Jet Drive


Last edited 18 days ago by Chad.

Jet Drive is the entry level engine tech in SFC2, and the one every player already owns. New accounts start with Jet Drive at level 3, so four ships are unlocked before you research anything. Each level adds 10% to the speed of every ship that runs a Jet Drive.

You research it from the Research page like any other tech. The level is account wide: research it once and every planet you own has it, including colonies you found later.

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What it does

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Two things.

  • It makes Jet Drive ships faster. Every level adds 10% of the ship's printed base speed. It does not compound, so level 10 is double base speed and level 20 is triple.
  • It unlocks ships. Seven ships list a Jet Drive level as a requirement, from the Artemis at level 1 up to the Carmanor at level 10.

That is the whole list. It does not touch cargo capacity, fuel burn, hull, shields or weapons. The in-game description says the Jet Drive powers "missiles and various other explosives", but that is leftover copy from the old game. In SFC2 it has no effect on Interplanetary Ballistic Missiles or Anti-Ballistic Missiles, whose flight time is a flat 15 seconds plus 30 seconds per solar system crossed no matter what you have researched.

Ships that use it

Ship Base speed Needs Jet Drive Also needs
Artemis Class Fighter12,5001nothing else
Atlas Class Cargo5,0002nothing else
Hermes Class Probe100,000,0003Espionage Tech 2
Zagreus Class Recycler3,5003Energy Tech 3
Dionysus Class Recycler2,0006Shield Tech 2
Hercules Class Cargo7,5006nothing else
Carmanor Class Cargo4,00010Expedition Tech 4

Three more units run a Jet Drive without asking for a level of it. The Shadow Probe is bought with credits and gets the same speed bonus as the Hermes. The Helios Class Solar Satellite and the Genesis Solar Satellite never move, so the tech does nothing for them. Everything else in the game runs a Pulse Drive or a Warp Drive.

Speed by level

Jet Drive Artemis Atlas* Zagreus Hercules Carmanor Dionysus
base12,5005,0003,5007,5004,0002,000
113,7505,5003,8508,2504,4002,200
215,0006,0004,2009,0004,8002,400
316,2506,5004,5509,7505,2002,600
417,5007,0004,90010,5005,6002,800
518,7507,5005,25011,2506,0003,000
620,0008,0005,60012,0006,4003,200
721,2508,5005,95012,7506,8003,400
822,5009,0006,30013,5007,2003,600
923,7509,5006,65014,2507,6003,800
1025,00010,0007,00015,0008,0004,000
1126,25010,5007,35015,7508,4004,200
1227,50011,0007,70016,5008,8004,400
1328,75011,5008,05017,2509,2004,600
1430,00012,0008,40018,0009,6004,800
1531,25012,5008,75018,75010,0005,000
1632,50013,0009,10019,50010,4005,200
1733,75013,5009,45020,25010,8005,400
1835,00014,0009,80021,00011,2005,600

*The Atlas only follows this column until you research Pulse Drive to level 5. See below.

There is no level cap, so the pattern keeps going. The probes are left out because the numbers are meaningless there: a Hermes goes from 100,000,000 to 220,000,000 at level 12, and both arrive in seconds.

You never have to work any of this out yourself. The Shipyard prints both figures on every ship: Base is the printed speed, Current is what your techs have made of it.

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That is a Hercules at Jet Drive 12. Base 7,500, current 16,500.

The Atlas leaves at Pulse Drive 5

The Atlas Class Cargo starts on a Jet Drive and swaps to a Pulse Drive the moment you research Pulse Drive to level 5. Its base speed doubles to 10,000 on the swap and it then scales off Pulse Drive at 20% a level instead of Jet Drive at 10%. The trade is fuel: an Atlas on a Pulse Drive burns twice as much hydrogen per trip.

After that swap, Jet Drive levels do nothing for your Atlas fleet. The Hercules and the Carmanor stay on Jet Drive forever, and so do both recyclers.

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That is an Atlas at Pulse Drive 8. Base 5,000, current 26,000.

What a level is actually worth

Travel time does not drop as fast as speed climbs. The flight formula works off the square root of speed, so doubling your speed does not halve the trip.

Jet Drive Speed Travel time
11.1x base5% quicker
31.3x base12% quicker
51.5x base18% quicker
61.6x base21% quicker
102.0x base29% quicker
122.2x base33% quicker
152.5x base37% quicker
182.8x base40% quicker

A worked example. A Hercules flying to a planet ten solar systems away in its own galaxy, at 100% speed, takes 50m 58s at Jet Drive 6. The same run is 43m 28s at level 12 and 38m 33s at level 18.

Two things to keep in mind when you look at those numbers:

  • A fleet always moves at the speed of its slowest ship. Sending a 16,500 Hercules alongside a 26,000 Atlas gets you 16,500.
  • Jet Drive levels do not change your fuel bill. Fuel is worked out from how far above the fleet's slowest speed each ship sits, so in a fleet of nothing but Jet Drive ships the hydrogen cost is the same at level 3 as at level 18. In a mixed fleet, the ships faster than the slowest one pay less.

Requirements

Research Lab level 1, on the planet you start the research from. That is the only requirement, at every level.

The game's data also lists Energy Tech level 1, but every player starts at Energy Tech 3, so it never bites. That is why the game's own requirements panel leaves it out.

What it unlocks

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The More Info button on the Research page opens that list for any tech, with a green dot next to everything you already qualify for. Each of those ships has other requirements on top of the Jet Drive level, including a Shipyard level.

Cost

Level 1 costs 400 ore and 600 hydrogen. Every level after that doubles both. Jet Drive never costs crystal, and there is no level cap.

Level Ore Hydrogen Speed bonus Ore spent so far Hydrogen spent so far
1400600+10%400600
28001,200+20%1,2001,800
31,6002,400+30%2,8004,200
43,2004,800+40%6,0009,000
56,4009,600+50%12,40018,600
612,80019,200+60%25,20037,800
725,60038,400+70%50,80076,200
851,20076,800+80%102,000153,000
9102,400153,600+90%204,400306,600
10204,800307,200+100%409,200613,800
11409,600614,400+110%818,8001,228,200
12819,2001,228,800+120%1,638,0002,457,000
131,638,4002,457,600+130%3,276,4004,914,600
143,276,8004,915,200+140%6,553,2009,829,800
156,553,6009,830,400+150%13,106,80019,660,200
1613,107,20019,660,800+160%26,214,00039,321,000
1726,214,40039,321,600+170%52,428,40078,642,600
1852,428,80078,643,200+180%104,857,200157,285,800

You start at level 3, so the first level you actually pay for is 4, at 3,200 ore and 4,800 hydrogen. The doubling then does what doubling does: levels 1 through 8 put together still cost less than level 9 on its own.

Research time

Research time counts ore and crystal only. Jet Drive costs no crystal, so the clock runs entirely off the ore and the hydrogen half of the bill is free time-wise. That makes Jet Drive one of the quicker techs to move for what it costs.

Hours = Ore ÷ (2000 × (Research Lab level + 1))

Level Ore Lab 1 Lab 4 Lab 8 Lab 12 Lab 20
14006m2m 24s1m 20s56s35s
280012m4m 48s2m 40s1m 51s1m 09s
31,60024m9m 36s5m 20s3m 42s2m 17s
43,20048m19m 12s10m 40s7m 23s4m 35s
56,4001h 36m38m 24s21m 20s14m 46s9m 09s
612,8003h 12m1h 16m42m 40s29m 33s18m 17s
725,6006h 24m2h 33m1h 25m59m 05s36m 35s
851,20012h 48m5h 07m2h 50m1h 58m1h 13m
9102,4001d 1h10h 14m5h 41m3h 56m2h 26m
10204,8002d 3h20h 28m11h 22m7h 52m4h 52m
11409,6004d 6h1d 16h22h 45m15h 45m9h 45m
12819,2008d 12h3d 9h1d 21h1d 7h19h 30m
131,638,40017d 1h6d 19h3d 19h2d 15h1d 15h
143,276,80034d 3h13d 15h7d 14h5d 6h3d 6h
156,553,60068d 6h27d 7h15d 4h10d 12h6d 12h

The usual research rules apply:

  • The lab that counts is the one on the planet you press the button from. Once you have the Advanced Research Communication Network, your labs are added together instead, one to start with plus one more for every ARCNet level, and it stops mattering where you start from.
  • The Research Relay alliance perk divides the time, up to half at the top level.
  • Only one research runs at a time across your whole account, and you cannot start one while a Research Lab is upgrading on any of your planets.
  • Cancelling a research in progress refunds the full cost to the planet that paid. You can also finish it instantly with credits, which costs 1.12 credits per second remaining and is free once there are under five minutes left.

Worth knowing

  • Level 6 is the one early target that matters. It unlocks the Hercules, which hauls five times what an Atlas does, and it costs 12,800 ore and 19,200 hydrogen. There is no reason to sit below it.
  • Level 10 unlocks the Carmanor, a 125,000 capacity hauler, but you need Expedition Tech 4 as well, so it is not an early buy.
  • Once the Atlas moves onto a Pulse Drive, Jet Drive is mostly your recycler and heavy cargo tech. If you spend a lot of time on harvest runs, levels here shorten every round trip you make.
  • Four quests pay out on this tech, at Jet Drive 1, 3, 9 and 12. The first two are sitting there ready to claim from the day you sign up, because you start at level 3.
  • Like everything else you spend, the resources sunk into Jet Drive count toward your rank.

See also

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