How to Go Light Speed in Space Engineers

This guide teaches you how to go light speed in Space Engineers using jump drives, the game’s closest mechanic to faster-than-light travel. You’ll learn to build, power, and safely activate jump drives for long-distance exploration.

Key Takeaways

  • Jump drives simulate light speed travel: While true light speed isn’t possible, jump drives allow near-instantaneous travel across vast distances in Space Engineers.
  • Proper power management is essential: Jump drives require massive energy reserves—ensure your ship has enough reactors or batteries before attempting a jump.
  • Calculate jump distance accurately: Use the in-game jump calculator to avoid overshooting or landing inside planets or asteroids.
  • Build a jump-capable ship: Your vessel must meet size, mass, and block requirements to install and activate a jump drive.
  • Use beacons and GPS for navigation: Mark destinations with GPS points or beacons to ensure precise jumps and easy return trips.
  • Test in safe zones first: Practice short jumps in open space before attempting long-range or high-risk travel.
  • Maintain structural integrity: Reinforce your ship to prevent damage during jump initiation and arrival.

Introduction: What Does “Light Speed” Mean in Space Engineers?

If you’re a fan of space exploration games, you’ve probably dreamed of zipping across the galaxy at light speed—just like in your favorite sci-fi movies. While Space Engineers doesn’t let you actually travel at the speed of light (thanks, physics!), it does offer a thrilling alternative: jump drives. These powerful devices allow your ship to “jump” across vast distances in the blink of an eye, making them the closest thing to light speed travel in the game.

In this comprehensive guide, you’ll learn exactly how to go light speed in Space Engineers—or more accurately, how to use jump drives to simulate faster-than-light (FTL) travel. We’ll walk you through everything from building a jump-capable ship to calculating safe jump distances, managing power, and avoiding common pitfalls. Whether you’re a beginner just starting your space journey or a seasoned engineer looking to optimize your fleet, this guide will help you master one of the most exciting mechanics in the game.

By the end, you’ll be able to traverse star systems, explore distant planets, and return home safely—all without spending hours flying through empty space. So strap in, power up your reactors, and get ready to jump into the future of space travel in Space Engineers.

Understanding Jump Drives: The Closest Thing to Light Speed

Before you can blast off into the cosmos, it’s important to understand what jump drives are and how they work. In Space Engineers, jump drives are special blocks that enable your ship to perform a “jump”—a near-instantaneous teleportation across space. While this isn’t true light speed travel (which would require moving at 299,792 km/s), it’s functionally similar for gameplay purposes. You’re covering thousands of kilometers in seconds, which feels just as fast—and a lot more exciting.

How to Go Light Speed in Space Engineers

Visual guide about How to Go Light Speed in Space Engineers

Image source: spaceengineersgame.com

Jump drives don’t move your ship through space the traditional way. Instead, they create a temporary wormhole or spatial distortion that “pulls” your ship to a predetermined destination. This means you don’t have to worry about acceleration, inertia, or fuel consumption during the jump itself. However, the process does require a massive amount of energy and precise calculations.

There are two types of jump drives in the game:

  • Small Jump Drive: Used on small ships and drones. Requires less power but has a shorter maximum jump distance.
  • Large Jump Drive: Designed for large ships and stations. Offers greater range and can transport heavier vessels.

Both types function similarly, but the large jump drive is essential for capital ships, freighters, and exploration vessels. Keep in mind that jump drives can only be installed on ships—not on stations or static structures. Also, your ship must be fully assembled and sealed (no open hatches or gaps) for the jump to work.

Step 1: Building a Jump-Capable Ship

The first step to achieving light-speed-like travel is building a ship that can support a jump drive. Not every ship can jump—there are specific requirements you must meet. Let’s break down what you need.

Ship Size and Type

Your ship must be either a small grid or large grid vessel. Small grid ships (like fighters or scouts) can use small jump drives, while large grid ships (freighters, carriers, or exploration vessels) require large jump drives. Make sure your ship is fully constructed and sealed. Any open compartments, missing walls, or unsealed hatches will prevent the jump drive from activating.

Installing the Jump Drive

To install a jump drive:

  1. Open the Control Panel (press K by default).
  2. Go to the Blocks tab and search for “Jump Drive.”
  3. Select the appropriate size (small or large) and place it on your ship.
  4. Ensure the jump drive is connected to your ship’s power grid and control system (cockpit or remote control block).

Tip: Place the jump drive near the center of mass for better stability. Avoid mounting it on extendable parts or rotors, as this can cause issues during activation.

Power Requirements

Jump drives consume a huge amount of energy. A single large jump drive can require over 100 million gigawatts (GW) of power to charge. This means you’ll need a robust power system. Here’s what to include:

  • Reactors: Nuclear reactors are the most efficient power source. Use uranium ingots to fuel them. For a large ship, consider installing 4–6 large reactors.
  • Batteries: Add multiple large or small batteries to store energy. Jump drives draw power quickly, so having a large battery buffer is crucial.
  • Solar Panels (optional): Useful for refueling in space, but not reliable for jump charging unless you have dozens of them.

Example: A typical large exploration ship might have 6 large reactors, 12 large batteries, and a large jump drive. This setup can store enough energy for 2–3 jumps, depending on distance.

Step 2: Charging the Jump Drive

Once your jump drive is installed and connected, you need to charge it before you can jump. This process takes time and energy, so plan ahead.

How to Charge

To charge the jump drive:

  1. Open the Control Panel and select the jump drive.
  2. Click the Charge button.
  3. Wait while the drive accumulates energy. The charging time depends on your power output and the jump distance.

The jump drive will display a percentage indicating how charged it is. You must reach 100% before initiating a jump. If your power supply is weak, charging can take several minutes—or even longer for long-distance jumps.

Power Management Tips

  • Turn off non-essential systems: Disable lights, thrusters, and weapons while charging to conserve power.
  • Use battery priority: Set batteries to charge first, then reactors. This ensures maximum energy storage.
  • Monitor energy levels: Use the Info tab in the Control Panel to track power consumption and storage.

Pro Tip: If you’re low on uranium, consider building a mining ship to collect resources from asteroids. Uranium is essential for sustained jump travel.

Step 3: Calculating Jump Distance and Destination

One of the most critical steps in jumping is calculating the correct distance and destination. Jump too far, and you might overshoot your target. Jump too short, and you’ll waste energy. Worse, you could land inside a planet, asteroid, or star—resulting in instant destruction.

Using the Jump Calculator

Space Engineers includes a built-in jump calculator to help you plan your trip:

  1. Open the Control Panel and select the jump drive.
  2. Click the Jump Calculator button.
  3. Enter the desired jump distance in meters.
  4. The calculator will show the required energy and estimated charging time.

The maximum jump distance depends on your ship’s mass and the jump drive size:

  • Small Jump Drive: Up to 10,000 meters (10 km).
  • Large Jump Drive: Up to 200,000 meters (200 km).

Note: Heavier ships reduce jump range. A fully loaded freighter might only jump 150 km, even with a large drive.

Setting a Safe Destination

To avoid catastrophic landings:

  • Use GPS markers: Create a GPS point at your destination (press G to open GPS menu). The jump drive can target GPS points directly.
  • Avoid planetary bodies: Never jump into a planet, moon, or dense asteroid field. Always aim for open space.
  • Check trajectory: Use the in-game map (M key) to visualize your jump path. Ensure there are no obstacles along the way.

Example: If you want to travel to a distant asteroid belt, first fly near it in normal mode, mark a safe GPS point 5 km away from the nearest asteroid, then return to your ship and jump to that point.

Step 4: Initiating the Jump

Once your jump drive is fully charged and your destination is set, you’re ready to jump. This is the moment you’ve been waiting for—your chance to go light speed in Space Engineers.

How to Jump

To initiate the jump:

  1. Open the Control Panel and select the jump drive.
  2. Click the Jump button.
  3. Confirm the action when prompted.

The screen will fade to black, and your ship will vanish from its current location. A few seconds later, you’ll reappear at your destination. The entire process takes less than 10 seconds—making it feel just like light speed travel.

What Happens During the Jump?

During the jump:

  • Your ship is temporarily removed from the game world.
  • All systems (thrusters, weapons, lights) are disabled.
  • You cannot control the ship until arrival.

Upon arrival, your ship will reappear at the target location with full functionality restored. However, be prepared for potential hazards—like nearby asteroids or enemy ships.

Step 5: Post-Jump Safety and Navigation

Jumping is only half the battle. What you do after arriving is just as important. A poorly planned jump can leave you stranded, damaged, or under attack.

Immediate Actions After Jumping

As soon as you arrive:

  1. Check your surroundings: Use the map and camera to scan for obstacles, enemies, or hazards.
  2. Re-enable systems: Turn on thrusters, lights, and weapons if needed.
  3. Assess damage: Jump drives can cause stress on your ship’s structure. Check for broken blocks or leaks.
  4. Recharge if necessary: If you plan another jump, start recharging immediately.

Using Beacons and GPS for Return Trips

To make return trips easier:

  • Place a beacon: Drop a beacon at your destination (if allowed). This creates a permanent marker you can jump to later.
  • Save GPS points: Always save your starting and destination coordinates. Name them clearly (e.g., “Home Base,” “Asteroid Mine 3”).
  • Use the jump drive’s GPS targeting: Select a saved GPS point directly from the jump drive interface.

Pro Tip: Build a small “jump relay” ship stationed at key locations. These ships can act as charging stations or emergency jump points.

Troubleshooting Common Jump Issues

Even experienced engineers run into problems. Here are some common issues and how to fix them.

Jump Drive Won’t Charge

Possible Causes:

  • Insufficient power (not enough reactors or batteries).
  • Jump drive not connected to power grid.
  • Ship is not sealed (open hatches, gaps, or connectors).

Solutions:

  • Check power output and add more reactors or batteries.
  • Ensure all blocks are connected and the jump drive is powered.
  • Seal all openings using walls, doors, or connectors.

Jump Drive Won’t Activate

Possible Causes:

  • Ship is too heavy (exceeds jump drive capacity).
  • Destination is invalid (inside a planet or too far).
  • Jump drive is damaged or not functional.

Solutions:

  • Reduce ship mass by removing unnecessary blocks or cargo.
  • Verify destination is in open space and within range.
  • Repair or replace the jump drive if damaged.

Ship Damaged After Jump

Possible Causes:

  • Structural weakness (insufficient reinforcement).
  • Landing too close to an object (causing collision).
  • Jump initiated while ship was moving or rotating.

Solutions:

  • Reinforce critical areas with heavy armor or struts.
  • Always jump to a safe distance from objects (at least 1 km).
  • Ensure the ship is stationary and level before jumping.

Advanced Tips for Efficient Light Speed Travel

Once you’ve mastered the basics, try these advanced strategies to optimize your jump travel.

Build a Dedicated Jump Ship

Instead of modifying your main ship, build a specialized jump vessel. This ship can carry cargo, crew, or equipment and jump independently. Use connectors to dock with other ships or stations.

Use Multiple Jump Drives

For ultra-long journeys, install multiple jump drives. You can chain jumps by recharging and jumping again. This is useful for crossing entire star systems.

Automate with Programming Blocks

Use a Programmable Block to automate jump sequences. Write a script that charges the drive, checks GPS, and initiates the jump—all with one button press.

Explore with Confidence

With jump drives, you can explore distant planets, mine rare resources, and establish outposts across the galaxy. Always carry extra uranium, tools, and a survival kit. You never know when you’ll need to make an emergency jump.

Conclusion: Master Light Speed Travel in Space Engineers

While true light speed remains a dream, Space Engineers offers an exciting and realistic alternative through jump drives. By following this guide, you’ve learned how to go light speed in Space Engineers—from building a jump-capable ship to calculating safe jumps and troubleshooting issues.

Jump drives open up a whole new world of exploration, trade, and adventure. Whether you’re zipping between asteroids, establishing colonies, or evading enemies, mastering this mechanic will transform your gameplay. So power up your reactors, plot your course, and take the leap into the stars. The galaxy is waiting.