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== Detailed Example == ''Note: Mechanics may have changed since VB6.'' {{unsure}} The jump blindness period can be reduced by crew training. First, the grade multiplier is calculated (the multiplier is basically 100% - the ship's grade bonus): <code>Multiplier = 1 - (integer_part(sqrt(grade_points) - 10) / 100).</code> As an example, UNS Berlin has 881.3 grade points due to its accumulated training (not task force training, which is different). Thus its multiplier is <code>1 - (integer_part(sqrt(881.3) - 10) / 100) = 0.81</code>. The delay is then calculated. For squadron transits, the base delay is 10 seconds + a random number between 1 and 20 seconds. For a standard transit, the base delay is 120 seconds + a random number between 1 and 60 seconds. This is then multiplied by the multiplier above. Thus, for a squadron transit, the delay is anywhere between 11 and 30 seconds (121 - 180 seconds for a standard transit), and then multiplied by multiplier. For the Berlin, with its multiplier of 0.81 delay would be between 9 seconds and 24 seconds (98 - 146 seconds for standard). Remember that the max grade bonus of a ship is 34%, so the minimum multiplier would be 0.66, and thus the minimum possible delay time for a squadron transit is 7.26 (round up to 8) seconds (80 seconds for standard). Since the game basically can't proceed in intervals less than 5 seconds, the practical minimum delay for a squadron transit is 10 seconds. Note that in those ten seconds, bad guys on the emergence side of the jump point can be lighting you up.
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