A ship with a hyperdrive engine can cause itself to disappear from "normal" space and appear in a new location elsewhere. The distance that it can travel and the amount of fuel that it will consume are dependant on the ship and the hyperdrive engine. This movement can be stopped if there is an active Gravitonic Minefield, Nova Barbitic Minefield, or ship with an active Gravity Well Generator in the path of the jump. The Gravity Rift Generator of the RCS can also affect HYP.
To perform a hyperjump you need to set a waypoint and turn on the hyperdrive on the ship's Overview or Nav screen. If the ship has enough fuel and it is not within an active Gravitonic Minefield, Nova Barbitic Minefield, or within the 50 ly radius of a ship with an active Gravity Well Generator then it will jump.
Most ships will hyperjump on movement tick 100. The hyperjumping ship can move using normal engines prior to the hyperjump, but not after. This allows hyperjump ships to move up to around half of their movement before they jump.
Centaur owned ships with hyperdrive capabilities can move, jump, move. No change to fast hyp ships if they own one.
The Colonies of Kobol and The Circle of Twelve owned ships with hyperdrive capabilities will move thru tick 0-150 (3/4 of their movement) then stand still ticks 151-198 while powering up their jump drives, then on tick 199 jump. there is no movement after the jump.
To determine the distance that you can jump and the fuel that it will consume, refer to the Data page on the ship's screen. The Overview screen is not always correct because it will show the maximum range of the hyperdrive, not taking into consideration the maximum hyp distance of the ship's hull. Click on the Engines button on the Data page. This will show you the maximum distance and the amount of fuel that it will consume. The Ship's Nav screen will also show correct information.
The fuel consumed by a hyperjump is a flat amount, which is not modified by the total mass of the ship as it is for normal engines. However it is modified by the jump class of the ship (see below), that is determined by the ship's hull mass.
After a hyperjump, your scanners only work at one quarter normal efficiency, aso you often can't see anything.
If the ship is not able to jump the full distance set by the waypoint then it will exit hyperspace at the full range of its jump. If the jump intersects a Gravitonic Minefield, Nova Barbitic Minefield, or the 50 ly radius of a ship with an active Gravity Well Generator then it will be knocked out of hyperspace and appear at the edge of the minefield or radius of the gravity well.
there are four modes of hyperjump in Vgap4
- Fast: Fast jumpers jump on tick zero and move their full movement after the jump
- Normal: Normal jumpers move half their speed before the jump at tick 100 then no movement thereafter
- Slow: Slow jumpers move 3/4 of their full movement up to tick 150 then no movement until tick 199 when they jump. there is no movement after the jump.
- Steeple: Steeple jumpers move half their movement prior to tick 100 then jump, then the remaining half of their movement after they have jumped.
- A hyperjump cannot be initiated from within an active Gravitonic Minefield, Nova Barbitic Minefield, or within the 50 ly radius of a ship with an active Gravity Well Generator.
- The jumping ship must have enough fuel to perform the jump.
- The jumping ship must have the hyperdrive enabled.
- The jumping ship must have at least one waypoint set.
- A ship's hull may limit the distance that a hyperdrive can take it even though the hyperdrive is capable of traveling much farther.
- A ship's hyperdrive may limit the distance that a hull can take it even though the hull is capable of traveling much farther.
- 5% or more HYP Damage stop Hyperjump
- 90% or more System Damage stop Hyperjump
 Jump Classes
There are 3 classes that ships fall into for determining how far a particular hyperdrive will take them and the amount of fuel that it will consume. Each hyperdrive will have different specifications for its distance and fuel consumption based on this classification. The classification is based on the mass of the ship's hull and therefore independend from the cargo.
- L1 Class ships have a hull mass of 75 kt or less.
- L2 Class ships have a hull mass of 76 to 299 kt.
- L3 Class ships have a hull mass of 300 kt or greater.
The Falcon Class is a base mass 40 kt ship. That puts it into class L1. The Yoyodyne 88 hyperdrive can jump 350 ly and will consume 50 kt of fuel for the L1 class. Even though the Falcon Class's hull can jump 900 ly, it is limited by the hyperdrive, so the net result will be a jump distance of 350 ly and fuel consumption of 50 kt.
 How to disable your Grav Mines
If you are playing a race that has both Hyperjumpers and Gravitonic Minefields you'll often stumble over the situation that you have to jump through your mines and have to disable them individually. While there is no way to fully automate this, the client allows for ways to help:
 Alternative 1
- Set you waypoint.
- Press the "Disable Gravs" Button in the upper-right corner of the Ship Command - Overview screen.
Take care that this always turns off the minefields that are leading to the first waypoint, so if you want your ship to fly the first waypoint before the jump, this method will not work.
 Alternative 2
- Set the Barb Mines, Laser Mines, Web Mines switch to off
- Set the Cloaked Mines switch to off
- Look if you can still see any of your Grav minefields being crossed by your ship(s). (or one of your enemy)
- Cloak those minefields.
- Switch on/off again to have those minefields filtered, too.
 Racial Specials
- Centaur owned ships with hyperdrive capabilities can move, jump, move. No change to fast hyp ships if they own one.