HYPERSPACE

Keywords: HYPERSPACE, HYPER

Category: Space

=== USER MANUAL === Usage: hyperspace Description: Engage the pre-calculated hyperspace jump. Hyperspace is a two-step command: first calculate the target, then hyperspace to actually push the lever. Without a prior calculation: "You need to calculate your jump first!" Entering hyperspace removes your ship from the current system. During transit your ship is invisible to scanners and cannot be engaged; arrival is automatic once the hyperdistance counts down. Two-Step Workflow: 1. Calculate ........ calculate <system> <x> <y> <z> plots the course and sets the jump distance. 2. Hyperspace ....... hyperspace engages it. Energy Cost: The jump consumes 100 + hyperdistance energy. Hyperdistance depends on target (set by calculate): Same system, short ... 1-6 (hyperspeed = 1) Same system, long .... 1-450 Cross-system .......... 600-1500 The ship checks for 200 + hyperdistance before engaging (100 safety margin). A capital cross-system jump can run 1,700+ energy -- top off before jumping. Requirements: Pilot seat ......... Must be at the ship's helm. Pilot access ....... Must own the ship or be a listed pilot. Spacecraft ......... Stations and non-spacecraft hulls cannot hyperjump. Hyperdrive ......... hyperspeed > 0. "This ship is not equipped with a hyperdrive!" Drive intact ....... Disabled or disruptionweb'd ships are grounded: "The ships drive is disabled. Unable to manuever." Launched + real .... Not docked, not already in hyperspace. Ready state ........ No maneuver in progress. Manual control ..... Autopilot must be disengaged. Jump armed .......... calculate must have been run with valid coordinates. Moving ............. "You need to speed up first." Must have speed > 0. Safe distance ...... "You are too close to hostiles to make the jump to lightspeed." Gating requires breathing room. Sabotage Trap: If your ship has been sabotage`d (SHIP_SABOTAGE flag), pushing the hyperdrive lever destroys the ship: Malfunction: Drive damaged. Energy build-up at critical! The ship is annihilated on the spot. Check for sabotage (shipstat / repairship) before any long jump if there's been a chance for an enemy to touch the engine. Echo on Jump: You push forward the hyperspeed lever. (pilot) <n> pushes a lever forward on the control panel. (room) The ship lurches slightly as it makes the jump to lightspeed. (ship-wide) The stars become streaks of light as you enter hyperspace. (cockpit) The ship lurches at the sudden jump to hyperspace. (hangers) <ship> disapears from your scanner. (origin system) Inside Hyperspace: During transit: - Ship is removed from the starsystem list -- invisible to all radar and scanship queries. - Hyperdistance counts down by hyperspeed per tick. - Cannot fire, be hit, or be boarded. - Cannot be webbed, folded, or wormholed. - Arrival is automatic when hyperdistance reaches 0; the ship snaps into the target system at the calculated coordinates. Notes: - There is no abort once the lever is pushed; committed jumps run to completion. - Unlike gate, hyperspace is a two-step command and costs non-trivial energy but requires no physical gate infrastructure. - The jump point is randomly jittered by calculate, so repeated jumps to the same coordinates arrive at slightly different spots -- useful to avoid gate-camping. Related Helpfiles: CALCULATE, JUMPVECTOR, GATE, AUTOPILOT, DISRUPTIONWEB, SHIPSTAT, REPAIRSHIP === END MANUAL ===