Nice work and greets from germany. There are different variations in science fiction literature for this... Babylon 5 -ship based engine (enough mass and own jumpdrive required) -station based (jumpgate for small ships) -energy powered -time required to travel -travel trough alternate dimension (hyperspace) -free selection of entry points for large ships (space only) -free selection of reentry points (space only) Battlestar Galactica -ship based engine (FTL) -time to recharge -energy and fuel powered -instant travel -capable of jumps in gravity and atmosphere -free selection of entry and reentry points Dune -ship based engine (Holtzman drive folds space at the quantum level) -energy powered -instant travel -navigator requires resource (spice) -free selection of entry and reentry points (space only) -using in atmosphere can result in extremely destructive effects Stargate -station based -energy powered -instant travel -fixed entry and reentry points Star Trek -ship based engine (warpdrive) -energy powered (mostly) -travel throug alternate dimension (subspace) -time required to travel -free travelvector needed to target -free selection of entry and reentry points (space only) Star Wars -ship based engine (hyperdrivemotivator) -fuel powered -time required to travel -travel trough alternate dimension (hyperspace) -free travelvector needed to target -free selection of entry and reentry points (less or zero g zones only) With regard to doability (programmability, realism, balancing, etc) I would prefer a mixed solution like this: 1) Planet based Stargate - fixed position - energy consumption: (activation energy per mass) + (energy per traveldistance) - limited inside diameter of 3m (or maybe 2,25m) for rover/probe/kerbal use - Problem: how to check diameter of vesels before entering (capsule system maybe like fairings) - gate needs to be transported to destination first - minimum functional spacing between 2 gates of 50.000 km (or something in relation to Pi) to prevent journeys from kerbin to mun/minmus but allow journeys between mun and minmus sometimes - also limits 1 gate per planet 2) Hyperengine - energy consumption: (activation energy per mass) + (energy per traveldistance) + (energy per perbal per traveldistance) - zero g capsule required per kerbal to compensate acceleration effects - not usable in atmosphere - only usable in regions of low g forces (local gravity less than 1m/s²) - traveling only between beacons/jumpgates - minimum travel distance - recharge time - jump only when speed is 0.1m/s or less in relation to beacon I hope there are some ideas for you in it.WebRep Overall rating WebRep Overall rating