Space Engineers

Space Engineers

TVSI-Tech Expediter Jump Drive [DX11]
74 Comments
Nikolas March 25 Aug, 2017 @ 12:12am 
hi, i was wondering if you plan to fix the emissives in the model, they can be easily done using a hex editor without even having to open a 3D modelling program, i have done this on a few of Keens old models, i can do this and send you the updated model file for you to re-upload in the mod, but it will also have to go to the Jump Drive Cost Re-ballance mods also :)
Schmuhser 13 Aug, 2017 @ 10:33am 
what happens if i stack them? did it only increase the range or the max range too?
TheGrimCorsair 1 Mar, 2017 @ 8:54pm 
Is there any intention to update this and make the module ports on the end funtional? They do not appear to work, currently.
Tristavius  [author] 11 Jun, 2016 @ 8:35pm 
Many factors will work exactly the same as Keen stock - they have only given modders access to certain parameters related primarily to maximum range and the recharge functionality. Hearing a lot of requests for blink-type drives of late - make sure to put a suggestion in the forums etc!

Good question about the new effect - haven't used an Expediter since that changes, will look at it ASAP and update if needed.
Copycat80 3 Jun, 2016 @ 1:22pm 
does it allow short 'blink' jumps in combat (short like 200m) and does it work with Keen's brand new effect for jumping?
Kalsaphix 18 Apr, 2016 @ 1:08am 
Fuck
Tristavius  [author] 17 Apr, 2016 @ 9:03pm 
This drive is the same class as stock version. It's been a while since I did some in game programming, but from what I remember, it wasn't possible to activate one via programming. This drive will have the same limitations as stock. If this has changed and it is now possible, it will be for this one too.
Kalsaphix 17 Apr, 2016 @ 2:49am 
Dose this jump drive allow a script to activate it? I wish to make a fleet of large ship drones and so I need them to be able to jump without me on board.
Miguel7501 10 Apr, 2016 @ 3:26am 
@Darth Jar Jar there is no speed limit on the jump drive. You can just put lots of heavy armor and some kind of nuke on the jump drive, accelerate to a km/s, jump and then detach the jump drive and thrusters, maybe take 2 with you to jump right out again. The turrets won't be able to hit the bomb hard enough to detonate earlier than you want when it's so fast.
SioxerNikita 10 Mar, 2016 @ 5:55am 
@Tristavius I think you did on the forums :)
Action Bastard 9 Mar, 2016 @ 10:40pm 
I will test the jump velocity later when I finish a model that works within the limitations presented (thinking barrel shaped with timer released waves of warheads as it goes by at high speed) Thank you for the replies and information.
Tristavius  [author] 9 Mar, 2016 @ 9:48pm 
@Darth Jar Jar: As has been mentioned, the warp drop out distance is sadly not a parameter we currently have access to. There shouldn't be a velocity limitation as far as I know unless there's one hardcoded in somewhere we don't know about until we try. The maximum range is very easy to adjust.

@SioxerNic: Sorry I seem to have not answered your previous question (which is odd - I remember writing the reply!) THe short version: Permission granted, use as you will! Provide a link back here where appropriate :)
SioxerNikita 9 Mar, 2016 @ 4:22pm 
As far as I know there isn't any kind of limit but I suggest testing it first.
Action Bastard 9 Mar, 2016 @ 4:17pm 
Ah. No jumping within 2km period due to engine limitations is my absolute worst fear. Is there a limit to the forward velocity during a jump attempt? I have no speed limits on my servers so it would not be hard to get to 500m/s then jump the bombs to their points (I already have to calculate the coordinates and that's bootlegged as hell too until I find a better way or a mod for it).
SioxerNikita 9 Mar, 2016 @ 2:55pm 
There is no way to avoid that at all although there is ways for you to still jumping in bombs from the outside. Line up the bombs in the direction of travel, accelerate them to max speed, jump them. 2km travel will then take 20 seconds though.

It is hardcoded into the engine as far as I know at the moment.
Action Bastard 9 Mar, 2016 @ 2:13pm 
@SioxerNic GPS Coordinates have the limitation of the drives not jumping you exactly there... if there's a ship nearby there (say 500m away from your coordinates) the stock drives will stop you 2km away from the target point. That's not acceptable.
SioxerNikita 9 Mar, 2016 @ 1:42pm 
GPS Coordinates.
Action Bastard 9 Mar, 2016 @ 1:28pm 
I need an exceptionally accurate jump drive that circumvents the 2km range limitation built into the standard drives. We're using unlimited speed mods and a whole bunch of other stuff that totally negates the idea of our blocks being grief-proof... thus the jump accuracy limitation is annoying. How the hell do I jump a bomb into the middle of a stationary fleet when it's going to jump 2km away from said fleet? ;) Does this, or any other mod you could name, support such tactics?
SioxerNikita 2 Feb, 2016 @ 4:51pm 
Greetings, I am curious whether or not I may be allowed (fully credited of course) to add this to a server specific mod I am creating. I wouldn't be able to add your jump drive as is into our server as it does not fit our design philosophy and for the mod I need to create I need to change the recipe slightly.

If you want more details about the mod be free to add me on Steam and we can have a talk about what I am going to create.
Tristavius  [author] 4 Jan, 2016 @ 9:31pm 
I believe the listed stats are outdated, however due to various stock adjustments (and now that the community understands the maths behind the stock drive which we didn't when this was released) I feel the expediter is a little out of sync with the KSWH. I will issue an update over the next week or so (which will almost certainly be an 'upgrade'). The key limiting factor will focus on it's maximum jump weight (to prevent spamming them into every corner of large ships) but I want to bring the power scaled to stock, the re-charge time equal and the max distance much closer (though still lower).
Tallinu 16 Dec, 2015 @ 5:58pm 
In the description you said you increased the recharge rate in an update, but the listed stats are actually 1/3 the recharge rate of the stock drive and 2/3 the power storage, which means that a full (2Mw) recharge will take twice as long, and a recharge from any given jump drain (of equal Mwh) will take 3 times as long compared to the stock drive. Are the listed stats outdated?
zalex 1 Dec, 2015 @ 3:48am 
Ok, thanks!
Tristavius  [author] 30 Nov, 2015 @ 9:14pm 
@Adm. zalex: Unfortunately I do not currently intend to make a small ship version. Keen could very easily have made a stock one (it's literally a couple of lines of code) but chose not to, which to me says that it is an intentional balance point for them.

There are however several mods out there with small ship jump drives which may help you :)

https://steamhost.cn/steamcommunity_com/workshop/browse/?appid=244850&searchtext=jump+drive&childpublishedfileid=0&browsesort=textsearch&section=items&requiredtags []=Mod
Tristavius  [author] 30 Nov, 2015 @ 9:11pm 
Quite alright :)

All jump drive maximum ranges depend on the mass of your ship Vs the number of jump drives (and their respective power). This drive is balanced towards slightly smaller ships; if you can fit a full size Jump Drive it's usually best to do so but the Expediter comes in handy where you can't. Depending on your mass, you can still achieve very similar distances.
Esper 30 Nov, 2015 @ 4:34pm 
oh wait, my bad. It went up to ~200km after it was done charging. Sorry for being a n00b :P
Esper 30 Nov, 2015 @ 3:28pm 
dude, this thing can only go 5km?! or does the number increase as it charges? for ranges THAT short, it's faster to use thrusters and maybe a speed mod :/ I need a compact JD with at LEASK 50km range, or is that the range of the vanilla JD or something?
zalex 29 Nov, 2015 @ 11:17am 
there anyway to make a small ship one but it dosent jump as far as the large ships, still requiring a carrier for long and far missions?
Tristavius  [author] 24 Nov, 2015 @ 9:11am 
Ah, I'd actually missed those changes (the perils of sticking to creative mode!) An easy enough fix though being as I just balanced this based on its relative size comapred to stock. Will update in the near future, thanks for the info!
DarrikVkir 24 Nov, 2015 @ 8:13am 
Hey Trist, this is no longer balanced due to the changed resource costs for the stock jump drive (AKA superconductors). Figured I'd let you know if you hadn't noticed, so you could throw it on your to-do list of 50 backlogged things :)
OssomUmbra 21 Nov, 2015 @ 8:18am 
What's the minimum jump-distance on this?
Dwarf-Lord Pangolin 13 Oct, 2015 @ 2:02pm 
This was precisely what I needed for my yacht; superb work as always!
DanteVento 21 Sep, 2015 @ 1:18pm 
Nevermind, I just went and triple checked them all and they are all working properly. Don't know what happened there. Anyways, I love your mods and look forward to more.
The Noob You Hate. 11 Aug, 2015 @ 3:10pm 
Really helpful, thanks! :steamhappy:
Tristavius  [author] 3 Aug, 2015 @ 10:19am 
People couldn't decide between Faster charge, lower range (what I call Raider) and slower charge, longer range (What I cann scout). Both make sense from a certain angle. Instead I have made just inline with stock and once jumpdrives can be modded I'll let people choose which they want via upgrade module :)
D3Seeker 3 Aug, 2015 @ 10:15am 
lol. The balance broods got to you. ikk. Will still try i though.
Myst Leissa 25 Jul, 2015 @ 8:50pm 
Any chance of a 2w/2d/2h Model withh similiar capabilities? The 3d is kinda hard to fit on some ships, even though they are not technically "small ships"
Tristavius  [author] 19 Jul, 2015 @ 9:59am 
Okay couldn't do the LODs as the emissive sections currently don't support it. Did a bit of refinement for the textures and normal map, rebalanced as diccussed and added upgrade mount points for one end.

Currently jumpdrives cannot be upgraded but I've put the code together to allow it and hopefully it will get into the game. In the event this happens I will be offering two upgrade modules which fit on the end (1x1x2). One will allow for longer range, the other for faster jumps.
Tristavius  [author] 19 Jul, 2015 @ 6:30am 
Update inbound within the next 48 hours. Performance tweaked - now charges faster but has lower overall capacity as per majority of the feedback I've received.

Had a clearout of the model and was able to reduce the 4,300 to 3,200 on the base model with no loss of model quality. Added LOD models which reduce this to 1,900 then 1,100 and working on one further extreme-distance model.
Lex174 18 Jul, 2015 @ 6:06am 
You already have a dozen mods to do that.
Furry Eskimo 17 Jul, 2015 @ 1:18pm 
I really don't mind if small ships don't get a jump drive, but a slightly smaller version is very helpful
Avelius 16 Jul, 2015 @ 2:22am 
Yes. We need this for small ships!
Rune Cyber 15 Jul, 2015 @ 9:55pm 
what someone need to do is make one for small ships
Lazy Invincible General 15 Jul, 2015 @ 9:15pm 
lol, Love how I just finnished a ship that I wanted to test and then This update comes out :) Now I have to refit my fleet of 100 ships, Fun :)
supersquid2000 15 Jul, 2015 @ 5:39pm 
Kind of like in Independence Day. The large Mothership dropped off fifteen smaller ships which then deployed fighters.
MythyMajestic 15 Jul, 2015 @ 8:45am 
Honestly, having smaller capital ships unable to jump on their own is an interesting mechanic, for me, because of a certain reason.

There are carriers that carry fighters, bombers, drones, and shuttles, and are used from combat to mining operations. But what about a carrier that's much larger, but with a great deal less total volume, because it's only a cockpit, crew, and the fuel and power generation to use jump drives. The idea is simple- make all your ships with a landing/lock on mechanism, and then simply dock with the large carrier, and the carrier jumps, and then the smaller capital ships deploy.

Large ships CAN carry other smallships. Housing them inside is unrealistic, of course, but having ships able to dock with this great big ship- perhaps more of a moble station- is what I think to be a cool idea.

However- your mod certainly helps with some of my ships. Thank you.
Andyverse 15 Jul, 2015 @ 7:10am 
My first thought on the design of the vanilla Jump Drives"Fear the GLaDOS 3.0" :D
Visentinel 15 Jul, 2015 @ 1:12am 
Aww Tristavius you forgot this one - it has yours for small ship :P
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=478977339
Razordor 14 Jul, 2015 @ 7:54pm 
"our-running" just noting that it might be a typo, btw nice mod. I'ma sub right now.
Tristavius  [author] 13 Jul, 2015 @ 10:12pm 
Hi Eastman51, no, these do not work on small ships. My own feelings currently are that the balance of small ships not being able to jump which Keen chose to implement is the right way forward and makes carrier mechanics a lot more interesting. Due to this I currently have no plans to implement a small ship version, sorry!

I appreciate not everyone feels the same though, so it's worth looking at...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=479877208
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=479661024
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=478379731
Eastman51 13 Jul, 2015 @ 4:58pm 
Do they work with small ships? Just wondering cause I haven't found any so far on the workshop and i'm currently a bit busy to load a world and find out myself