Star citizen quantum travel times The 400i is likely the fastest to leave Orison and quantum travel to Microtech with an XL-1 quantum drive. Members Online _GhostSpider_ People have mentioned orbital markers, but if you are on a planet and set course to something else on the same planet. The only exception is quest items like black boxes and the like which tend to stay. Enjoy and stay tuned ! https://www. Members Online New Volumetric Clouds VFX Update for "Very High" settings. However, Star Citizen's implementation of travel is vastly different to that of other games. Published here: https://quantumtravel. You have full Nav Mode access (except for initiating Quantum Travel). Aug 6, 2018 · Bugged out and I spawned from the 300i bed. I've imported keybindings from Subliminal & Buzzkiller to get them working. Compared to many games, 15 minutes is a lot of downtime (which is what it is at the moment) 15 minutes of travel time irl cannot be directly compared to video games. This is a video game. During Quantum Travel the ship is basically stationary and the space/time is being warped around the ship to allow it to traverse whatever distance. The quantum drive was capable of achieving 1/100 the speed of light. The rest of the OM markers are around the equator. As you can see I have Nav Speeds available to me. Members Online YouTubers with several times the referrals needed for a Javelin still sharing their codes doesn't feel right. Explore the outer reaches of space with unprecedented speed and accuracy. 3 Known Issues; Pledge Items Lost on Death; Emergency Rescue Beacon Keybind Issues; In-Game Character Issues; Missing Ship and Personal Equipment; Spectrum is Showing a Blank Page; Ground Vehicles and Initial Spawn Points; mobiGlas Issues and Troubleshooting; Character Creation Issues The reason why we made heat as well as Quantum Matter the driver of the Quantum travel time / distance is that it allows players to make choices in how they configure and set up their ship. Jul 28, 2023 · Experience a new level of interstellar travel with the Star Citizen Quantum Drive no power module! This cutting edge technology leverages advanced propulsion systems to enable faster-than-light travel. Push your explorations further than ever before and make your mark on the galaxy! This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. Any ship that is within the bubble will be knocked out of Quantum travel, and ships passing through will be pulled out of quantum travel as well. ------------------------ Sep 13, 2024 · Quantum travel is a method of rapid space travel in the game Star Citizen, enabling players to traverse vast distances in a short time. Not for anything specific, I just find myself flying across the system multiple times a session and wondered what's the fastest way to do it. May 10, 2023 · All ships in Star Citizen feature Quantum Travel, though the amounts of fuel consumption and fuel capacity are different from one ship to another. Engaging the Quantum Snare requires significant charge-up time, and maintaining the snare requires a lot of power while generating large amounts of heat. Sketto from Star Citizen bug council found the following workaround which I have been testing and it seems to work: Once you're in quantum travel, go in 3rd person and just look back with the free cam and wait until you arrive to your destination. 2c - 0. Scott Childress and his team on May 3, 2075, the Quantum Core Engine allowed travel at 1/100th the speed of light. Yeah and there's something else too. 1049749 r/starcitizen • Non-Quantum Trip Log 05. Perhaps the most ambitious game of all time. If you power it back up before you end travel at your destination, then you can spool back um in the same time as normal A little something I've been working on for quite a while. But here's a selection of some "small" ships (all using s1 quantum drives; I don't think there are any s2-quantum-drive ships that have a fast claim time) that have above-average quantum fuel capacity according to hardpoint. Members Online Anvil F7 MkII - Rise Above Oct 31, 2022 · Hello Citizens!Today I'm going to show you how to quantum as a party and some other features of quantum travel. I can shoot my weapons but that is it (no accelerating or turning, unresponsive). Once both are ready hold B for like 2 to 3 seconds and you start quantum travel towards your destination. com/ Current build data: Patch 3. I Agree with you, During long travel time in cars I also am kinda bored, i turn on music ( maybe add in spectrum-radio, or podcasts of our favourite Citizens who do in-game shows ) , and I certainly do not want to get them shortened , the game should feel like a real simulator, it just takes more time. Trying to do the bounty hunting license mission and need to travel to a moon that's too far away to fly to at 1km/sec so I need to quantum drive. I prefer interacting with the cargo, as I find it more enjoyable than just flying from point A to point B, buying and selling cargo without even touching it. Total time from hangar to hanger is probably around 8-9 minutes. If they allow blind QT, then I think they need to eventually implement some game systems by which others (pirates, bounty hunters, naval) can monitor and track qt travel in real time. While some vehicles are not capable of quantum travel (such as the Argo MPUV and Kruger P-Series), the vast majority of spacefaring ships do come factory-equipped with a quantum drive. Currently the 'verse seems to think that some pilots wish to take the scenic route and it is sending their ship in a very wrong direction away from their intended destination. The old way, the way of the Atlas is gone. Mind you, my QD is fully spoiled and calibrated just no markers to fly too Any help would be great. So we take 240. 3 s: disconnect range: 69893 km: speed: 295000 km/s: stage one acceleration: 2160000 m/s²: stage two acceleration: 13900000 m/s² yeah mouse1 is left click, I've already set my HOSAS keybinds but I think its cuz I have more buttons than your thrustmasters. Members Online Server Crash Recovery working in TECH-PREVIEW! 🥳 6 days ago · Star Citizen Wiki is an unofficial wiki dedicated to Star Citizen and Squadron 42. Since the launch of 3. You can QT around the planet it looks weird because you will be pointing your nose straight through the planet when spooling the drive, but once you begin traveling the ship will orientate and go around the planet. Different drives of different classes (Civilian, Industrial, Military) and grades (A, B, C) within those classes are supposed to provide different acceleration times for both Phase 1 and Phase 2 accelerations during a Quantum Travel segment, that's the entire reason there are different drives in the first place: if every Drive including the The Endurance is the Power Supply, the Expedition is the default Quantum Drive in the Titan and it has a 5 second spool up time vs 1. From there, use the mouse to select a destination. The paper can be downloaded from my Gitlab repo: https://gitlab. Actual in game tests show the acceleration of drives can very greatly from this acceleration value resulting in longer than expected travel times. Created with Fabric. For the shorter spline jumps, you’re looking for a drive with a slow stage 1 acceleration, or minimum jump distance To be able to stop mid jump during a spline jump. 23 doesn't really have crazy new things to do since cargo/hangars/freight is being pushed back to a 3. -Squadron 42 Update "Bigger the ship, faster the drive" is outdated now. 66 s: disconnect range: 34693 km: speed: 282000 km/s: stage one acceleration: 4200000 m/s²: stage two acceleration: 18500000 m/s² Omg!! This fucking happens to me regularly in an avenger. So, while many complain about the long travel times - CIG must balance those travel times against the future game play mechanics for other player wishing to be bounty hunters, pirates, etc. js 3. A drive that scores 25 in travel takes 4 times longer than one that scores 100 and twice as much as one that scores 50. 75 for the VK-00. I always expected QT to be near instant, with the majority of the travel time being within the planetary area itself. For examples I will use S1 in a Banu Defender, S2 in a 600i and S3 in a Carrack. It's kind of like a satellite dish for TV, it'd lose the signal and have to reaquire it, but on this scale it'd be down for a long time. Even in Stanton, the QT times now are MUCH shorter then they were a few years ago. Im trying to quantum travel and for some reason none of the markers or places to travel too don’t appear. The time os calculated in Minutes. Any ideas on what the problem could be? Thanks in advance Specs Rtx 3080 i5 12600k 32gb ram Nvme ssd 1000w Corsair psu Quantum travel seems super long right now because none of the supporting gameplay to occupy your time during long trips is in the game. Tool to compare quantum travel times for Quantum Drives between various locations in Star Citizen. Brand new day 1 player here. The route is plotted. 94c. Members Online DizzyExpedience The comments here describe the distances better. Not at the moment. Aug 7, 2020 · The whole notion of deep space exploration has to be predicated upon long travel times. 2c Travel Time lookup charts Ok, so how does this play out then for a variety of distances? Below are three charts of the top S1 drives (my personal selection). Sep 20, 2022 · Exploring the immense scale, beauty and freedom of Star Citizen. This site is not endorsed by or affiliated with the Cloud Imperium or Roberts Space Industries group of companies. I've noticed that, regardless of what ship I use, the boxes I move manually from wrecks into my ship interior disappear the second I quantum travel. Calibration time is the same for all S1 drives. The Quantum Drive is allowing the ship to Quantum Travel at the speeds we used to have in SCM prior 3. In addition, the higher reputation level you are, the greater payment you receive on travel time, since equivalent contracts that let you QT can be completed faster for a higher Star Citizen Wiki is an unofficial wiki dedicated to Star Citizen and Squadron 42. 300 km and is likely intended as a drive for carrier-based ships and not long range travel, i recommend avoiding this drive unless you plan on staying in a single moon or planet. not to mention it was a rental. then I expect at the bare MINIMUM 14 minutes of playable content at the mission location itself. 2 approaches! This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. regalpudding. I’ve had a few as well that I had to fly to it from around 300kms. 66 s: disconnect range: 34693 km: speed: 282000 km/s: stage one acceleration: 4200000 m/s²: stage two acceleration: 18500000 m/s² I haven't seen official numbers (at least not ones published recently). Results should be within a minute-ish of actual in game times. They start out accelerating slowly, then at a certain point they go through a 2nd stage of acceleration that's faster until they reach max speed. -En este vídeo les explicare como usar de manera sencilla el viaje quantico o quantum travel como seria en ingles. Travel to a moon almost always requires travel to its parent planet first. This has been proven in many games. Right now, when you initiate quantum settings, you're shown the POIs that are available. See full list on support. Meaning that to get to that jump point, WITH Quantum Travel, would takes ages. This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. Welcome to the Xenoblade Chronicles X Community BLADE Recruit! Xenoblade Chronicles X, known in Japan as XenobladeX (Japanese: ゼノブレイドクロス Hepburn: Zenobureido Kurosu?, pronounced as "Xenoblade Cross"), is a science fiction, action role-playing video game developed by Monolith Soft and published by Nintendo for the Wii U home video game console. Members Online EpicYork Just start a Quantum Travel that aligns your path through his marker and his Interdiction Field will pull you out of Quantum Travel right there with him. Down the road I hope they add the ability to actually change direction while in quantum as well as changing speed to affect stealth. x patch, however I'd still recommend going to the new distribution centers, searching for the Kopions and the Maroks (on MT and Hurston), hopefully able to use Star Citizen Alpha 4. It is enough of a time consumer that many pop up to complain about long travel times. I’ve tried everything that YouTube says when it comes to the QD problems, but I can’t even find a marker in space to to QD too. The SRV should have its QT towing power increased to allow it to move any medium ships in quantum travel solo. 8, the fastest quantum drive in the game was the size 1 VK-00, which goes 283 million meters per second, or 94% the speed of light, and it was available at either GrimHex or Arc-L1 for 43,300. Members Online SleepyCasualGamer This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. 13 we observerd increased server performance and increased reliability of the Snare) so try to stay at places where your targets travel at slow speeds (e. Fig3: Travel time vs distance, compilation of top S1 drives So I just got the premium VKB Gladiator NXTs (both left and right). I'm working on a quantum travel calculator for the new changes in 3. It seems like the 0. has this ever This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. Below I think I got the basics of qt down but this one specific mission which was to retrieve some stolen cargo was like 1,000KM away (in space) from the station I was docked at, however I couldn't qt to the mission marker, instead I was able to qt to the closest planet which put me around 750KM away from the mission marker, yet I couldn't qt there. This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO… We go through the big meta changes to quantum travel and times in the 4. I reckon in gameplay terms that qualifies as ages. OM-1 is over the North Pole, OM-2 is over the South Pole. " message. 0 Star Citizen PTU and how they will effect your travel times in Star Citizen. They do not instantly reach their max speed. I can't get my QD work after being robbed by a space pirate :( no matter what I do the QD status just stays stuck in "NO POWER" Fuel is full as you… Spline jumps arent a full orbit and are used with your quantum drive and are much faster. Members Online Jaydersh If the place you need to go to is on the other side of the planet, the QT system can be finicky. Oct 9, 2024 · The data is in and now let's take a look at the new quantum travel overhaul in detail. 3c lore numbers might have scaled up to 0. Malogos hasn't updated his spreadsheet for a few patches, but in 3. Had it happen to me and a couple friends fairly reliably every time we swapped one, the only way to get it back was to press that power button. But OP the best way to get to those bounties fast is just quantum to an OM that’s close or bunker and then fly the rest of the way. If Roberts wants people to wait some time in QT, make it between star systems. The only way that exploration makes sense, is if you are specially equipped to go where others cannot, and that requires lengthy travel times. Taking into account; claim time, getting to the cockpit, leaving hangar, QT time (and which QT drive), in atmo flight and landing on a planet/moon. Atmosphere Exit Times. In the future there will be something called a quantum boost that allows you to freely travel moderate distances at fairly high speeds, but that's still just in SQ42 for now. This is the subreddit for everything related to Star Citizen - an up and… Currently, ships in quantum can travel at speeds up to 0. For some odd reason when you swap a new quantum drive in it starts its first time off with no power. 0-LIVE. PIPS & DPS Calulator v3. If one person can refute my argument, I will concede defeat. The siren drive only has a range of 728. This is especially true of size 1 drives. Unfortunately I already tried that. games. 6. In Ellis, one of the Jump Points is like 100 AU out. 2 c, it's 2 hours 40 minutes, WITH Quantum Travel. One is pertaining to quantum travel and the other to the time it takes to escape the atmosphere on planets and moons: Quantum Travel Times. I backed a good long time ago and never really paid much attention to the game until recently. 398K subscribers in the starcitizen community. It seems like spool time might be included since it looks like the curves start at slightly different times, but it's kind of hard to tell. No. 15-25 minute travel times were the norm. Quantum Travel to Certain Orbital Markers is Sending the Ship in the Wrong Direction Quantum Travel is one of the best ways to traverse the vast expanse of the 'verse. First: Clear any existing routes set in mobiglass & make sure you are not still on cooldown. Members Online MetallSimon Players liked the immersion and realism of the time it takes to quantum travel and the importance of distance when it comes to gameplay. It's the last functionality update until automated gimbals in 3. 94c, or 94% of the speed of light (as seen on the VK-00 drive reaching a speed of 283,000 km/s), when traveling long distance. Press B, align with a target (or press F2 and choose a target there before you press B). Depends if youre trying to stop during stage 1 acceleration or stage 2. Answer is they wouldn't be able to do so - UNLESS, your quantum travel takes enough time to allow for those actions to occur. At least now my gameplay loop will have more interaction than just spending 95% of the time in quantum travel. I’ve definitely clicked open canopy by accident but I’ve also been randomly chucked out while in QT and also while alt-tabbed about 3 times now since 3. Maybe smaller hulls, interceptors, scouts can enter QD a little bit faster where the bigger medium or capitals might take a bit more to spool up. but there are some things ingame that are a bit of a bugbear for me, one of them being quantum Large ships - less agile on impulse, slow local quantum travel (due to spool time), fast interplanetary travel, less interstellar routes, more difficult interstellar travel. So if you need to get to the other side of the planet or Moon, use the OM markers to get you 3 days ago · The Quantum Core Engine was the first quantum drive developed by Roberts Space Industries to allow starships to travel at nearly the speed of light. 3. 9c in-game, but I'm not sure if that's just temporary tuning for the purpose of testing or if it reflects a change in the lore. If I spend 14 minutes in QT for a jump to the mission point, and a jump back. I also flew a few thousand kilometers with normal drive (pushed the spaceship to max speed, hold it there and turned off the engine, so it drifts trough the vacuum), but after coming back about 20 minutes later and trying it again, the quantum drive still had the same bug. Reached Magda after five sessions with no 30k or major inconveniences like random ship explosions. I also cannot see the HUD/UI in game on a portion of the left side of the screen and the right (the chat on the left is cut off and the menu options on the right are a bit cut off). I will update this post if the workaround doesn't work. we already spend so much time doing nothing before and after quantum, it seems obvious to Hi guys, i don't post here often, i've only recently started playing star citizen properly. Out of atmosphere you’ll travel much faster to it as well Star Citizen lore has it that the first quantum drive prototype by the human species was created in 2075. But even outside of that, like the other poster said, if you don't want travel time to be a factor in your gameplay you're going to have to stick with work within a system. the start or the end of a route) and avoid sitting in the middle of a Quantum Route because that will increase Basically they either don't start the quantum travel, or if they do it plays the "slow" Qt animation and travels at a snail-like speed. Every planet has OM markers. In their development stream, they now have a proper quantum grid (per solar system) and a quantum-obstacle component that registers an analytical representation of an obstacle. just keep complaining about travel times and they can be changed. I was informed the Corsair is probably scooping Hydrogen all the way, hence the full tank. A continuación les dejare mi código de refe Not all of them. 2:46 to leave atmosphere from Orison with boost (I've timed it) and around 4:30-ish to get to Microtech. The mission would discover the nearest QT point, record the mileage, and offer an advance payment based on the average time and fuel consumption to reach the target. However, QT drives have acceleration rates as well. Galactipedia: Quantum Drive spool up time: 4 s: cooldown: 10 s: disconnect range: 19928 km: speed: 198000 km/s: stage one acceleration: 6000000 m/s²: stage two acceleration: 18000000 m/s²: quantum fuel requirement so i've been doing some courier missions delivering packages and at one point i was lined up with my target with no obstructions started quantum travel spool up then began quantum travel and my ship randomly blew up. Nov 28, 2024 · Quantum drives are an essential component for players of Star Citizen, allowing them to travel vast distances across planetary bodies in the Verse. A massive push for exploration in and outside of our solar system. Sometimes the ship will turn 180 degrees and start Qt in the complete opposite direction of the one I calibrated it to. Size 1 quantum drives Size 2 quantum drives Traveling across planet in star citizen It’s my first day and I’m picking something up for delivery it’s 131km away and I’m using the cutter but it feels like I’m taking ages to get there and I can’t quantum jump there does anyone know a faster way than this? It's how the ship is able to decelerate when we switch from Nav mode to SCM at 40G's or such. 6 launched. 3 Humanity's Leap Beyond the Stars Does the "Quantum Drive" spooling up sequence takes same time with every ship? I was thinking it might be nice mechanic to have difference spool up times between size and roles of ships. 15 I've had a recurring bug that ruins the fun (and value) of doing derelict missions. Option1: Press B to spool QD, wobble around looking at the ground for markers you want, warp to them. Well, since 1 AU = 8 light minutes (approx), and we travel at 0. Add that to the original 6:09, and we have a total travel time, with acceleration and deceleration of 10:09 to travel the 127 million KM to Pyro, using a VK-00. Some to-be-sorted issues aside, they can now make the equivalent of a blind quantum jump and drop out before hitting a moon along the travel path. Now matter how many steps are in a story line, if the time in quantum to the time doing ACTUAL mission stuff is even 50/50 it'll be boring and tedious. 244, which is the number of seconds to travel that distance and divide by 60 to know how many minutes that is, which gets us 4. 23. Explorers would likely favor higher quality and larger cooling and well as a strong power source for long distance Quantum travel and jumps. You will leave Quantum Travel and attackers will be with you in less than 15sec after dropout. Dr Scott Childress and his team developed the first working prototype. Members Online Razqua I am able to spool and calibrate just fine, but when I hold 'b' I get the "Quantum Drive is now on" message immediately followed by "Quantum Drive is now off. With accompanying elements of random events of course. Members Online Quantum Driver Missing Markers. Ships require a quantum drive in order to traverse the vast interplanetary distances in star systems. I finally got my hands on it during the Free Fl This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. I have the spool drive button bound and when I press it, nothing happens. If his field is down at the moment you pass by kill engines, wait a moment more then head back the way you came, through his marker again. Quantum Travel is only available for targets that To be honest, that's what I want. 2 PTU, highlighting significant changes to fuel tank capacities and Quantum Drive specifications across all ship classes, including increased speeds and reduced health points for drives. My point is that the implementation isnt very different from the current spline jump mechanic and would be more realistic but still be a fast way to get around a planet without quantum traveling because I think a curved quantum jump is a little weird. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with We currently belive that server performance is crucial for the Snare (with 3. Members Online Multicrew has to be significantly more rewarding than solo This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. erkul. they are years of drastic changes away from stopping. From Port Olisar, if you aren't coming from Orison, 5-6 minutes total. so i lost all my cargo and didn't complete any of my deliveries so im out 25k for the rental and didn't make any money on top of it. 3-LIVE. If the travel times aren't very long, there is nothing to stop every amateur from doing exploration on a daily basis. I agree we need to have custom quantum travel again, but the cool downs, spool up and travel times are necessary for many game loops and for providing proper scale. So currently an SRV can tow an MSR in scm but CANNOT quantum travel with it in tow. They have their own orbital markers and most of the time, surface locations. robertsspaceindustries. . 463 votes, 118 comments. Before taking the time to get all those by hand I was curious if perhaps a list of these distances already exists somewhere. Members Online An Update on aUEC Exploits and Account Suspensions Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the Starmap App (diamond shaped symbol). 5 days ago · Star Citizen Wiki is an unofficial wiki dedicated to Star Citizen and Squadron 42. Which is a billion times better for gameplay. Just wanted to get a feel for what everyone is thinking on this topic. Maybe something displayed on a Navigation console/star map that shows qt signatures in motion within several million kms of the scanning ship/entity. 5. Instant travel times/short travel times make the world smaller. Hi everyone my game crashes pretty much everyday when I enter quantum drive and during quantum drive it usually says star citizen has unexpected shut down or something like that. Members Online Inside Star Citizen: Distribution Allocation So these gates couldn't be fixed and pointed at each other at all times, there would be times when a planet, the star, or some other body is blocking the travel line. The Snare is NOT like the Dampener. 8. However, the wait times for QT are ridiculous. 0, vacuum based audio, atmospheric flight, interaction mode rework AFAIK spooling time varies from drive to drive but the calibration time is pretty much fixed at like 1-2 seconds. Members Online Anvil F7 MkII - Rise Above The game crashes 4 out of 5 times after about 5 seconds of quantum jump travel is initiated. Members Online ryankrueger720 Star System and Planetary Scale, Quantum Travel Speeds, and Distance Shown DISCUSSION So we've known for a while that even though the technology could be scaled 1:1, Chris Roberts wants to give us something like ~1/10 scale star systems and ~1/4 or ~1/6 scale planets in order to make travel faster and more fun while also adhering to the 0. 4. This is table of the Estimated Quantum travel times, with in the Star Citizen. Faster top speed, yes. Have fun learning about how QDs work in Star Citizen. Besides interrupting your QT the "Interdiction Field" of a Snare can ONLY prevent calibration. spool up time: 7 s: cooldown: 12. Sep 12, 2019 · With faster travel times within the same system, I'd make travel times from system to system be slower. If you leave quantum travel while you don’t sit inside the pilot seat the quantum travel is bugged and you need to turn off / on your ship multiple times to get the quantum drive working again sometimes you need to press like 10 times B + cancel / select the quantum target and align with the target new to get the circle with loading quantum Cloud improvements, water improvements, gun sight improvements, global illumination w/ raytracing, major clothing physics improvements, major hair improvements, major character creator improvements, Maelstrom, Server meshing, On foot UI rework, Starmap rework, Ship MFD and UI rework, EVA 2. It also discusses the implications of these changes on gameplay, such as the need for refueling and adjustments in ship fuel capacities, while This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. Members Online Alkaladar This is the subreddit for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games. Both are medium ships with size 2 components. io (I probably forgot some, feel free to add to this): Pisces - 645 units of quantum fuel Aurora LX - 700 nothing is done and unchanging in the game. And in all cases this will clear my current route. Go down a step or two from your baseline depending on how far you want to travel without refueling, knowing you will pay in either refueling OR flight time. Members Online 3. Oct 9, 2024 · The video details the Quantum Travel overhaul in Star Citizen 3. The best you can do right now is try to jump to something closer if you have the option and travel from there. There are even some systems that are under-developed specifically because there are only small jump points to them. 24. First created by Dr. 0 Known Issues; Star Citizen Alpha 3. 3917223 #StarCitizen #QuantumTravel #StarmapIn this guide I will show you everything you need to know about quantum traveling including setting your route, troublesh The time it currently takes to travel between planets, especially Microtech and Hurston, is absurd and should be reduced to a maximum of 5 min with a size 1 quantum drive in the Stanton system. Enjoy!_____ The spool time is longer, travel time is the same, I haven't experimented with cooldown time post travel but it isn't noticeably longer. Members Online Surprised at the lack of Evocati leaks from this weekends test! I've added rough times to illustrate that there are trade-offs to quantum efficiency, but I'm not trying to calculate exact travel travel times here - just rough estimates to compare faster and slower drives. com/Erecco/a-study-on-quantum-travel-time Quantum travel currently removes any kind of control over the ship from the player and unless that changes the less time we spend in it the better as it isn't actual game-play. The quantum drive allows ships to cross these distances in a reasonable time by manipulating the quantum medium and creating a bubble around the ship, which contracts the space in front while PIPS & DPS Calculator update !!! You can now share edited loadouts and quantum travel times via the dedicated buttons. Again, I imagine in-system cargo runs wouldn't net a very large profit, but traveling from system to system--meaning longer travel times--would result in higher profits for going farther. Option2: Open mobiglass map, double click / click the planet you want to go down to centering it, manipulate the map to find the planetary marker you want to travel to, Thank you. I'm curious about folks opinions about current travel times in Star Citizen, so I created two polls. Star Citizen Lore Timeline - first Epoche 2075 until 2200, The Dawn of Quantum Travel and Terraforming. spool up time: 6 s: cooldown: 15. Everything goes fine until I quantum travel where my ship won't move with these sticks nor the keyboard and mouse. Now its like 5-10 minutes. They depict distance vs travel time split into short/mid/long range scale graphs for better readability. The VK-00 top speed is 145,000 km/s faster and it's stage two acceleration is faster as well. If you are aligned with your target your quantum drive spools up (upper bar) and calibrates (left bar). com I figured I would share the information I learned so others might understand QT drive speeds/travel times and check out how they might look in Pyro's longer jumps. 413K subscribers in the starcitizen community. 004, call it 4 minutes for simplicity. Often times I simply won't go anywhere, but on occasion this will immediately rotate my ship maybe 30 to 45 degrees off-target. You'll eventually have A LOT of them in the system, some taking several minutes to traverse, often times the distance is too far to completely map the obstructions, so you'll expect to be kicked out of quantum to navigate around an obstruction to re-initiate QT again. g. 5 days ago · In Star Citizen, moons are quantum destinations just like planets. Shorter journeys do not approach 0. It utilizes a special drive system that allows a spacecraft to enter a quantum state, essentially bending space to move between locations. at Stanton. And remember quantum drives and drive times are all still subject to balancing. Look up which quantum drives are a little slower and more efficient than whatever your current stock on is. It covers all content relating to Star Citizen including the lore, and the development process and team behind it. 8 and am in need of a list of distances between locations in game. Currently, ships in quantum can travel at speeds up to 0. personally I think we spend far too much time walking and in elevators and flying up and down from locations to have quantum times very high. Loving it so far, it's fun, amazingly well made and beautiful. kkw ycudskfu abmee lzlgv vwxy xvov tpth iyiv ctiy hicw