Default: 51 (B200), 77 (PL21), 87 (Falcon)
Numeric Value: 6
Hyperdrives are experimental engines that allow a ship to move about 350 lightyears in one turn. The hyperdrive works independent from the actual engine built into the ship. Hyperjumpers avoid all minefields.
When the waypoint is 340 to 360 lightyears away, the ship will jump to the exact point specified by the waypoint order. Otherwise, the ship will jump 350 lightyears in the direction pointed-to by the waypoint. Note that usual Planets front-ends round when displaying distances. If a front-end says a distance is "340.0 lightyears", it could very well be that the actual distance is 339.99 in which case the ship will jump 350 ly. A hyperjump, no matter how far, costs 50 kt fuel.
Unlike in Tim's host, PHost permits jumps of exactly 340 or 360 ly. In HOST, the distance must be greater than 340 and less than 360, but not equal.
Ships that hyperjump can't intercept or tow. If they attempt to, the missions will be canceled.
Combinations:
- Hyperdrive + Cloak/AdvancedCloak
- ►
(4.0i/3.4k) Hyperjumping frees large amounts of energy. Therefore, ships which hyperjump must decloak.
Preconditions for Hyperjumping:
- Ship has at least 50 kt fuel,
- Ship has nonzero warp,
- Ship has nonzero waypoint (HOST reportedly requires the waypoint to be at least 20 ly away; PHost does not need that),
- Ship has friendly code HYP
- Ship has less than DamageLevelForHyperjumpFail damage
- Ship must not be under successful tow. Note that all towing rules (including tow conflict rules) are checked, so only ships that are strictly stronger than the hyperjump ship can prevent a hyperjumper from jumping. A ship that was successfully towed can not hyperjump even if it breaks free later on.
Hyperjumpers are affected by gravity wells only when the AllowHyperjumpGravWells option is enabled. The speed does not matter in that case.
► Note: The standard ship list contains an engine called "Hyper Drive". That engine is not related to the hyperdrive special functions: ships which have the special function can jump no matter what engine they have.
Relevant Configuration Options: AllowHyperjumpGravWells, AllowHyperWarps, DamageLevelForHyperjumpFail.
Relevant PControl Stage: Movement.
Relevant Formulas: Hyperjumping.