SC NOMADS
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EXPLORATION / VISUAL FIELD GUIDE

Travel through a jump point

Prepare for a system crossing and fly the tunnel attentively.

Getting startedPilot; crew secured for transit8 min read
Ship with a compatible jump module
01
STEP 1 OF 7

Plan the far side before crossing

Check the installed jump capability, fuel, destination system and reachable services after arrival. A quantum drive for travel within a system is not the whole inter-system setup.

Our recommendation: agree a regroup location with friends before entering. Use an inexpensive exploration load for a first crossing.

  1. 1

    Plan an actual system crossing

    Separate controls: F2

    Locate the gateway and your intended destination beyond it. Inspect the ship's jump capability and fuel, and agree a far-side rendezvous before departing.

    What you should see

    The route involves a reachable jump point and a ship equipped to use it.

    That did not happen

    A snub or a ship lacking the required equipment cannot be fixed by selecting another quantum marker. Arrange a suitable transport.

    RSI Ships and Vehicles
Read the complete guide as text

The same published instructions in one readable view. Use the steps above for controls and practice panels.

Plan the far side before crossing

Check the installed jump capability, fuel, destination system and reachable services after arrival. A quantum drive for travel within a system is not the whole inter-system setup.

Our recommendation: agree a regroup location with friends before entering. Use an inexpensive exploration load for a first crossing.

Plan an actual system crossing

Separate controls: F2

Locate the gateway and your intended destination beyond it. Inspect the ship's jump capability and fuel, and agree a far-side rendezvous before departing.

Expected result: The route involves a reachable jump point and a ship equipped to use it.

If it did not work: A snub or a ship lacking the required equipment cannot be fixed by selecting another quantum marker. Arrange a suitable transport.

Before departure: complete a crossing card

The 4.0 introduction is historical, not a current gateway map. SC Nomads drill, source-reviewed 19 October 2026: record the intended system crossing, a far-side stop and a regroup before taking an inexpensive ship out.

Plan an actual system crossing

Separate controls: F2

Locate the gateway and your intended destination beyond it. Inspect the ship's jump capability and fuel, and agree a far-side rendezvous before departing.

Expected result: The route involves a reachable jump point and a ship equipped to use it.

If it did not work: A snub or a ship lacking the required equipment cannot be fixed by selecting another quantum marker. Arrange a suitable transport.

Separate route planning from installed capability

SC Nomads practice checkpoint

Use the existing map card, then confirm the actual ship has the jump capability required by the live gateway. Record the departure services and one reachable destination after exit.

Expected result: The route and the ship capability are separate confirmed facts.

If it did not work: A quantum-drive comparison does not certify a jump module. If capability or far-side services are unknown, practise the local navigation lesson first.

Give the navigator a checkable return task

SC Nomads practice checkpoint

Have one person read back system, gateway, intended exit, current supplies and rendezvous. A solo pilot does the readback before approaching rather than while steering the tunnel.

Expected result: The crew can describe the crossing and a return or recovery stop.

If it did not work: An old screenshot, advertised exploration role or another ship entering is not permission for your own entry. Reduce the plan if the return cannot be explained.

Follow the gateway’s alignment sequence

The original 4.0 procedure enters quantum navigation mode, follows the AR rings and waits for the ship to tune to the jump point. Use the latest-known request binding in the action panel below, then confirm the current HUD response.

Your own tuning and entry indication matter. Do not launch into a tunnel entrance merely because another ship passed through.

Approach in the indicated navigation mode

Controls in order: Hold B then Middle mouse

Approach the gateway in NAV and select the quantum operator. Follow its visible alignment and tuning indications rather than following another ship's nose.

Expected result: Your own HUD reaches the ready state for the gateway.

If it did not work: If tuning does not complete, read the alignment or capability warning and reposition without entering the aperture.

Request the jump when ready

Separate controls: Left mouse

Use the Jump Drive Request Jump action once the gateway shows ready. The latest extracted default is a left-click request; follow the live prompt if your build requests a hold.

Expected result: Your ship receives its own transit invitation or entry indication.

If it did not work: Do not confuse this request with holding left mouse for ordinary quantum engagement. If nothing changes, check tuning and the named jump binding.

At the gateway: identify the stage before an input

The original 4.0 notes described holding the request. The existing central card records the reviewed request action. These dated descriptions are not interchangeable: follow the current prompt and saved binding, and never invent a delay or tunnel-duration guarantee.

Request the jump when ready

Separate controls: Left mouse

Use the Jump Drive Request Jump action once the gateway shows ready. The latest extracted default is a left-click request; follow the live prompt if your build requests a hold.

Expected result: Your ship receives its own transit invitation or entry indication.

If it did not work: Do not confuse this request with holding left mouse for ordinary quantum engagement. If nothing changes, check tuning and the named jump binding.

Read approach, tuning and entry separately

SC Nomads practice checkpoint

After the existing navigation setup, name what your HUD actually shows: approach/alignment, tuning or ready/entry. Complete one stage and observe its response before making the next request.

Expected result: The pilot can identify the current stage from their own HUD.

If it did not work: No change? Read the capability or alignment warning and reposition safely. Repeated requests do not repair an unresolved setup stage.

Keep the ship controlled through transit

SC Nomads practice checkpoint

Once actual entry begins, watch ahead and use your familiar flight controls to keep clear of the visible route boundaries. Leave map work and crew inventory until a safe moment after exit.

Expected result: The pilot remains in control until emergence instead of assuming an automatic ride.

If it did not work: The historical source describes damage or ejection after collision. No timed key sequence or exact current tunnel map is supplied.

Fly through the tunnel

Steer away from the tunnel walls and obstacles throughout transit. The release notes describe collision consequences including damage and ejection away from the intended exit.

On arrival, recheck ship status and your route before continuing. If separated, regroup deliberately instead of immediately making another risky crossing.

Keep flying throughout transit

Watch the tunnel ahead and steer to remain clear of its walls and obstacles. Keep attention on the route until the ship emerges.

Expected result: You reach the far side with control of the ship.

If it did not work: If a collision ejects you elsewhere, stop and inspect location, condition and fuel before plotting a new route.

Confirm the whole crew reached the regroup

Separate controls: F2

After exit, locate the agreed rendezvous and account for each ship. Inspect your condition before continuing or returning.

Expected result: The group knows who arrived and who needs help.

If it did not work: Do not repeatedly cross back and forth without locating a separated pilot first. Use their reported system and marker.

  • Jump capability confirmed
  • Far-side services planned
  • Tuning complete
  • Post-jump condition checked

After exit or ejection: locate, inspect, regroup

SC Nomads completion is an accounted-for crew at a known stop, not merely a tunnel animation. Use the current build and actual HUD state when recording a failed crossing.

Confirm the whole crew reached the regroup

Separate controls: F2

After exit, locate the agreed rendezvous and account for each ship. Inspect your condition before continuing or returning.

Expected result: The group knows who arrived and who needs help.

If it did not work: Do not repeatedly cross back and forth without locating a separated pilot first. Use their reported system and marker.

Re-establish location before choosing another jump

SC Nomads practice checkpoint

Read the system and location, inspect ship condition and usable fuel, then compare one reachable stop with the crossing card. Wait for a separated pilot to report their own location.

Expected result: The group knows where its ships are and which recovery leg is feasible.

If it did not work: If ejected away from the intended exit, do not immediately cross back. A damaged ship or unknown fuel state needs a deliberate recovery decision.

Close the trip with a real arrival receipt

SC Nomads practice checkpoint

Meet at the agreed stop or explicitly revise it. Count crew and ships, confirm who still needs transport and record the last successful stage for any failure.

Expected result: Every member is accounted for and the next action is clear.

If it did not work: Logging out or repeatedly trying the gateway is not a verified recovery method. Use the existing refueling, landing and session guidance when appropriate.

Before you commit

This documents the official introduction sequence, not a playtest of every current gateway. The duration, traffic and route may vary.

The atmospheric cover is original concept art. It does not depict an actual tunnel or establish which systems are currently connected.

Version history

Sources & guide information

Sources checked 13 October 2026. Not gameplay verified on Alpha 4.10.2.. Reference information, not a claim of current-patch playtesting.

CIG Alpha 4.0: jump points and contested zones introductionRSI Ships and VehiclesRSI How to Quantum Travel, updated 12 Jun 2025CIG defaultProfile.xml, extracted by Subliminal: 4.9 LIVE defaults compared with 4.10 PTU, checked 13 Oct 2026RSI Playing with FriendsRSI Alpha 4.10.2 Known Issues, updated 9 October 2026; checked 19 October 2026