So, I am currently diving through the source code and think i know where to start modifying it. I like the idea behind the math, however i'd like to make the following changes for myself: - the distance between start and endpoint and the mass of the ship will be the main driver for the costs - the destination can be punched in manual (by sMa, ecc, inc, lan, aop and the reference body) - the ship will appear at the periapsis(if a beacon is chosen as target the ship will apear next to it) of the chosen orbit and will keep the momentum and prograde orientation from before the jump. Short version -> A JUMP DOS NOT AFFECT YOUR VELOCITY <for the sake of the game the reference will be orbital velocity> - Beacons for Convenience - jumping from all situations - damage to the near surrounding area. you would need an immense amount of power and would most likely destroy the launchpad. you can not jump with launch clamps or towers things that would be possible: - jumping a small ship out of the atmosphere - jumping long distances in multiple smaller jumps - the Adama maneuver why it won't be OP: well without testing i cant say that it is. for the sandbox i am not that concerned about overpower and in the career the tech tree will do its work also some general points: - you will need a sufficient amount of conventional fuel in your ship. that stuff has weight, ergo more power needed. to give you an idea of how much fuel is needed: after a jump from a semisync kerbin orbit at roughly 1300 m/s to a point right above the atmosphere of jool you would need accelerate your craft to about 6800m/s after the jump. so, that are my Ideas so far. what do you think?