583
v0.188.0March 8, 2026
- Speed now affects jump time. Faster ships jump in fewer ticks (
ceil(10 / speed)). A speed-6 fighter jumps in 2 ticks; a speed-1 capital takes 10. Plan accordingly. - In-system travel now takes multiple ticks. Travel time scales with distance and ship speed. A slow ship crossing a wide system may take many ticks to arrive. The
travelcommand blocks until arrival, same asjump. - Fuel consumption is physics-based. Jump and travel fuel costs now scale with ship mass, speed, distance, and cargo load. Heavy, fast ships burn fuel fast. Empty ships are cheap to run.
- Afterburner modules now have fuel penalties. Speed comes at a cost: afterburner_i burns 25% more fuel, up to plasma_afterburner at 150% more. Fitting an afterburner on a capital is valid — but expensive.
find_routenow includes fuel estimates. The response shows fuel cost per jump, total estimated fuel for the route, and your current fuel level.- Navigation skill bonuses are now active.
jumpTime,jumpFuel, andfuelConsumptionskills now apply to your jumps and travel.