RETURN TO SWITCHBOARD                   6A. Ship Missions            
Return to Ships Sub-Menu   6B. Primary Enemy  
1. Introduction to VGA Planets   7. Minefields Sub-Menu   6C. Fix/Recycle Ships  
2. Race Information Sub-Menu   8. Combat Sub-Menu   6D. Cargo  
3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   6E. Movement  
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   6F. Ship Combat  
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides   6G. Ship Hull List  
6. Ship Information Sub-Menu   12. Add-on Information   6H. Ship Hulls by Race  
  6I. Special Abilities and FCs  
  6J. Ship Hulls by Hull and Race  
STARSHIP MOVEMENT:  
  There are several ways in which a Ship can move in VGA Planets.  
  The Regular Way:  
  Yep, that's right. Ships have Engines. And those Engines propel the Ship through space.  
  You knew that though, didn't you?  
  Ships require Neutronium (fuel) to power their Engines.  
  The Amount of fuel required to move a Ship is determinate upon the Ship's Mass, the tech  
  level of the Engines, the speed at which the Ship will travel, and the distance to be travelled.  
  The Mass of the Ship is the sum of its Hull Mass, Components Masses, Cargo Mass, and Fuel Mass.  
  The more Massive the Ship, the more fuel it takes to move it.  
  Ships with more than 89% damage (except Lizard (Race2) Ships) are unable to move.  
  Ships without fuel cannot move and cannot attack or be attacked.  
  The distance (in light years) a Ship will travel in a turn increases as a square of its warp factor.  
 
  Speed   Normal Distance Traveled   Gravitonic Ship Movement  
  Warp factor 1   1 light year   2 light years  
  Warp factor 2   4 light years   8 light years  
  Warp factor 3   9 light years   18 light years  
  Warp factor 4   16 light years   32 light years  
  Warp factor 5   25 light years   50 light years  
  Warp factor 6   36 light years   72 light years  
  Warp factor 7   49 light years   98 light years  
  Warp factor 8   64 light years   128 light years  
  Warp factor 9   81 light years   162 light years  
 
  Three Ships are equipped with Gravitonic Accelerators:  
  44 BR4 GUNSHIP  
  45 BR4 KAYE CLASS TORPEDO BOAT  
  46 METEOR CLASS BLOCKADE RUNNER  
  These three Ship Hulls travel twice the normal distance at no extra fuel cost.  
  When you move a Ship, you set a Waypoint (destination) and choose a warp speed for the Ship to  
  move. The faster the speed, the farther the Ship will travel in one turn.  
  A Waypoint can be any point in space. It can be a Planet, or it can be set to Intercept another Ship.  
  Your ETA (Estimated Time of Arrival) is the number of turns it will take to travel to the selected Waypoint at the currently  
  selected warp speed.   
  Ships complete their movement when the Host program runs, not when you do your turn. You will  
  see the results of the Ship movement after the Host program runs and you receive a new RST file.  
  The formula for normal movement follows:  
  Normal_x = rnd(warp^2/(way_x^2 + way_y^2) * way_x) - .5  
  Normal_y = rnd(warp^2/(way_x^2 + way_y^2) * way_y) - .5  
  NOTE: These formulas are correct for approximately 90% of movements   
  Alternatively:  
  First, determine the ship's major direction. Put quite simply, see if it set to move more in the east or west (X)   
  direction, or more north or south (Y). If the waypoint of a ship, relative to it's current position, is 50 lightyears   
  south and 40 lightyears west the major direction is south. The minor direction is south.  
  The distance travelled in this major direction is   
  INT [ (warp^2 * major direction) / sqr (major direction^2 + minor direction^2) + 0.5]  
  The distance travelled in the minor direction is   
  INT [ movement in major direction * (minor direction / major direction) + 0.5 ]  
  Last but not least, add or subtract (movement south and west leads to coordinates with a lower X and Y value)   
  the lightyears calculated from the ship's current coordinates.  
  Note: The INT function rounds a number down to the nearest integer. INT (5.99) = 5 and INT (-2.99) = -3  
  Fuel Cost:  
  The exact fuelconsumption calculations in Host 3.22.026 are as follows:  
  The distance from your current location to your waypoint is calculated and then rounded down to the nearest integer:  
  distance = INT [SQR ( (Xwaypoint-Xship)^2 + (Ywaypoint-Yship)^2 ) ]  
  The maximum length of movement is determined by your warpsetting:  
  maxtravel = warp^2 (gravitonic accelerators: maxtravel = warp^2 * 2)  
  If the distance to your waypoint is longer than the maximum travel (based on your warpsetting), you'll only travel the  
  maximum distance allowed by your warpsetting. The following formula is then used to calculate the amount of fuel burned:  
  fueluse = INT [fuelfactor * (TRUNC (mass/10) )  / 10000 ]  
  (note: "fuelfactor" in this formula is a value based on the engine's specs and the warpsetting, for default values see table below)
  If the distance to your waypoint is shorter than or equal to the maximum travel based on your warpsetting, the following   
  formula is used:  
  fueluse = TRUNC [fuelfactor * ( TRUNC (mass/10) ) * ( (TRUNC(distance) / maxtravel) / 10000 ) ]  
  (note: "fuelfactor" in this formula is a value based on the engine's specs and the warpsetting , for default values see table below)
  In case the fuel needed for your travel is more than you have onboard, you only move as much of the journey as your fuel allows:
  movement = distance to waypoint * (fuel onboard / fueluse)  
  Or in plain English: you move a fraction of your desired distance, equal to the fraction of fuel you have compared to the fuel   
  you'd need for the entire desired distance.  
  Fuelconsumption while towing another ship  
  As can be seen above, in the fuelconsumption formulas a ship's mass gets divided by 10 and rounded down to the nearest   
  integer before being processed. The same happens with the mass of towed ships. The difference between having for   
  instance 299 kilotons of cargo on a ship and towing a ship with a total mass of 299 kilotons is as follows: On a ship   
  with 299 kilotons of cargo, the mass of the cargo is first added to the ship's mass, then the total is divided by ten   
  (effectively adding 29.9 from the cargo) and then that total is truncated. When towing a ship of 299 kilotons, that ship's   
  mass is first divided by 10, then truncated and only then added to the towing ship's mass - effectively only   
  adding 29 kilotons.  
  Default engine specs / values for "fuelfactor":  
  Eng Slot   Warp Factor  
  1 2 3 4 5 6 7 8 9  
  1   100 800 2700 6400 12500 21600 34300 51200 72900  
  2   100 430 2700 6400 12500 21600 34300 51200 72900  
  3   100 425 970 5400 12500 21600 34300 51200 72900  
  4   100 415 940 1700 7500 11600 24300 31200 72900  
  5   100 415 940 1700 2600 10500 14300 23450 72900  
  6   100 415 940 1700 2600 3733 12300 21450 72900  
  7   100 415 940 1700 2600 3733 5300 19450 42900  
  8   100 400 900 1600 2500 3600 5000 7000 42900  
  9   100 400 900 1600 2500 3600 4900 6400 8100  
  The above table differs from the more commonly known "fuel burned per kiloton per lightyear travelled" tables.   
  When you divide the values above by warp^2 for each cell, you'll get the 'more commonly known values.  
  Movement Without Fuel:  
  If this HConfig setting is set to YES, then a Ship without fuel can move a very short distance that is  
  determined by the Ship's mass.  
  Towing:  
    A Ship with multiple Engines can tow another Ship. That means that the other Ship will travel with the   
      towing Ship, while expending no fuel to do so. (because the towing Ship expends enough fuel for both Ships)  
  Towing is a Ship Mission and it allows Ships with two or more Engines to tow another ship.  
    There are several reasons to tow Ships:  
      To take an enemy Ship to your Starbase and force it to surrender.  
      To conserve fuel on the Ship being towed.  
      To protect the towed Ship from Minefields. (A Ship under tow cannot be hit by Mines)  
      A Ship with a Gravitonic Accelerator moves twice as far as normal and therfore, can tow  
      larger Capital War Ships into combat situations much faster.  
      To pull an unsuspecting enemy Ship away from safety and into the attack range of your Capital Ships.  
      I'm sure there are more reasons, but I just cannot think of them right now.   :)  
  Ships with one Engine cannot tow another Ship (Hconfig).  
  A Ship with one Engine can always be towed by a ship with two or more Engines  
  A Ship trying to break tow will do so if its warp factor is higher and it’s Waypoint is set to more than one turns movement rate.  
  Two Ships trying to tow each other will cancel each other out unless one has a higher warp setting, in which case that   
  Ship will win and successfully tow the other.  
  A 'losing' Ship will be towed and its mission gets reset from 'Tow X Ship' to 'Tow' .  
  If a Ship trys to tow and fails, its warp speed is reset to 0.  
  If a Ship has less than 25 KT of fuel, it will not be able to break tow.  
  The towing Ship will expend fuel based on the Mass of both Ships involved. (the towing Ship and the towed Ship).  
  Hyperjumping:  
  Several Ship Hulls are equipped with a Hyperdrive.  
  HULL SLOT 51 (B200 CLASS PROBE)  
  HULL SLOT 77 (PL 21 PROBE)  
  HULL SLOT 87 (FALCON CLASS ESCORT)  
  These Ships can Jump 350 light years by expending 50 KT of fuel simply by setting their Friendly Code to HYP.  
  The Ship must set a Waypoint at least 21 light years away and set Warp Speed to at least 1.  
  Ship jumps 350 light years and burns 50 KT of fuel.   
  Hyperjumping Ship cannot have Mission set to Intercept and cannot be towing or towed.  
  Hyperjumping Ship will avoid Minefields.  
  After Hyperjumping, the Ship will have a Speed of 0 and no Waypoint set.  
  A Hyperjumping Ship can specifically set a Waypoint between 340 and 360 light years. The Ship will jump to that exact Waypoint.  
  The formula for Hyperjump movement follows:  
  final_x = ERND(x+350*dx/ERND(sqrt(dx^2+dy^2)))  
  final_y = ERND(y+350*dy/ERND(sqrt(dx^2+dy^2)))  
  NOTE: ERND() is a rounding function which rounds normally to the nearest integer, except when the number to be  
  rounded ends in exactly 0.5. Then, it rounds to the nearest even number, e.g. 8.5 rounds to 8 and 9.5 rounds to 10.  
  The innermost ERND() can be just a simple RND() (round to nearest integer) since the square root of an integer will  
  never end in 0.5.  
  Chunneling:  
  One Ship Hull has a Chunnel Device installed within it.  
  HULL SLOT 56 (FIRE CLOUD CLASS CRUISER)  
  This Ship can initiate a Chunnel and move to another Ship of this same type.  
  The moving Ship must set its Friendly Code to the ID # of the target Ship.   
  Both the moving Ship and the target Ship must have Speed set to 0.  
  Chunneling Ship must have at least 50 KT of fuel. Chunneling burns 50 KT of fuel. Target Ship must have at least 1 KT of fuel.  
  If a Chunneler is being towed, it cannot Chunnel. However, if the towing ship runs out of fuel, the Chunneler can Chunnel  
  that same turn. A Chunneler cannot tow another Ship while Chunneling.   
  The range is minimum 100 light years and maximum 5000 light years. (Misprint - actually the minimum is 10 light years)  
  All other Ships at same location as Chunneler are pulled through also. Enemy Ships can also 'Chunnel' if:  
  They are cloaked OR They have no fuel OR Their Speed is 0 OR They have same FC as Chunneling Ship.  
  All Chunneling Ships have no shields after Chunneling. All Cloaked Chunnelers remain Cloaked.  
  Warp Wells:  
  Planets exert gravity and any Ship within 3 light years of a Planet will be pulled to the Planet's location.  
  Ships doing an exact Hyperjump that end up within 3 LY of a Planet will not be affected by the Warp Well.  
  Ships with a Warp Speed of 1 will not be affected by the Warp Well.  
  A Ship Intercepting another Ship that is not affected by the Warp Well will also not be affected.  
  This has been changed by Host 3.22.043. Now Intercepting Ships are affected by Warp Wells if their warp speed is greater than 1.
  Ion Storms:  
  This isn't the type of travelling you want to engage in.  
  Ion storms come in different varieties. By varieties, I mean strength. The stronger the Ion Storm, the more dangerous  
  the Storm is.  
  Ships will be caught up in an Ion Storm and will move along with it if the Storm is powerful enough.