Each unit of sub-light drive costs 3 BURPS. It is used for maneuvering in combat and for short journeys (such as within a system), since travelling sub-light avoids the time it takes to enter and leave warp. It is likely that you will design some ships without warp drives for reasons of economy and efficiency, relying entirely on sub-light drives. Sub-light speed is calculated from the percentage of ship made up of sub-light drives in a manner similar to the warp speed calculation described above, except that sub-light speed is 4 times the square root of the percentage of the ship's mass devoted to sub-light drives, rather than 2.
With regard to in-system movement, a ship can move 1.5 orbits per turn per point of sub-light speed it possesses. For example, a spaceship with a sublight speed of 10 could move 15 orbits in one turn, or one orbit in about 7% of a turn.
The distance between a world and its moons is .01 orbits.
A ship performing orders at a world or moon takes some time launching or landing. A ship can be in high orbit, low orbit, or on the surface of a world.
A ship arrives at or leaves a world from high orbit. It takes 1% of a turn to travel from high orbit to low orbit, where ship combat occurs, world surveys are performed, and the like. In order to buy or sell cargo or load civilian units, the ship must land, which takes 1% of a turn from low orbit. Likewise, it takes 1% of a turn to launch from the surface to low orbit, and 1% to travel from low to high orbit.
high orbit (departure and arrival point for ships) ^ | 1% turn travel time v low orbit (ship combat, world surveys, etc) ^ | 1% turn travel time v surface (buy world, sell, load military or civilian units, etc)Hence, when calculating times taken for round trading trips, don't forget to include 2% of a turn to travel from high orbit to the surface and 2% of a turn to launch and reach high orbit again, as well as the 10% of a turn it takes to trade.
Drive % 1 5 20 35 50 80 Dodge % 200 100 50 35 25 10