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Jump Drive

Category: Functional Component
Status: Functional

Fits large ship and station
Mass: 36,580 kg
Capacity: 3 MWh
Power: -32 MW
Range: Base: 2,000,000 m

Data Controls: [edit] [purge] (?)
2016-1482214659.

Jump Drive , Beta 1.166 12/19/2016

The Jump Drive is a block that allows a mobile large-grid vessel to teleport (that is, travel instantaneously) long distances in space.

Multiple Jump Drives add to the maximum distance -- or allow multiple jumps in quick succession.

  • If you have several Jump Drives, choose to switch all on for the maximum jump range, or switch one/some off for multiple small jumps.
  • The "Jump" action is not available for grouped Jump Drives in the Tool Bar. This is because each Drive could be set to a different target/distance.
  • When you trigger one Jump Drive, it discharges all Drives that are switched on and fully charged, and jumps to the target/distance configured in that one Drive. The energy consumed depends on the distance jumped.

Remember, to keep one charged Drive unused as backup --to jump back out in an emergency-- switch it off before jumping.

Construction[]

This large-grid block is 2x3x3 blocks in size and it works the same no matter where on the ship you put it or which way round it faces. It requires a charge of 3MWh, so make sure the ship can store or generate that much power.

The Jump Drive’s components can only be produced in an advanced Assembler and you'll need a large amount of gold and silver ingots, so expect to only be able to afford this block later in your game.

What happens to Passengers and Docked Ships?[]

  • Players sitting in cockpits or seats, holding on to ladders, or resting in beds or cryochambers, will teleport with the jumping ship.
  • Free floating or free standing engineers --or boarders!-- will be left behind unless they are now mag booted or using artificial gravity to stay on the ship, this is due to an update.
  • Docked ships and vehicles that use Connectors or magnetic Landing Gear count into the total mass and will jump with the mothership.
  • Loose grids and floating components are left behind.

How to Jump?[]

There are two ways to aim the jump:

  • Either target a specific location,
  • or jump “blindly” for a specific distance.

Targeted jumps mean faster travel, but blind jumps come in handy to avoid sudden attacks or when approaching an unmapped location for the first time.

Before attempting a jump:

  • Verify that the Jump Drive is 100% charged.
  • If you have several Jump Drives, decide which ones to switch on (to increase the jump distance) or off (to recharge and as emergency backup).

How to jump:

  1. Open the Jump Drive's Control Panel.
  2. Configure the jump using one of these methods:
    • To jump to a target, select either GPS coordinates or a Beacon from the list in the Jump Drive's settings.
    • To do a blind jump, click "Remove" to clear any previous target, and select a distance between 5km and 2000km (times the number of charged drives) from the slider.
  3. Press 'G' and add one Jump Drive block's "Jump" action to the ship's Toolbar.
  4. Disconnect the jump ship from its hangar/dock, if applicable.
  5. Verify whether the crew is seated and carried ships are properly docked.
  6. If it's a blind jump, turn the ship to face into the blind jump's direction.
    If you have selected a target, the target overrides the blind jump, no matter where the cockpit is facing.
  7. Lastly, activate your "Jump" toolbar slot. A dialog will show you details: Click YES to jump or NO to abort.
    Jump-drive-dialogs

    Two examples of a Jump Drive’s pre-jump dialog showing the distance.

  8. Expect a ten second countdown.

Vessel movement is not required to jump. If the vessel is moving, however, the momentum does not change and the ship will continue moving after the jump. Consider this before crashing into an asteroid on arrival.

Limitations[]

  • Jump Drives cannot jump if the line of sight is blocked by a planetary body or asteroid.
  • Jump Drives cannot jump in or out of natural gravity wells. However, there have been occurrences of Jump Drives jumping vessels into the middle of hollowed out asteroids. If you receive a gravity warning, you must either travel further away from a planet/moon, or (if you are in zero g) select a shorter jump distance before trying again.
  • If the target GPS or beacon are closer than 5 km, the jump drive will show a warning dialog and will not engage.
  • If you attempt to jump with only partial charge, the jump drive will show a warning dialog and will not engage.

If the total mass of your ship including cargo exceeds 1'250'000 kg, your effective maximum jump distance will decrease.

How to postpone or cancel a jump?[]

During the countdown, press the "Jump" shortcut from the toolbar again. The same dialog will appear, where you can select "No" to abort. If you click "Yes", it will restart the 10 second countdown, which may buy a dawdling team member enough time to get seated, in which case you might not need to abort.

Energy Management[]

Jump Drives have priority when charging, which means they will consume the power first before batteries, thrusters, and  Gyroscopes will receive power.

All Jump Drives present will proceed to hog power until fully charged. If the power drain is detrimental to essential ship functionality, use the Jump Drive's "Recharge on/off" toggle to temporarily pause charging.

Maximum stored power inside a jump drive is 3 MWh, which corresponds to, for example, burning ~3 kg of Uranium Ingots in a reactor.

Is this drive charging?[]

Check the status light colours to get information about the charging status.

  • red — the Jump Drive has no power.
  • yellow — the Jump Driving is charging, but not ready yet.
  • green — it's charged and ready to jump.

If you cannot select a jump distance beyond 5km, that is also a hint that the drive is not charged yet.

Best Practices[]

If you want to jump further than your maximum range, make the shorter jump first. This way the drive recharges faster while you are enroute in unknown territory. If you make the maximum jump first, then you would need to wait longest in the middle of the trip, and you could be stuck there with no way to quickly escape pirates. If you are jumping into friendly or allied territory, you can afford to shift the longest wait to after the final jump when you can recharge at the allied base.

Example: If your max jump range is 2000 km, and you want to jump to a friendly station 2500 km away, then first make a partial jump of 500km, recharge quickly, then jump 2000 km, dock, and let it fully recharge at the station.

If jumping into battle or in dangerous territory, several small jumps are better than a large one. You recover faster from a small jump and it typically gets you out of immediate danger. Don’t get caught by enemies with a discharged Jump Drive only because you were rushing.

Recipe[]

 Jump Drive
ComponentLarge Ship/Station
Required
Large Ship/Station
Optional
Small Ship
Required
Small Ship
Optional
 Construction Comp.40
 Computer300
 Superconductor1000
 Power Cell120
 Detector Components20
 Gravity Comp.20
 Metal Grid50
 Steel Plate4020

Types of Manoeuvring Blocks[]

  • Jump Drives (this page)


Blocks

Functional Blocks

Cockpits & Control
 Cockpit,  Fighter Cockpit,  Control Station,  Flight Seat,  Helm,  Saddle Cockpit,  Saddle Cockpit Compact,  Cab Cockpit,  Buggy Cockpit,  Rover Cockpit,  Passenger Seat,  Control Panel,  Control Panel Pedestal,  Vertical Button Panel,  Sci-Fi One-Button Terminal,  Sci-Fi Four-Button Panel,  Sci-Fi Control Panel, ( Inset)  Button Panel,  Button Panel Pedestal,  Remote Control,  Custom Turret Controller

Automation
 Sensor,  Timer Block,  Programmable Block,  Event Controller,  Emotion Controller,  AI Basic,  AI Flight,  AI Defensive,  AI Offensive,  AI Recorder

Communication
 Antenna,  Beacon,  Round Beacon, ( Top Mounted)  Camera,  Laser Antenna,  LCD Panel,  Corner LCD,  Text Panel,  Wide LCD Panel,  Transparent LCD,  Sci-Fi LCD Panel,  Holo LCD,  Inset LCD Panel,  Sloped LCD Panel,  Curved LCD Panel,  Ore Detector,  Sound Block

Defense & Offense
 Decoy,  Gatling Gun,  Gatling Turret,  Interior Turret,  Rocket Turret,  Reloadable Rocket Launcher,  Rocket Launcher,  Artillery,  Autocannon,  Artillery Turret,  Autocannon Turret,  Railgun,  Assault Cannon,  Assault Cannon Turret,  Target Dummy,  Warhead,  Explosive Barrel

Power
 Battery,  Small Battery,  Large Reactor,  Small Reactor,  Solar Panel,  Colorable Solar Panel,  Hydrogen Engine,  Wind Turbine,  Twin-Blade Wind Turbine

Life Support
 Medical Room,  Corner Medical Room,  Survival Kit,  Cryo Chamber,  Inset Cryo Room,  Oxygen Farm,  Interior Light,  Offset Light,  Spotlight,  Offset Spotlight,  Inset Light,  Air Vent ( Full),  Air Vent Fan ( Full)

Mobility
 Gyroscope,  Atmospheric Thruster,  Ion Thruster,  Hydrogen Thruster,  Parachute Hatch,  (Short)  Wheel Suspension 1x1,  (Short)  Wheel Suspension 2x2,  (Short)  Wheel Suspension 3x3,  (Short)  Wheel Suspension 5x5,  Offroad Wheels

Mining & Manufacturing
 Basic Refinery,  Refinery,  Basic Assembler,  Assembler,  Drill,  Grinder Block,  Welder Block,  Projector,  O2/H2 Generator,  Oxygen Farm,  Yield Module,  Power Efficiency Module,  Speed Module

Storage
 Large Cargo Container,  Medium Cargo Container,  Small Cargo Container,  Oxygen Tank,  Hydrogen Tank,  Store,  Contracts Block

Inventory Management
 Connector,  Small Connector/Ejector,  Collector,  Conveyor Junction,  Conveyor Tube  (Reinforced),  Curved Conveyor Tube  (Reinforced),  Conveyor Tube T Junction  (Reinforced),  Conveyor Sorter;  Small Conveyor,  Small Conveyor Tube  (Reinforced),  Small Curved Conveyor Tube  (Reinforced),  Small Conveyor Tube T Junction  (Reinforced),  Small Conveyor Sorter;  Conveyor Frame,  Conveyor Converter

Mechanical Blocks & Gravity Control
 Advanced Rotor,  Rotor,  Piston,  Hinge,  Landing Gear,  Magnetic Plate,  Merge Block,  Artificial Mass,  Gravity Generator,  Spherical Gravity Generator,  Safe Zone