Space-Fighter Range

By Corellian Corvette, in X-Wing

This all happened Long, Long Ago -- much closer to the Big Bang. There is still much denser cosmic microwave background radiation for the TIE panels to pick up and use for energy. Also, there are polyenergized ions in the interstellar medium (the same medium that transmits sounds!) which can be converted into propulsion by the TIE engines via the Empire's ubiquitous Ion schmoozing process. This insterstellar medium (known to some as phlogistan) transmits Force waves as well.

Source? me!

Well I more-so asked where that information can be found. Is there a source for that from a book or something? Is there also some source that says they're not primarily battery powered? I know we're talking about star wars and there is more hand waving than not going on but you're not exactly collecting a whole lot of energy from those solar panels in a lot of situations so I would say that, realistically speaking, you'd either need some big batteries or be near a star the whole time. Again, I know this is SciFi and a lot of this stuff gets hand-waved away which is totally cool, but in terms of rationalizing solar panels I'm having a hard time.

Ok you can find refences to the solar panels in every cross-section book that has TIEs in it. The SW guide to vehicles and vessals, both versions. The Complete SW encylopeda. WOTC Starships of the galaxy. SW Complete guide to warfare.

The only ones that go into exterme detail how the power systems run on all the ships is the Cross-Section series. The cross-section books show that the solar arry are basically nothing more than advanced spark plugs, they just need to collect enough energy to spark a reaction in the TIEs reactor.. The weapons have there own generators except maybe missile launchers.

In the past before the cannons did have there own generators they took power from the engines, which had no effect on the engines except during heavy combat. I imagine that in areas with very littile light power is taken from the cannons to power the rest of the craft although it would shorten combat time.

This might sound bad but I supose if the TIEs are being shot at and or hit with LASERs that should help produce reactions in the reactor if they dont explode.

If you want, you can just head cannon it that way.

I imagine that the S-foils have delicate ratiator surfaces on the inside and they disperse the heat of the laser cannons. And when they are closed they go faster for some reason.

Also, I am making a campaign based on exploration, exploitation, confrontation, and extermination. It will basicly be a 4x strategy game, with Microsoft spreadsheets doing all the calculations.

It will be based in the unknown regions of space (the west half of the galaxy), and a tiny slice of that will be the game board.

There are no established hyperspace routes, so craft won't be jumping from one half of the galaxy to the other.

So I will need to make up and flub some ranges, and I want to at least get the order correct (like y-wings have more fuel than a-wings) so I was trying to get the communities input on this.

Tomarrow I can list the hyperspace speeds and consumables of all craft in this game and the ones that should show up.

Like I said the Longest ranged Reb fighter probably is the Y-Wing BTL-A4 Long probe. It was made for long range or extended missions.

For the Empire its probably a TIE between TIE Defender, TIE Phantom, and Royal Guard TIE Interceptor.

Followed by TIE Avenger or TIE Scout, Gunboat = Missileboat, Shadow Squadron TIE Boarding craft. TIE Advanced sucks bad at hyperspace travel.

I've never really believed either the solar panel or radiator theories. If nothing else, radiators that huge would produce an unmistakable sensor signature, not a desirable quality in a space fighter.

My belief is that the wings on a TIE are to aid manoeuvrability. When an object is being turned or spun in three dimensions, it needs torque - essentially a force that only applies to one side of the object. This effect is why a big wrench is more effective than a small one. The further the force is from the centre of mass of the object, the smaller the force that is required to turn it - or the faster it will turn.

By having large wings on either side with some method of exerting force (gravity projectors?) the TIE fighter gains excellent turning ability - hence its dial with tight turns and a barrel roll.

I'd be a lot more accepting to the idea of adding maneuverability through some kind of force generation on those panels. But I'd also add that the empire's idea was always "overwhelm with numbers" rather than creating an expensive, elite dogfighting spacecraft. Also when it comes to sensor recognition those things would have a trail of ions or electrons spewing out the back that'd be obvious on any kind of infrared or electromagnetic seeker.

It wouldnt be detectable with ecm or cm, depending on the equipment the enemy may know something fishy is going on.

Also I'd add that even in the expansive star wars universe - not all of space is explored, only about 25% if I recall, so now you have recorded refuel stations etc also. Just like 40K, if you can justify it why not?

If we are talking about just the primary SW galaxy most has been explored. If your talking about areas occupied by the GE it might be 25% explored because the GE have foot holds in other galaxies that are smaller than normal galaxies. The cloning planet is in one of those other galaxies.

To those of you who are interested in this, I would point you to the Essential Atlas, from which we get the image below and much else besides:

434px-MainGalaxy.jpg

As you see, there is a large portion of space that remains unknown and darkened. This is where the Chiss (the species that Grand Admiral Thrawn belongs to) come from, for example.

Within the rest of the galaxy, I'd say that 'explored' is still fairly rare, because there is a LOT of space that exists between the places where people have a reason to go. Between the places where people have reason to go, there are narrow hyperroutes that hyperspace-capable ships use to travel between them, and those places are explored and tracked because they need to avoid the objects that one would not want to crash into going at FTL speeds.

Edited by Mikael Hasselstein

I have a very hard time believing those are solar panels. In many many deep space battles you're nowhere near a star, so you wouldn't get any power from them. Not only that, but they're oriented in such a way that only one of them would ever be exposed to a star and even then the power you would get would vary as you're dogfighting. Radiator panels make much more sense to shed all of the heat being generated onboard the craft. Plus having everything be essentially battery powered falls more in line with them being short range carrier-based fighters. Is there anything from lore that states they are solar panels?

I doubt there are many deep space battles. Most of Star Wars is concentrated around inhabited systems: otherwise what are you fighting over?

Edited by Koshinn

Anyway, I'm curious if we've managed to give the OP food for thought on his reason for posting.

Corellian Corvette, how are we doing?

At any rate, I do think there's a sort of 'Because-Star-Wars' answer to the technical/physics/engineering discussions here. While I'm happy to nerd it out, and learn RW things, there's only so far you can go that route before Star Wars starts to lose its magic the more you fail to suspend disbelief.

That's a common, common issue with science fantasy/space opera.

I imagine that hyperspace-capable fighters have a short range because it's rather hard to stay seated for hours and still be physically capable of engaging in a starfighter battle when you come out of hyperspace. I'll say that your interpretation of this hinges on your sense of galactic scale. That is something to which I've devoted a lot of time and energy, but it is something that comes down to your personal preferences.

Consider WWII bomber crews would be seated for *very* long flights for hours and then engage in bombing targets while trying to stay in formation and gun down enemy intercepting/interdicting fighters its not an impossible stretch of the imagination.

As for TIE life support... as a tie cosplayer you learn what all the kit is supposed to do.

That shallow square box at the rear of the pilots armour... thats the air supply.. honest :)

So they probably dont have much endurance in terms of life support.

As for the A wings have less fuel than Y wings.. well how do you quantify that, and perhaps they do but as they are 40 -50 years further down the tech tree they are probably a lot more eficient with it and have greater power to weight.

Again.. the A wing is used in an interdiction and recce role.

You dont' have interceptor/interdiction/recconaisance craft with pitiful range.. you need to be able to to hit things way before they get to you or have an intelligence picture of stuff miles away.

To me A wings are like MIG foxbats, high speed, high altitude (not really in space i guess) and decent range (a foxbat can to almost 2000km, more with drop tanks and not carrying weapon loads. Y wings are more like SU24s, dependable fighter bombers but with less range (thats why with the Y wing, they make a 'longprobe' variant that can do scouting and long range distance flights as the stock model isnt designed for that, its designed to bomb the heck out of stuff)

I imagine that hyperspace-capable fighters have a short range because it's rather hard to stay seated for hours and still be physically capable of engaging in a starfighter battle when you come out of hyperspace. I'll say that your interpretation of this hinges on your sense of galactic scale. That is something to which I've devoted a lot of time and energy, but it is something that comes down to your personal preferences.

Consider WWII bomber crews would be seated for *very* long flights for hours and then engage in bombing targets while trying to stay in formation and gun down enemy intercepting/interdicting fighters its not an impossible stretch of the imagination.

As for TIE life support... as a tie cosplayer you learn what all the kit is supposed to do.

That shallow square box at the rear of the pilots armour... thats the air supply.. honest :)

So they probably dont have much endurance in terms of life support.

Agreed on all of this.

So, in terms of hyperspace range, you need to decide what sorts of times it takes to get from place to place. Here are my times, which decidedly make the SW Galaxy a big place that takes a long time to cross. I derived the times (and filled many in) based on the West End Games RPG. According to that sense of scale, it takes nearly 17 days to get from one end of the Hydian Way to the other (Bonadan to Terminus), and nearly 7 days from Tatooine to Coruscant, with a x1 hyperdrive. (Tatooine to Alderaan with a x.5 hyperdrive, such as the Falcon has, would be 4.5 days)

There's also a different understanding that has ships being able to get from A to B in much less time, and this is based on the 'feel' that it didn't take long because George Lucas had it going from a departure scene to an arrival scene in very little time. That's not my headcanon (or WEG's), but whatever floats your boat.

I have a very hard time believing those are solar panels. In many many deep space battles you're nowhere near a star, so you wouldn't get any power from them. Not only that, but they're oriented in such a way that only one of them would ever be exposed to a star and even then the power you would get would vary as you're dogfighting. Radiator panels make much more sense to shed all of the heat being generated onboard the craft. Plus having everything be essentially battery powered falls more in line with them being short range carrier-based fighters. Is there anything from lore that states they are solar panels?

I doubt there are many deep space battles. Most of Star Wars is concentrated around inhabited systems: otherwise what are you fighting over?

Unless someone puts a base or rendezvous point in deep space (like the end of EP V), there is literally no reason to be anywhere but around a star.

Exactly, not to mention that the further you get from a large gravity system (galaxy wise not star wise), the more likely you are to experience an issue with expanding space. That could throw your coordinates off big time and make jumping back more dangerous.

Well I more-so asked where that information can be found. Is there a source for that from a book or something? Is there also some source that says they're not primarily battery powered? I know we're talking about star wars and there is more hand waving than not going on but you're not exactly collecting a whole lot of energy from those solar panels in a lot of situations so I would say that, realistically speaking, you'd either need some big batteries or be near a star the whole time. Again, I know this is SciFi and a lot of this stuff gets hand-waved away which is totally cool, but in terms of rationalizing solar panels I'm having a hard time.

Ok you can find refences to the solar panels in every cross-section book that has TIEs in it. The SW guide to vehicles and vessals, both versions. The Complete SW encylopeda. WOTC Starships of the galaxy. SW Complete guide to warfare.

The only ones that go into exterme detail how the power systems run on all the ships is the Cross-Section series. The cross-section books show that the solar arry are basically nothing more than advanced spark plugs, they just need to collect enough energy to spark a reaction in the TIEs reactor.. The weapons have there own generators except maybe missile launchers.

In the past before the cannons did have there own generators they took power from the engines, which had no effect on the engines except during heavy combat. I imagine that in areas with very littile light power is taken from the cannons to power the rest of the craft although it would shorten combat time.

This might sound bad but I supose if the TIEs are being shot at and or hit with LASERs that should help produce reactions in the reactor if they dont explode.

If you want, you can just head cannon it that way.

I imagine that the S-foils have delicate ratiator surfaces on the inside and they disperse the heat of the laser cannons. And when they are closed they go faster for some reason.

Also, I am making a campaign based on exploration, exploitation, confrontation, and extermination. It will basicly be a 4x strategy game, with Microsoft spreadsheets doing all the calculations.

It will be based in the unknown regions of space (the west half of the galaxy), and a tiny slice of that will be the game board.

There are no established hyperspace routes, so craft won't be jumping from one half of the galaxy to the other.

So I will need to make up and flub some ranges, and I want to at least get the order correct (like y-wings have more fuel than a-wings) so I was trying to get the communities input on this.

Tomarrow I can list the hyperspace speeds and consumables of all craft in this game and the ones that should show up.

Like I said the Longest ranged Reb fighter probably is the Y-Wing BTL-A4 Long probe. It was made for long range or extended missions.

For the Empire its probably a TIE between TIE Defender, TIE Phantom, and Royal Guard TIE Interceptor.

Followed by TIE Avenger or TIE Scout, Gunboat = Missileboat, Shadow Squadron TIE Boarding craft. TIE Advanced sucks bad at hyperspace travel.

I've never really believed either the solar panel or radiator theories. If nothing else, radiators that huge would produce an unmistakable sensor signature, not a desirable quality in a space fighter.

My belief is that the wings on a TIE are to aid manoeuvrability. When an object is being turned or spun in three dimensions, it needs torque - essentially a force that only applies to one side of the object. This effect is why a big wrench is more effective than a small one. The further the force is from the centre of mass of the object, the smaller the force that is required to turn it - or the faster it will turn.

By having large wings on either side with some method of exerting force (gravity projectors?) the TIE fighter gains excellent turning ability - hence its dial with tight turns and a barrel roll.

I'd be a lot more accepting to the idea of adding maneuverability through some kind of force generation on those panels. But I'd also add that the empire's idea was always "overwhelm with numbers" rather than creating an expensive, elite dogfighting spacecraft. Also when it comes to sensor recognition those things would have a trail of ions or electrons spewing out the back that'd be obvious on any kind of infrared or electromagnetic seeker.

It wouldnt be detectable with ecm or cm, depending on the equipment the enemy may know something fishy is going on.

Also I'd add that even in the expansive star wars universe - not all of space is explored, only about 25% if I recall, so now you have recorded refuel stations etc also. Just like 40K, if you can justify it why not?

If we are talking about just the primary SW galaxy most has been explored. If your talking about areas occupied by the GE it might be 25% explored because the GE have foot holds in other galaxies that are smaller than normal galaxies. The cloning planet is in one of those other galaxies.

I don't know what a GE is, but I am talking about the normal far, far way galaxy. Where they have not mastered the art of Kepler space telescopes (lol stupid future people). There is the west half of the galaxy called the unknown regions, where the "tangle" generally prevents good hyperspace travel.

The campaign takes place when your subordinates have discovered a rough, segmented passage through a particular point in the tangle. Unfortunately, your spies reveal that your enemies have breached your systems and stolen the data. If they are the first to exploit the region, then they would have a serious advantage over you and your allies! You must follow them into the breach, and not allow whatever treasures that lie ahead to fall into the wrong hands (any hands but yours).

To those of you who are interested in this, I would point you to the Essential Atlas, from which we get the image below and much else besides:

434px-MainGalaxy.jpg

As you see, there is a large portion of space that remains unknown and darkened. This is where the Chiss (the species that Grand Admiral Thrawn belongs to) come from, for example.

Within the rest of the galaxy, I'd say that 'explored' is still fairly rare, because there is a LOT of space that exists between the places where people have a reason to go. Between the places where people have reason to go, there are narrow hyperroutes that hyperspace-capable ships use to travel between them, and those places are explored and tracked because they need to avoid the objects that one would not want to crash into going at FTL speeds.

yeah, I will have the entire campaign take place in a tiny sliver of that unknown space. All the players will be able to see is where the stars are and what color/size they appear to be on the whiteboard. Star System generation will be via rolling d100's and comparing it to a chart. Exploration will either be sending a scout ship on a week or two long journey to the system and collecting detailed information on it (like a Hwk or a TIE scout, er Shuttle), or spending a few turns observing the star system to find out general information about it (# of planets and their rough sizes). 1 turn = 1 week about, and each turn has phases where you play/reveal order cards in response to actions they take, and that devices the week into days (roughly).

Anyway, I'm curious if we've managed to give the OP food for thought on his reason for posting.

Corellian Corvette, how are we doing?

Doing Good! Been busy working at Best Buy and College though. Once the weekend hits I will have more free time to mess around and continue work. Was busy getting a list of star wars resources that planets produce, decided to simplify it down to about a dozen different resources total: 3 types of fuels, 3 types of food, 6 types of building materials.

Players start out with a "Home Planet" (Age of Empires 3 style) where they interact with it and bring plunders back to it, but also need to work to set up colonies for opponents to attack er, to get more wealth. You will be able to build military bases, and basic fighters, but for capital ships, I'll just have a "Pay this much resources and credits to Kuat and a Victory-class cruiser will appear at your home city in a few turns" mechanism. Don't think building a star destroyer in a few weeks is realistic. Plus, Kuat might get angry about that :P

If we are talking about just the primary SW galaxy most has been explored. If your talking about areas occupied by the GE it might be 25% explored because the GE have foot holds in other galaxies that are smaller than normal galaxies. The cloning planet is in one of those other galaxies.

I don't know what a GE is, but I am talking about the normal far, far way galaxy. Where they have not mastered the art of Kepler space telescopes (lol stupid future people). There is the west half of the galaxy called the unknown regions, where the "tangle" generally prevents good hyperspace travel.

The campaign takes place when your subordinates have discovered a rough, segmented passage through a particular point in the tangle. Unfortunately, your spies reveal that your enemies have breached your systems and stolen the data. If they are the first to exploit the region, then they would have a serious advantage over you and your allies! You must follow them into the breach, and not allow whatever treasures that lie ahead to fall into the wrong hands (any hands but yours).

GE = Galactic Empire they also got something way better than the Kepler, its the Electrotelescope. The smaller models could detect small freighters at up to five light minutes. Thats not bad but the larger ones were real powerful and were used as backup for long range scanners. A SD with comscan and subspace transceivers have a detection range of 100 light years.

SW ships lots of diffrent multiple sensors at the same time including fighters.

JFYI I cant post that stuuf I told you I would tonight. I have to type with thumb sticks and it takes a real long time. ILL do it tomarrow.

As for the A wings have less fuel than Y wings.. well how do you quantify that, and perhaps they do but as they are 40 -50 years further down the tech tree they are probably a lot more eficient with it and have greater power to weight.

The only thing for sure about A-Wings are that they are faster than Y-Wings. Other than that because they are made by completly diffrent companies with diffrent design philosophies we cant be sure which has the best effcientcy or T/W. After all the Y-Wings are the only fighter in all the lore for every era of SW to use Heavy Ion jet turbines powered by a Ion Fission reactor. With the Ion turbo charger Y-Wing BTL-A4s were just as fast as unmoded X-Wing T-65C-A2.

IM sorry I wasnt able to quote the post BUT the reason I believe the SW galaxy is well explored except in unknow section is because of the description of the Force deployment of the GE NAVY including SYSTEM, SECTOR and OVERSECTOR fleet deployment.

Edited by Black Knight Leader

But the Kepler dectects exoplanets from other galaxies. Billions of lightyears away (so far away, that they probably dont even exist any more!)

Science works different now than back in the 80's and 90's.

I bet that they use the light scanner with the range of 100 light years a lot. Its range is too limited to be any use outside of the local neighborhood and too large to detect any small craft. If you detect a freighter at max range, congrats! The freighter was their exactly 100 years ago.

A simple telescope might be more useful.

That's why I am writing my own fluff on what instruments they have, extrapolating off of 2015-2020 technologies, not off of 1970's tech. It will be fun!

Although I could be adding too much physics to it, and that would be bad (I think).

And we are talking about the unknown regions, just fyi.

But the Kepler dectects exoplanets from other galaxies. Billions of lightyears away (so far away, that they probably dont even exist any more!)

Science works different now than back in the 80's and 90's.

I bet that they use the light scanner with the range of 100 light years a lot. Its range is too limited to be any use outside of the local neighborhood and too large to detect any small craft. If you detect a freighter at max range, congrats! The freighter was their exactly 100 years ago.

A simple telescope might be more useful.

That's why I am writing my own fluff on what instruments they have, extrapolating off of 2015-2020 technologies, not off of 1970's tech. It will be fun!

I haven't seen anything about the Kepler being used for searching for thing "Billions" of lightyears away.

The subspace-transceiver, the one mounted to Imperial Star Destroyers, the one with the detection range of 100 light years, has faster than light scanning capabilities, it would detect a target that is 100 light years away within minutes at most, depends on how many comscan systems are used in this sensor sweep.

A simple telescope would not be useful at all compared to the sensors that Star Fighters carry let alone Cap ships. Simple telescopes and even the Kepler are designed only to detect the visible light spectrum.

Fighters carry a collection of different sensors, passive and active, that is collected and and analyzed by the on board scanning computer that puts all this information into a composite readout so the pilot doesn't have to pick on type of sensor while ignoring others.

All there sensors scan in real time, way faster than the phased arrays we got now, and in a 3d 360 area, no blind spots except if damaged or disrupted by ecm. Just on fighters with these sensors they can detect light, sound, electromagnetic disturbances, motion, vibration, gravitational fluctuations, heat, pressure, trace chemicals, nuclear and magnetic fields, as well as active senors.

Long-ranged sensor are grouped into a single unit called the "Phased Tachyon Detection Array." TIE/LN have at the very least a range of 300 miles detection.

This sensor array is used to

*Monitor craft/ object locations

*Monitors crat/object type or identification (limited at long range.) Normal commercial traffic transmits ID codes on normal comm channels. Military craft suppress this transmission, but friendly craft transmit special codes on secure channels. Fighter senors can usually identify craft as well as enemy military vehicles and ordinary commercial spacecraft. Some readouts feature a color-coding system to identify friendly, enemy, neutral, or unidentified craft.

*Monitors craft flight characteristics and telmerty information used by the weapon tracking computers for LASER targeting and missile locking. The sensors work together with the targeting computer to calculate trajectory of warhead flight paths.

*Monitors enemy craft threat status, providing warning if an enemy is using targeting computers to track and / or lock onto your craft.

The threat display sensors are very sophisticated and can provide information about another crafts current orders or behavior, even what that craft is currently targeting. This sensor information also feeds directly into the In-Flight Map.

**Red = Imperial

**Green = Rebel

**Purple or blue = Neutral Craft

**Yellow = Warhead

**White = Mines, Probes, Satellites, etc.

Short-Ranged Sensors are grouped into the Primary Threat Analysis Grid, P.T.A.G.

*Limited analysis of cargo and/or life forms aboard another craft.

IM going to post those ranges for you like I promised.

This is based on consumables aboard the craft, this may be just food and water or a overall surplus of the before mentioned items AND the fuel. This is your best bet for getting ranges for these craft, after all the Pilots need food and water to live, kinda pointless to be able to travel for 24 days when you only have a food supply for 2 days and the closest planet or base is 23 days away.

RZ-1 A-Wing

Consumables: 1 week

Hyperdrive: 1. Limited navicomputer 2 jump memory.

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th

Slayn Et Korpil B-Wing Starfighter / Slayn Et Korpil B-Wing/ E2 Starfighter / Slan Et Korpil B-Wing Shuttle

Consumables: 1 week

Hyperdrive: 2. Limited navicomputer 2 jump memory. (Slan Et Korpil B-Wing Shuttle 5 jump memory.)

Hyperdrive class: 2

Hyperspeed class: 3 and 1/5th

C90 Corvette, Corellian

Consumables: 1 year

Hyperdrive: 2. navicomputer

Hyperdrive class: 2

Hyperspeed class: 3 and 1/5th

FreiTek, Inc., E-Wing Escort Starfighter A / FreiTek, Inc., E-Wing Starfighter B / E-Wing Starfighter Series 4

Consumables: 1 week

Hyperdrive: 2. 10-Jump memory from Astromech

Hyperdrive class: 2

Hyperspeed class: 3 and 1/5th

Firespray-31 Patrol craft / (Slave 1) Firespray-31 Original Prototypes

Consumables: 1 month

Hyperdrive: 3 (backup 15) navicomputer (Slave 1) Firespray-31 Original Prototypes: 1 (8 backup) Navicomputer

Hyperdrive class: 3 (Slave 1) Firespray-31 Original Prototypes: 1

Hyperspeed class: unknown (Slave 1) Firespray-31 Original Prototypes : 4 and 4/5th

Kuat Drive Yards Imperial 1-Class Star Destroyer / Kuat Drive Yards Imperial 2-Class Star Destroyer

Consumables: 6 years

Hyperdrive: 2. 2 (8 backup)

Hyperdrive class: 2

Hyperspeed class: 3 and 1/5th

Rendili StarDrive Victory 1-class Star Destroyer / Rendili StarDrive Victory 2-class Star Destroyer

Consumables: 4

Hyperdrive: 1 (15 backup)

Hyperdrive class: 1

Hyperspeed class: unknown

Immoblizer 418 Interdictor-class Heavy Cruiser / Vindicator-class Heavy Cruiser

Consumables: 1.2 years (Vindicator-class Heavy Cruiser) : 1.5 years

Hyperdrive: 2 (8 backup) navicomputer

Hyperdrive class: 2

Hyperspeed class: 3 and 1/5th

Sienar Fleet Systems Lambda-class Shuttle

Consumables: 2 months

Hyperdrive: 1 (10 backup)

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th

Gallofree GR-75 Medium Transport

Consumables: 6 months

Hyperdrive: 4 navi computer

Hyperdrive class: 2

Hyperspeed class: 2/5th (real slow)

Mon Calamari MC80 Crusiser

Consumables: 2 years

Hyperdrive: 1 (9 back up)

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th

Nebulon-B Frigate

Consumables: 2 years

Hyperdrive: 2 (12 backup)

Hyperdrive class: 2

Hyperspeed class: 3 and 1/5th

StarViper (Virago)

Consumables: 2 months

Hyperdrive: 1 (10 backup) navicomputer

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th

Super Star Destroyer / Lusankya

Consumables: 6 years

Hyperdrive: 2 (10 backup) navi computer Lusankya 1 (8 backup)

Hyperdrive class: 2 Lusankya class 1

Hyperspeed class: 3 and 1/5th

Sienar Fleet Systems TIE/LN Fighter

Consumables: 2 days air and food

Hyperdrive: 1 if mounted limited navicomputer 2-5-10 jump memory, depends on model

Hyperdrive class: 2

Hyperspeed class: 2/3rd too 3 and 1/3

Sienar Fleet Systems TIE/SA Bomber

Consumables: 2 days air and food

Hyperdrive: 1 if mounted limited navicomputer 2-5-10 jump memory, depends on model

Hyperdrive class: 2

Hyperspeed class: 2/3rd too 3 and 1/3rd

Sienar Fleet Systems TIE Advanced X3 TIE Interceptor / Sienar Fleet Systems Enhanced TIE Interceptor / Sienar Fleet Systems Royal Guard TIE Interceptor

Consumables: 2 days air and food

Hyperdrive: 1 if mounted limited navicomputer 2-5-10 jump memory, depends on model (Royal Guard TIE Interceptor) 5-10 jumps

Hyperdrive class: 2

Hyperspeed class: 2/3rd too 3 and 1/3rd (Royal Guard TIE Interceptor) 4 and 4/5th

Sienar Fleet Systems TIE Advanced X1

Consumables: 5 days air and food

Hyperdrive: 4 limited navicomputer 10 jump memory

Hyperdrive class: 4

Hyperspeed class: 2/3rd (real slow)

Sienar Fleet Systems TIE Advanced X2 TIE Avenger

Consumables: 2 days air and food

Hyperdrive: 2 limited navicomputer 10 jump memory

Hyperdrive class: 2

Hyperspeed class: 3 and 1/3rd

Sienar Fleet Systems TIE Advanced X7 TIE Defender

Consumables: 2 days air and food

Hyperdrive: 2 limited navicomputer 10 jump memory

Hyperdrive class: 2

Hyperspeed class: 3 and 1/3rd

Sienar Fleet Systems TIE Hunter

Consumables: 2 days air and food

Hyperdrive: 2 limited navicomputer 10 jump memory

Hyperdrive class: 2

Hyperspeed class: 3 and 1/3rd

Sienar Fleet Systems TIE Phantom StarFighter

Consumables: 3 days air and food

Hyperdrive: 6 navicomputer

Hyperdrive class: 6

Hyperspeed class: 2/5th (super duper slow)

VT-49 Decimator

Consumables: 1 month

Hyperdrive: 1 (12 backup)

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th most likly based on the class.

Kuat Systems Engineering Alpha-3 Nimbus V-Wing Starfighter

Consumables: 15 hours air

Hyperdrive: 1 with booster ring 10 jump memory with astromech

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th most likely based on the class.

Modified Trilon, Inc., Aggressor Assault Fighter (IG-2000)

Consumables: unknown

Hyperdrive: 2 navicomputer

Hyperdrive class: 2

Hyperspeed class: 3 and 1/3rd

Modified Corellian Engineering Corporation YV-666 Light Freighter

Consumables: unknown

Hyperdrive: 1 navicomputer

Hyperdrive class: 1.5

Hyperspeed class: 5 and 1/10th max

Hoersch-Kessel T-Wing Interceptor

Consumables: 1 week

Hyperdrive: 1 limited navicomputer 2 jump memory

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th based on the class

Incom/Subro Z-95 Headhunter

Consumables: 1 day

Hyperdrive: doesnt come standard

Hyperdrive class: doesnt come standard

Hyperspeed class: depends on mounted hyperdrive

Incom Corporation T-65C-A2 X-Wing / Incom Corporation T-65B X-Wing Starfighter / Incom Corporation T-65XJ3 X-Wing Starfighter / Incom Corporation T-65BR X-Wing Star Fighter

Consumables: 1 week worth of air and possible food and water (T-65XJ3): 3 days

Hyperdrive: 1 10 jump memory astromech

Hyperdrive class: 1

Hyperspeed class: 4 and 45th

Corellian Engineering Corporation YT-2000

Consumables: 3 months

Hyperdrive: 2 (back up 12) navicomputer

Hyperdrive class: 2

Hyperspeed class: 3 and 1/3rd

Corellian Engineering Corporation YT-2400 / Outrider

Consumables: 2 months

Hyperdrive: 2 (12 backup) (Outrider): .75

Hyperdrive class: 2 (Outrider) .75

Hyperspeed class: 3 and 1/3rd (Outrider) 5 and 1/10th

Corellian Engineering Corporation YT-1300 (Millennium Falcon)

Consumables: 2 months

Hyperdrive: 2 (12 backup) navicomputer (Millennium Falcon) .05 (10 backup)

Hyperdrive class: 2 (Millennium Falcon) .05

Hyperspeed class: 3 and 1/3rd (Millennium Falcon) 5 and 4/10th

Koensayr BTL-A4 Y-Wing / Koensayr BTL-A4 LP Longprobe Y-Wing/ Koensayr BTL-S3 Y-Wing / Koensayr BTL-S3t Y-Wing / Koensayr BTL-S3B Y-Wing / Koensayr BTL-S3 Courier Y-Wing / Koensayr BTL-B Y-Wing Bomber / Koensayr BTL Light bomber Y-Wing / Koensayr BTL Heavy Bomber

Consumables: 1 week (BTL-A4 LP & BTL-S3 Courier) 1 month

Hyperdrive: 1 (BTL-S3 Courier also has a 12 backup) 10 jump memory astromech (BTL-A4 LP) 1 (12 backup) Navicomputer

Hyperdrive class: 1

Hyperspeed class: 4 and 4/5th

Edited by Black Knight Leader

Remember, light year is a measurement of time and distance. If you detect something 100 light years away, your light that you detected is 100 years old. The star destroyers sensors must be very good to detect freighter sized objects 100 light years away. We can only detect large planet sized objects, but that is after weeks or months of observations, and we only know that it exists, and little else besides estimated mass and size ranges.

Also thanks for the info.

Youll notice that the Imperial Fighters that do have hyperdrives are normally slower than the reb equv, esp the the TIE Phantom and TIE Advanced X1. All of them however, except the X1, have ultra small and very efficient hyper-drives esp when compared to the ones the Rebs use. X1 just has a huge overweight energy hog for a hyperdrive that can barely move.

Remember, light year is a measurement of time and distance. If you detect something 100 light years away, your light that you detected is 100 years old. The star destroyers sensors must be very good to detect freighter sized objects 100 light years away. We can only detect large planet sized objects, but that is after weeks or months of observations, and we only know that it exists, and little else besides estimated mass and size ranges.

Also thanks for the info.

I know alot of people dont like the idea of it, but IM also one of the few that believes if we look hard enough we will find tachyons, faster than light particles which is one of the things they use a lot in SW =]