Space Engineers

Space Engineers

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TVSI-Tech Expediter Jump Drive [DX11]
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
794.719 KB
10 Jul, 2015 @ 11:41am
9 Dec, 2015 @ 12:05am
4 Change Notes ( view )

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TVSI-Tech Expediter Jump Drive [DX11]

In 1 collection by Tristavius
Tristavian Shipyards Inc: TVSI-Tech
31 items
Description
TVSI-Tech 'Expediter' Jump Drive
Revision: 2
Direct X: 9 & 11
Date: 09/12/2015
Version: 01.111
Model Sizes: 1,500 kb
Texture Sizes: 6,700 kb


Description

The arrival of short-range tactical Jump Drives on the open market saw Tristavian Shipyards implement a policy of rapid updates for the existing fleet. Unable to fit such a large drive to ships below a Frigate in size, TVSI Engineers turned to the TVSI-Tech sub-division for a solution. The result was the 'Expediter' Jump Drive, a smaller unit designed for smaller ships in a fleet.


Author Notes

The balance of user created jump drives is likely to be a hot topic for debate. Whilst attempting to install the KSWH jump drive on Corvettes and Patrol Boats (Phoenix classification system) I quickly came to the conclusion they were designed only for slightly larger vessels. At first this seemed fine, but I came to realise that if larger ships were capable of our-running small ships in all but the most short range combat, it totally eliminates a military's need for smaller patrol and scout vessel.

[EDIT] Rev 1: After feedback from the community I have tried adjusting the drive to better reflect the current SE philosophy on ship sizes. Smaller capital ships tend to be faster but less independent and vise versa. Based on this, the drive now offers a faster re-charge rate but a lower overall jump capacity (both on the mass-scaling and on the maximum cap);.

On saying this, I am very open to feedback on this issue and will likely be playing with the numbers over the week to come!

Note: I am not planning on making this available for small ships - I like the mechanic of restricting it to large crafts and the need for carriers :)


Details

Colourable: Yes
Available On: Large Ships, Stations
Survival Ready: Yes
Build States: Yes
Collision Mesh: Yes
Correct Mirroring: Yes

Power Input: 10 MW
Power Storage: 2 MW
Max Jump Distance: 800 km
Max Jump Mass: 400 tonnes

Current Functionality: Jump Drive
Future Functionality: Considered Complete


Current Content

TVSI-Tech 'Expediter' Jump Drive


Planned Content

Upgrade Modules when possible.


Licencing

Provided with no stipulations for personal use; may be used freely for workshop entries, private/public servers and competition entries. It is polite but not required to have a mod listing for workshop submissions.

May be freely redistributed without prior permission via steam collections and also through custom mod re-packs (credit and link required on workshop item).

May not be redistributed with any changes. This include (but is not limited to) renaming the part(s), changing any performance related stat, changing the grid size and using any texture or model for other purposes.


Version History

09/12/2015:: Rev 2: Adjusted model smoothing, adjusted DX11 CM texture shading, fixed issues with flipped faces, adjusted components to match changes to stock, adjusted various problems with build states.
19/07/2015:: Rev 1: Rebalanced to have shorter charge time and lower maximum range. Improved various aspects of the textures. Reduced tiangle count by nearly 1000 (25%) with no reduction in model quality. Added mount points for upgrade modules (coming later).
10/07/2015:: Rev 0: Initial Release


Credits

All work modelling and texturing work by Tristavius (based on designs by KSWH but built from scratch).
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 :)