These times will always be approximate as it will vary a bit depending on the system, affects from nearby bodies (gravity wells) may cause slowdown on acceleration.

!SCTIME

MechaSqueak now has a built-in command for calculating travel times in super cruise. It is recommended to use this for calculating supercruise distances as it will give a more accurate result than the rough estimates on this page. Though this page is still a great resource if you need a quick overview of supercruise times.

The command is used as follows:

!sctime <distance>

Example: !sctime 850kls


Note: These estimates will never be 100% accurate. By default the !sctime calculation assumes that you are:

  • In a system with no gravitational bodies between you and where you are going.
  • The main star is a relatively low mass main-sequence star. (Aka OBAFGKM).
  • You are starting from 0 at the spot where you drop out of hyperspace and then immediately accelerating at full throttle until you reach your destination.

Especially in short distances, this estimate can be greatly affected by large gravity sources along your journey or at your end destination. If you plan to use these estimates to determine if a client on an oxygen timer needs to be logged out, it is best to assume a longer travel time than the estimate given to you, and be better safe than sorry.


If you are traveling from one gravity source to another over a great distance, (For example going from Alpha Centauri to Proxima Centauri) you can use !sctime -g <distance> and Mecha will adjust its estimate accordingly.

CLIENT DISTANCE MEASURED IN LIGHTYEARS



Every now and then, a Cmdr falls asleep in supercruise and wakes up to flashing red lights and a drained and shutdown ship on lifesupport. In really bad cases, the client may find himself lightyears from the mainstar. 

You can calculate an approximate time for distances measured in LY using this formula:

( distance in LY * 365d * 24h ) / 2001c  = hours of travel + rough estimate to account for acceleration to max speed.

You can calculate an approximate time for distances measured in LS using this formula:

( distance in LS / 60m / 60s ) / 2001c  = hours of travel + rough estimate to account for acceleration to max speed.

The (really) rough estimate to account for acceleration could be as follows:

  • Over about 2000 kls, 15 minutes,
  • Over 400 kls, 10 minutes,
  • Over 20 kls, 5 minutes,
  • Over 1kls, 2 minutes.

The estimate to account for acceleration should never be over 15 minutes if the client is in deep space.


Examples:

Client beacon is 0.1LY from mainstar:

(0.1 * 365 * 24) / 2001 = 0.44 hours (about 26 mins) + 15mins to account for acceleration = About  41 minutes to reach client


Client beacon is 0.2LY from mainstar:

(0.2 * 365 * 24) / 2001 = 0.87 hours (about 53 mins) +  15mins to account for accelerationAbout  1 hour and 8 minutes to reach client


Client beacon is 0.5LY from mainstar:

(0.5 * 365 * 24) / 2001 = 2.19 hours + 15 minutes = About 2 hour and 25 minutes to reach client


Client beacon is 2.5LY from mainstar. 

(2.5 * 365 * 24) / 2001 = 10.94 hours + 15 minutes About 11 hours and 10 minutes to reach client



Going far distances in your ship will require quite a bit of fuel. It'd be advised to shutdown unneeded modules while travelling to extend your range, such as shields and anything else with a power consumption you might not require to continue supercruise. (obviously be careful not to accidentally shutdown your thrusters or frameshift drive and you'll still need your sensors active).

You can look at your fuel usage gauge to estimate how much fuel will be needed for the trip once you have an idea of how long it should take. For example running at 1.5t/h would make you need 12 tonnes fuel for an 8 hour supercruise, then add estimated limpets needed + enough fuel left to jump to nearest system. Note again, that you can likely get the usage down when turning off unneeded modules during the flight.



CLIENT DISTANCE MEASURED IN LIGHTSECONDS



SC DistanceTime from acceleration startSpeed reached
1000ls1:00
5000ls2:20
10kls2:50
25kls3:50
50kls5:00
100kls6:25
150kls7:30
200kls8:30
300kls10:121030c
400kls11:451130c
500kls13:101205c
600kls14:201260c
700kls15:501325c
800kls17:021360c
900kls18:051409c
1000kls19:251445c
1100kls20:331477c
1200kls21:401500c
1300kls22:461530c
1400kls23:511560c
1500kls24:541585c
1600kls25:581607c
1700kls27:001627c
1800kls28:001648c
1900kls29:001667c
2000kls30:001685c
2250kls32:301725c
2500kls34:501762c
2750kls37:001792c
3000kls39:301824c

(Max. speed in supercruise is 2001c.)

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2 Comments

  1. Radlock did a similar thing a while back (see the supercruise transit times)- here's his spreadsheet https://docs.google.com/spreadsheets/u/2/d/1JLOL9whwHTLKGoYdBgNyv2rdfoNl5XLmq7HzQqPyRxY/pubhtml# of course all this assumes the rat is starting from close into the star. Good tactics are to have the rat a little way out - 50ls and they'll instdrop if the clients close into the sun but being 150ls out from the star is if they could be close in and 200-500ls if you have a rough idea of the direction/want to be out of the gravity well a bit is a good plan (as you can see above moving close to the sun does the most damage in terms of time for distance), But unless you have a bearing you're trading off that you could be in the wrong direction, and the rat will then need to judge how close to the star to go.... so optimising it all is pretty complicated!