11-15-2016, 05:53 PM
"Shop open"
Greetings Ladies and Gentleman
Welcome to our Ilfracombe & York Station Equipment Vendors Shop.
We are proudly announce that we are produced every type of module.
Welcome to our Ilfracombe & York Station Equipment Vendors Shop.
We are proudly announce that we are produced every type of module.
►My discord account is Nemo#4790. Orders will be accepted on discord channel.
►Only for available modules, Cash on delivery mode is on or payments must be sent to : - [Bank]Logan.
►All devices can be purchased directly from York Station near by Planet New London or Product delivered only Connecticut. Delevery & service charge is free.
Contact ship name is Sebastian_Difendorf, togo & akira and delivery ship name is Indigo.
EQUIPMENT IS AVAILABLE ON THE SALES LIST
LAST UPDATE : ► 17.09.2024 (dd.mm.yyyy)
LAST UPDATE : ► 17.09.2024 (dd.mm.yyyy)
Equipment Offered |
Offered Price |
Available Quantity |
Docking Module |
2,000,000 |
11 |
Cloaking Device Mk1 (small) |
6,500,000 |
3 |
Cloaking Device Mk2 (medium) |
8,100,000 |
1 |
Cloaking Device Mk2 Advanced (large) |
11,000,000 |
3 |
Cloaking Device Mk3 (Transport) |
12,000,000 |
1 |
Cloak Disruptor Type-1 |
3,500,000 |
2 |
Cloak Disruptor Type-2 |
3,500,000 |
2 |
Cloak Disruptor Type-3 |
3,500,000 |
2 |
Jump Drive Series II |
6,000,000 |
3 |
Jump Drive Series III |
9,000,000 |
3 |
Jump Drive Series IV |
12,500,000 |
3 |
Hyperspace Matrix Module Mk1 |
5,500,000 |
3 |
Bluebird Thruster |
7,000,000 |
1 |
Furnace Performance Thruster |
6,500,000 |
1 |
SPRINGROSE Thruster |
8,000,000 |
1 |
ROSEGUARD SHIELD |
8,000,000 |
1 |
BESERKER SHIELD |
7,000,000 |
2 |
FRENZY SHIELD |
6,500,000 |
1 |
Equipment information details below : -
► Docking Module : ► 1,600,000 S.C/UNIT
Docking Module
Cargo Space 5
Hit-Points 80,000
• Hardpoint Mount: Normal Carrier and Heavy Carrier
The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation.
This docking module may be fitted to any ship with sufficient hold capacity.
Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module.
To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.
• You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.
• When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.
• If the vessel with the docking module is killed, you will spawn 100k below the center of the map.
• To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
Docking Module
Cargo Space 5
Hit-Points 80,000
• Hardpoint Mount: Normal Carrier and Heavy Carrier
The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation.
This docking module may be fitted to any ship with sufficient hold capacity.
Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module.
To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.
• You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.
• When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.
• If the vessel with the docking module is killed, you will spawn 100k below the center of the map.
• To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
Docking Module
Here is some information on Docking Modules and the required commodities the factory will need to construct this item:
• Cargo Requirements: 5 Cargo space
• Hardpoint Mount: Normal Carrier and Heavy Carrier
• 2,500 Hull Panels
• 5,000 Industrial Materials
• 5,000 Robotics
• 2,500 Copper
• 2,500 Niobium
• 2,500 Molybdenum
Here is some information on Docking Modules and the required commodities the factory will need to construct this item:
• Cargo Requirements: 5 Cargo space
• Hardpoint Mount: Normal Carrier and Heavy Carrier
• 2,500 Hull Panels
• 5,000 Industrial Materials
• 5,000 Robotics
• 2,500 Copper
• 2,500 Niobium
• 2,500 Molybdenum
► Cloaking Device Mk1 (small) : ► 6,000,000 S.C/UNIT
► Cloaking Device Mk2 (medium) : ► 7,500,000 S.C/UNIT
► Cloaking Device Mk2 Advanced (large) : ► 10,000,000 S.C/UNIT
► Cloaking Device Mk3 (Transport) : ► 10,000,000 S.C/UNIT
Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device.
Cloaking Device Mk I (small)
• Cargo Requirements: 10
• Cargo Hold Limit: 120
• Time to Cloak when activated: 3 seconds
• Fuel Consumption Rate: 2 Light Batteries per second while the cloak is active
This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters .
Cloaking Device Mk II (medium)
• Cargo Requirements: 200
• Cargo Hold Limit: 900
• Time to Cloak when activated: 20 seconds
• Fuel Consumption Rate: 2 Light Clocking Device Batteries per second while the cloak is active
This device is suitable for mounting on Gunboats, and Cruisers.
Cloaking Device Advanced Mk II (large)
• Cargo Requirements: 450
• Cargo Hold Limit: 900-2199
• Time to Cloak when activated: 60 seconds
• Fuel Consumption Rate: 1 Light Clocking Device Batteries per second while the cloak is active
This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts.
Cloaking Device Mk III (transport)
Cargo Requirements: 600 + 2 for each battery
Cargo Hold Limit: 2200+
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 Heavy Cloaking Device Battery per second while the cloak is active
This device is suitable for mounting on transport ship.
• Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.
Here is some information on Cloaking Device and the required commodities the factory will need to construct this item:
- Cloaking Device Mk I (small)
7,500 Industrial Materials
7,500 Robotics
5,000 Super Alloy
5,000 Superconductors
5,000 Nanocapacitors
2,500 Bio-Neural Processors
5,000 Copper
5,000 Gold
5,000 Platinum
5,000 Xeno Relics
1,500 Azurite Gas
- - Cloaking Device Mk II (medium)
12,000 Industrial Materials
10,000 Robotics
7,500 Super Alloy
7,500 Superconductors
7,500 Nanocapacitors
5,000 Bio-Neural Processors
7,500 Copper
7,500 Gold
7,500 Platinum
3,500 Xeno Relics
3,000 Azurite Gas
- - Cloaking Device Advanced Mk II (large)
17,500 Industrial Materials
17,500 Robotics
10,000 Super Alloy
10,000 Superconductors
10,000 Nanocapacitors
7,500 Bio-Neural Processors
10,000 Copper
10,000 Gold
10,000 Platinum
5,000 Xeno Relics
5,000 Azurite Gas
- - Cloaking Device Mk III (transport)
17,500 Industrial Materials
12,500 Robotics
10,000 Super Alloy
10,000 Superconductors
10,000 Nanocapacitors
7,500 Bio-Neural Processors
10,000 Copper
10,000 Gold
10,000 Platinum
6,500 Xeno Relics
7,000 Azurite Gas
► Cloaking Device Mk2 (medium) : ► 7,500,000 S.C/UNIT
► Cloaking Device Mk2 Advanced (large) : ► 10,000,000 S.C/UNIT
► Cloaking Device Mk3 (Transport) : ► 10,000,000 S.C/UNIT
Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device.
Cloaking Device Mk I (small)
• Cargo Requirements: 10
• Cargo Hold Limit: 120
• Time to Cloak when activated: 3 seconds
• Fuel Consumption Rate: 2 Light Batteries per second while the cloak is active
This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters .
Cloaking Device Mk II (medium)
• Cargo Requirements: 200
• Cargo Hold Limit: 900
• Time to Cloak when activated: 20 seconds
• Fuel Consumption Rate: 2 Light Clocking Device Batteries per second while the cloak is active
This device is suitable for mounting on Gunboats, and Cruisers.
Cloaking Device Advanced Mk II (large)
• Cargo Requirements: 450
• Cargo Hold Limit: 900-2199
• Time to Cloak when activated: 60 seconds
• Fuel Consumption Rate: 1 Light Clocking Device Batteries per second while the cloak is active
This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts.
Cloaking Device Mk III (transport)
Cargo Requirements: 600 + 2 for each battery
Cargo Hold Limit: 2200+
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 Heavy Cloaking Device Battery per second while the cloak is active
This device is suitable for mounting on transport ship.
• Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.
Here is some information on Cloaking Device and the required commodities the factory will need to construct this item:
- Cloaking Device Mk I (small)
7,500 Industrial Materials
7,500 Robotics
5,000 Super Alloy
5,000 Superconductors
5,000 Nanocapacitors
2,500 Bio-Neural Processors
5,000 Copper
5,000 Gold
5,000 Platinum
5,000 Xeno Relics
1,500 Azurite Gas
- - Cloaking Device Mk II (medium)
12,000 Industrial Materials
10,000 Robotics
7,500 Super Alloy
7,500 Superconductors
7,500 Nanocapacitors
5,000 Bio-Neural Processors
7,500 Copper
7,500 Gold
7,500 Platinum
3,500 Xeno Relics
3,000 Azurite Gas
- - Cloaking Device Advanced Mk II (large)
17,500 Industrial Materials
17,500 Robotics
10,000 Super Alloy
10,000 Superconductors
10,000 Nanocapacitors
7,500 Bio-Neural Processors
10,000 Copper
10,000 Gold
10,000 Platinum
5,000 Xeno Relics
5,000 Azurite Gas
- - Cloaking Device Mk III (transport)
17,500 Industrial Materials
12,500 Robotics
10,000 Super Alloy
10,000 Superconductors
10,000 Nanocapacitors
7,500 Bio-Neural Processors
10,000 Copper
10,000 Gold
10,000 Platinum
6,500 Xeno Relics
7,000 Azurite Gas
► Cloak Disruptor Type-1 : ► 3,500,000 S.C/UNIT
► Cloak Disruptor Type-2 : ► 3,500,000 S.C/UNIT
► Cloak Disruptor Type-3 : ► 3,500,000 S.C/UNIT
Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type.
• Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ).
Cloak Disruptor Type 1
• Range: 3k
• Hardpoint Mount: Snubs, Transports, Gunboats.
Cloak Disruptor Type 2
• Range: 6k
• Hardpoint Mount: Destroyers, Cruisers and Battlecruisers.
Cloak Disruptor Type 3
• Range: 9k
• Hardpoint Mount: Battleships, Carriers and Dreadnoughts.
► Cloak Disruptor Type-2 : ► 3,500,000 S.C/UNIT
► Cloak Disruptor Type-3 : ► 3,500,000 S.C/UNIT
Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type.
• Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ).
Cloak Disruptor Type 1
• Range: 3k
• Hardpoint Mount: Snubs, Transports, Gunboats.
Cloak Disruptor Type 2
• Range: 6k
• Hardpoint Mount: Destroyers, Cruisers and Battlecruisers.
Cloak Disruptor Type 3
• Range: 9k
• Hardpoint Mount: Battleships, Carriers and Dreadnoughts.
Here is some information on Cloaking Disruptor and the required commodities the factory will need to construct this item:
- - Cloak Disruptor Type 1,2 & 3
7,500 Industrial Materials
7,500 Basic Alloy
5,000 Energy Field Equipment
5.000 Superconductors
5,000 Quantum Multiplexors
5,000 Bio-Neural Processors
5,000 Iridium
2,500 Optronics
- - Cloak Disruptor Type 1,2 & 3
7,500 Industrial Materials
7,500 Basic Alloy
5,000 Energy Field Equipment
5.000 Superconductors
5,000 Quantum Multiplexors
5,000 Bio-Neural Processors
5,000 Iridium
2,500 Optronics
► Jump Drive Series II : ► 5,500,000 S.C/UNIT
► Jump Drive Series III : ► 7,500,000 S.C/UNIT
► Jump Drive Series IV : ► 10,000,000 S.C/UNIT
Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.
Jump Drive Module Series II
The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 1,875,000
• Charge Time: 60 seconds
• Fuel Consumption : 420 nos Jump Drive Batteries.
• Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series III
The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 6,000,000
• Charge Time: 30 seconds
• Fuel Consumption Rate: 450 nos Jump Drive Batteries.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series IV
The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships.
•Cargo Requirement: 0
• Jump Type: Multi Ship
• Powercore Requirement: 4,500,000
• Charge Time: 225 seconds
• Fuel Consumption : 450 nos Jump Drive Batteries.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
Here is some information on Jump Drive and the required commodities the factory will need to construct this item:
- - Jump Drive Series II
10,000 Basic Alloy
7,500 Industrial Materials
7,500 Robotics
7,500 Super Alloy
7,500 Quantum Multiplexors
2,500 Energy Field Equipment
5,000 Platinum
5,000 Aluminium
3,500 Azurite Gas
2,500 Optronics
1,500 Xeno Relics
5,000 Silver
- - Jump Drive Series III
15,000 Basic Alloy
10,000 Industrial Materials
10,000 Robotics
7,500 Super Alloy
7,500 Quantum Multiplexors
5,000 Energy Field Equipment
7,500 Platinum
7,500 Aluminium
7,000 Azurite Gas
10,000 Optronics
3,000 Xeno Relics
7,500 Silver
- - Jump Drive Series IV
25,000 Basic Alloy
15,000 Industrial Materials
15,000 Robotics
10,000 Super Alloy
10,000 Quantum Multiplexors
7,500 Energy Field Equipment
10,000 Platinum
10,000 Aluminium
10,000 Azurite Gas
7,500 Optronics
5,000 Xeno Relics
10,000 Silver
► Jump Drive Series III : ► 7,500,000 S.C/UNIT
► Jump Drive Series IV : ► 10,000,000 S.C/UNIT
Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.
Jump Drive Module Series II
The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 1,875,000
• Charge Time: 60 seconds
• Fuel Consumption : 420 nos Jump Drive Batteries.
• Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series III
The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 6,000,000
• Charge Time: 30 seconds
• Fuel Consumption Rate: 450 nos Jump Drive Batteries.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series IV
The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships.
•Cargo Requirement: 0
• Jump Type: Multi Ship
• Powercore Requirement: 4,500,000
• Charge Time: 225 seconds
• Fuel Consumption : 450 nos Jump Drive Batteries.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
Here is some information on Jump Drive and the required commodities the factory will need to construct this item:
- - Jump Drive Series II
10,000 Basic Alloy
7,500 Industrial Materials
7,500 Robotics
7,500 Super Alloy
7,500 Quantum Multiplexors
2,500 Energy Field Equipment
5,000 Platinum
5,000 Aluminium
3,500 Azurite Gas
2,500 Optronics
1,500 Xeno Relics
5,000 Silver
- - Jump Drive Series III
15,000 Basic Alloy
10,000 Industrial Materials
10,000 Robotics
7,500 Super Alloy
7,500 Quantum Multiplexors
5,000 Energy Field Equipment
7,500 Platinum
7,500 Aluminium
7,000 Azurite Gas
10,000 Optronics
3,000 Xeno Relics
7,500 Silver
- - Jump Drive Series IV
25,000 Basic Alloy
15,000 Industrial Materials
15,000 Robotics
10,000 Super Alloy
10,000 Quantum Multiplexors
7,500 Energy Field Equipment
10,000 Platinum
10,000 Aluminium
10,000 Azurite Gas
7,500 Optronics
5,000 Xeno Relics
10,000 Silver
► Hyperspace Survey Module Mk1 : ► 250000000 S.C/UNIT
► Hyperspace Survey Module Mk2 : ► 350000000 S.C/UNIT
► Hyperspace Survey Module Mk3 : ► 400000000 S.C/UNIT
Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners.
Hyperspace Survey Module Mk1
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 800
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days (Length of time before the survey's coordinates are good for)
• Survey Accuracy: 60k
Hyperspace Survey Module Mk2
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 600
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 30k
Hyperspace Survey Module Mk3
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 400
• Powercore Requirement: 100,000
• Run Time: 1000 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 10-15k
Hyperspace Survey Module Mechanics
In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.
Code:
/survey
Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:
In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:
Code:
/setcoords <coords>
Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:
If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear:
Here is some information on Hyperspace Survey Module and the required commodities the factory will need to construct this item:
- - Hyperspace Survey Module Mk I
• 125,000 Reinforced Alloy
• 15,000 Industrial Hardware
• 15,000 Optronic Arrays
• 5000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk II
• 156,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 15,000 Optronic Arrays
• 10,000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk III
• 185,000 Reinforced Alloy
• 25,000 Industrial Hardware
• 20,000 Optronic Arrays
• 10,000 Quantum Arrays
• 20,000 Robotic Hardware
► Hyperspace Survey Module Mk2 : ► 350000000 S.C/UNIT
► Hyperspace Survey Module Mk3 : ► 400000000 S.C/UNIT
Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners.
Hyperspace Survey Module Mk1
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 800
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days (Length of time before the survey's coordinates are good for)
• Survey Accuracy: 60k
Hyperspace Survey Module Mk2
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 600
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 30k
Hyperspace Survey Module Mk3
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 400
• Powercore Requirement: 100,000
• Run Time: 1000 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 10-15k
Hyperspace Survey Module Mechanics
In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.
Code:
/survey
Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:
In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:
Code:
/setcoords <coords>
Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:
If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear:
Here is some information on Hyperspace Survey Module and the required commodities the factory will need to construct this item:
- - Hyperspace Survey Module Mk I
• 125,000 Reinforced Alloy
• 15,000 Industrial Hardware
• 15,000 Optronic Arrays
• 5000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk II
• 156,000 Reinforced Alloy
• 20,000 Industrial Hardware
• 15,000 Optronic Arrays
• 10,000 Quantum Arrays
• 15,000 Robotic Hardware
- - Hyperspace Survey Module Mk III
• 185,000 Reinforced Alloy
• 25,000 Industrial Hardware
• 20,000 Optronic Arrays
• 10,000 Quantum Arrays
• 20,000 Robotic Hardware
► Hyperspace Matrix Module Mk1 : ► 5,500,000 S.C/UNIT
Here is some information on Hyperspace Matrix Module and the required commodities the factory will need to construct this item:
15,000 Basic Alloy
10,000 Industrial Materials
10,000 Robotics
7,500 Super Alloy
7,500 Quantum Multiplexors
7,500 Nanocapacitors
5,000 Diamonds
5,000 Azurite Gas
5,000 Optronics
2,500 Xeno Relics
Here is some information on Hyperspace Matrix Module and the required commodities the factory will need to construct this item:
15,000 Basic Alloy
10,000 Industrial Materials
10,000 Robotics
7,500 Super Alloy
7,500 Quantum Multiplexors
7,500 Nanocapacitors
5,000 Diamonds
5,000 Azurite Gas
5,000 Optronics
2,500 Xeno Relics
Discord contact Nemo#4790. I have given my Discord address to facilitate communication and reduce the delay a bit.
Contact ship name is Sebastian_Difendorf, togo & akira and delivery ship name is Indigo.
SOLD DEVICE LIST | NUMBER OF SOLD QUANTITY |
Docking Module | 207 |
Cloaking Device Mk1 (small) | 122 |
Cloaking Device Mk2 (medium) | 36 |
Cloaking Device Mk2 Advanced (large) | 83 |
Cloaking Device Mk3 (Transport) | 25 |
Cloak Disruptor Type-1 | 19 |
Cloak Disruptor Type-2 | 20 |
Cloak Disruptor Type-3 | 19 |
Jump Drive Series II | 79 |
Jump Drive Series III | 63 |
Jump Drive Series IV | 63 |
Hyperspace Survey Module Mk1 | 7 |
Hyperspace Survey Module Mk2 | 43 |
Hyperspace Survey Module Mk3 | 23 |
Hyperspace Matrix Module Mk1 | 96 |
SOLD DEVICE LIST | NUMBER OF SOLD QUANTITY |
Docking Module | 8 |
Cloaking Device Mk1 (small) | 9 |
Cloaking Device Mk2 (medium) | 1 |
Cloaking Device Mk2 Advanced (large) | 2 |
Cloaking Device Mk3 (Transport) | 1 |
Cloak Disruptor Type-1 | 1 |
Cloak Disruptor Type-2 | 0 |
Cloak Disruptor Type-3 | 0 |
Jump Drive Series II | 12 |
Jump Drive Series III | 6 |
Jump Drive Series IV | 6 |
Hyperspace Matrix Module Mk1 | 5 |
Furnace Performance Thruster | 1 |
Bluebird Thruster | 2 |
Springrose Thruster | 0 |
Roseguard Shield | 0 |
Beserker Shield | 0 |
Frenzy Shield | 0 |
Prototype Components | 425 |