
*Reactivation Delay: 160 sec
*Sig Radius: 150%
 
=== Microwarpdrives ===
=== Microwarpdrives ===
==== Standard ====
==== Standard ====