It has a stacking effect: 1 = 50% fuel cost / 2 = 33% fuel cost / 3 = 25% fuel cost (5% per jump!)
Module Name
Stats Drawn
Module Improves
Min
Max
Min
Max
Min
Max
Min
Max
Min
Max
Hyperdrive
C/B 1
A/S 2
X 1-2
Warp Cell Efficiency
n/a
n/a
100
100
100
Hyperdrive Range
50
100
115
165
165
220
220
265
50
320
Up to three Hyperdrive Upgrades can be installed in the Starship --- installing four or more upgrades will disable all upgrades of that type until the upgrade count is reduced to three or less.
Crafting[ | ]
Hyperdrive Upgrades can only be obtained from opening Hyperdrive Modules.
Upgrade modules follow a static progression. The generation seed is used for all module families at the same time. During module installations it goes up by one. The new module they change into correlates to their order of installation. If the game is reloaded, the exact same pool will be offered to the player, no matter the order they install other modules.
Example: If an S-class module had 200 ly Hyperdrive Range bonus on the third installation no matter in what order the former modules are installed or their class, if the same S-class module is used third again, it will once again be the 200 ly bonus module even if the name changes. Only if used second or fourth the module stat may change.
Upgrade bonuses trigger for Hyperdrive Upgrades if they are adjacent to Hyperdrive or each other, increasing their Hyperdrive Range bonuses above listed values. Installing Cadmium Drive, Emeril Drive, and Indium Drive as well as the Emergency Warp Unit adjacent to other Hyperdrive Upgrades also increases Hyperdrive Range bonuses.
At the maximum three upgrades, a Hyperdrive can get 2,200 [S] - 2,500 [X] ly and ten jumps/warp cell