cf. How Jump works (Doulos version - DEPRECATED)

Misjumps

<aside> 💡 WAIT!!!! But, if jump drive is fueled by a pellet, where do they acquire those? How much do they cost??

This causes a problem with skimming a gas giant - it could not provide fuel for the jump drive. I think I'd better say they can manufacture the fuel pellets on board.

No, better yet, the jump drive draws off ten tons of fuel (per parsec) into a separate tank and then begins the reaction.

This is far from perfect but I can't think of something that makes more sense.

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<aside> 📝 How long does the drive take to reset?

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Here's how jump works in my world and we will go ahead and say that all you you know this conceptually and the scientifically-minded surely understand it more.

First, a jump course is programmed into the NavHelm.

Second, the jump is initiated when a fuel pellet is injected into the jump drive reactor the Jump Drive draws fuel into the Jump Drive Reactor. This begins a thermochemical reaction that, once started, can't be stopped - it will complete the cycle no matter what, which causes constantly increasing acceleration until a gradual depletion of fuel causes a gradual reduction of acceleration.

Ten tons of fuel are exhausted after about 140 hours (5 days, 20 hours), having traveled about 1 parsec. Twenty tons of fuel are required for a jump of 2 parsecs and the reaction ends after about 180 hours (7 days, 12 hours) A jump of three parsecs takes about 200 hours (8 days, 8 hours) and requires 30 tons of fuel.

Your Jump Drive is rated 3 and cannot travel further than that in a single jump.

All estimates are +/- 10 hours, so the bridge is manned at T-10 hours before estimated time of dropping out of Jump. Jump Exit Countdown timers are present all over the ship - they start automatically when the ship enters Jump

Outside communications/scans are not possible in Jump.

100 hours (4 days 4 hours)

120 hours = 5 days

140 = 5 days, 20 hours

160 hours (6 days 16 hours)

180 = 7 days, 12 hours