StarMade

StarMade

=Skleebz= Jan 18, 2015 @ 11:36am
How to charge jump drive faster
Bastically what title says, it takes me forever to charge and people are telling me it only takes them a couple seconds, what do I need to do to charge it faster?
Also, plz explain in detail.
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Showing 1-13 of 13 comments
BumpyKiller Jan 18, 2015 @ 11:53am 
more modules is the only way that i know of
=Skleebz= Jan 18, 2015 @ 12:01pm 
added like, 40 more modules, still charges slow as a turd. I mean, do I really need 500 modules just to make my ship go (my ship isn't that big btw.
Calbiri Jan 18, 2015 @ 12:06pm 
It's based on a ratio, system mass / ship mass, the higher the system is in the ratio, the faster it charges. However, it can only charge as fast as the power is supplied to it, and it draws power from your capacitors (not directly from your reactors) so you'll need to ensure that you have adequate power recharge, power storage, and then increase the systems ratio to the ships mass. This should do the trick for faster speeds, specailized ships can easily get to around 2-3 second jump charge times.
=Skleebz= Jan 18, 2015 @ 12:29pm 
Originally posted by Calbiri:
It's based on a ratio, system mass / ship mass, the higher the system is in the ratio, the faster it charges. However, it can only charge as fast as the power is supplied to it, and it draws power from your capacitors (not directly from your reactors) so you'll need to ensure that you have adequate power recharge, power storage, and then increase the systems ratio to the ships mass. This should do the trick for faster speeds, specailized ships can easily get to around 2-3 second jump charge times.
k, thxx
Astasia Jan 18, 2015 @ 3:13pm 
Originally posted by Calbiri:
it draws power from your capacitors (not directly from your reactors)

This confuses me. I have a small ship, like 120 mass, with like 90 jump drive modules, but the drive charges slowly. My power levels do not appear to drop while charging it, but I don't think I have any capacitors on the ship. Are you saying the base power storage might not be enough in that situation and by adding capacitors it would speed up the jumps? Or would the system visibly drain power if it wasn't enough? I assumed the later.
Calbiri Jan 18, 2015 @ 7:44pm 
If your regen is high enough to fill your capacity in 1 tick, you wont notice a fluxuation, BUT you will be limit to an output of 50k/tick, that being the default power capacity granted by the ship core alone. This facts actually applies to all power using systems, they draw from your capacitors, not from your reactors. Lack of adequate capacity will hobble your ship to only being able to power systems at the level per tick of its storage amount.
Calbiri Jan 18, 2015 @ 7:48pm 
Example-

You have a 1-Million regen reactor on your ship, however you have not placed any capacitors (so you have 50k storage.)

System-X requires 500k power to fire.

Although your regen is high enough to power this, your capacity is not. You are only able to supply 50k/tick.
Astasia Jan 18, 2015 @ 9:11pm 
Ah no, I thought for some reason you were talking about something specific to jump drives and capacitors, like a unique synergy between them. I misread your post. Of course you need enough power storage to create a buffer between the reactors and systems that need it.

Anyway I went in game and checked and I found the problem, the ship is 279 mass, I don't know why I was so sure it was 119 mass. So I guess that 82 jump drives modules is just really slow on a 279 mass ship, almost as slow as the 100 modules I put on a 20k mass ship heh. I guess it really needs to be very close to ship mass to get any speed from it.
serviettedetable Jan 19, 2015 @ 1:15pm 
I was wondering about that myself. I guess you have to be higher than a 1:1 ratio to start making it recharge faster.
=Skleebz= Jan 19, 2015 @ 4:55pm 
Okay, so I got the power nice and high, and added a lot of modules, now... anyone know how to jump farther?
Last edited by =Skleebz=; Jan 19, 2015 @ 4:55pm
Astasia Jan 19, 2015 @ 5:13pm 
You can't AFAIK. 8 sectors is the max. You can adjust it in the configs I think though.

If you want to travel further at once you need warpgates, which are 8 systems max.
Astasia Jan 19, 2015 @ 11:55pm 
Originally posted by Calbiri:
If your regen is high enough to fill your capacity in 1 tick, you wont notice a fluxuation, BUT you will be limit to an output of 50k/tick, that being the default power capacity granted by the ship core alone. This facts actually applies to all power using systems, they draw from your capacitors, not from your reactors. Lack of adequate capacity will hobble your ship to only being able to power systems at the level per tick of its storage amount.

This is actually not the case. I just started building a new ship and early on some pirates wandered by and started shooting at me so I added my Radar Jammar really early and some power. I'm still alternating just power reactors and salvage modules, no capacitors at all yet, I'm generating 2.4 million energy per second and the Radar Jammar is using about 1 million power per second, but it still works and I can turn it off and on no problem. It sounds like maybe this is unintended?
Lightnr Sep 26, 2024 @ 10:01am 
Alright, what are the modules are you talking about? I thought you meant speed modules but you abviosly cant conect the to the jump drive. Also how the hell do you get a jump gate in vanilla?
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