What is the difference between a simple Transit and then a Combat Transit?
Combat transits use all the jump rules and are the 'official' type of jump. it should be used when transiting into a hostile situation or through an unknown jump point. The number of ships that can transit is restricted to the squadron size of the jump engine and the ship will appear at anything up to the maximum jump range at the far side (so up to 3 ships and 50,000 kilometers from the jump point for a jump engine with minimum settings). The normal transit is used for all other occasions when it would be tedious to have to move the jump ship back and forth to ferry large fleets through a jump point when there is no danger involved.
Also, what is the delay or formula for calculating the delay for the overcoming the effects of transit on Active Search Sensors etc?
I jumped 4 Destroyers through a WP that I knew would have NPR/Precursors sitting on it. I thought that I would have enough time to at least fire the one salvo, but in the end it took so long to enable the Active Search Sensor that the Missile Fire Control on my last surviving ship was damaged therefore making it a moot subject, hah! I lost 4 destroyers with fairly decent crews without firing a single shot
The delay in seconds is equal to: ( 30 + Random Number(1 - 30) ) x Bonus
The Bonus is equal to: 1 - (Crew Grade Bonus / 100 )
So as an example, lets take a squadron with average crew grade bonus of 10%. The base delay is 30 seconds plus a random number from 1-30. Lets assume 15 for a total delay of 45 seconds. The grade bonus is 10% so dividing that by a hundred and deducting it from 1 gives up 0.9. That is multipled by 45 to give a final delay of 40.5 seconds.
Steve