Feel free. Here's what I have on this:
Jump flashes
Affected by tonnage, exit speed and jump distance from the origin. Detection is doubled in the direction of travel, and normal in all other directions. The larger the ship that is jumping, the more tonnage that it has and the speed upon which it is travelling all combine to determine the size of the exit flare (e.g. jump flash) of the ship.
Jump flash = (ships tonnage * jump distance * speed in G’s of exit velocity) * 100. If exit speed is zero, then substitute 1 G in the equation to eliminate multiplication by zero. The minimum flash distance is 10,000km, regardless of size or other methods to reduce the jump flash.
Ex – An Imperial 100ton scout has performed a 1 parsec jump, with an exit speed of 1G. ((100 tons * 1 parse * 1G) * 100) = 10,000. The scout’s jump flash can be detected at 20,000km if the ship emerges from jump in the direction of a detector, or 10,000 km if it does not.
Ex – A 600ton subsidized liner has performed a 3 parsec jump, with an exit speed of 2G. ((600 * 3 * 2) * 100) = 360,000km jump flash (720,000 if facing a jump detector).
Ex – A 5,000ton Imperial Destroyer with a stealth coating performs a 2 parsec jump and emerges with an exit speed of 0 G ((5,000 * 2 * 0) * 100) = 1,000,000km jump flash, which is halved by the stealth coating down to 500,000km.
Ex – A 50,000ton Imperial cruiser executes a 5 parsec jump and exits jump space at 9G (50,000 * 5 * 9) * 100) = 225,000,000Km (or 500,000,000 if the ship emerged in the same direction as a detector). Had the cruiser done the same jump with an exit speed of zero the detection range would have been reduced to 25,000,000Km.
Ways to reduce jump flash:
Stealth coating of a ship’s hull will reduce the jump flash by 50%.
Jump with a speed of zero to minimize exit flash.
Jump tracking
A ship with military-grade sensors or better that is within 100,000km of a ship that jumps is able to estimate the line along which the ship may emerge. It can even estimate, within an hour, of the estimated transition time back to realspace.
Fleet Jumping
Ships may jump in tandem by synchronizing their jump navicompters. The timing and accuracy is enhanced if the ships are at a relative rest to the system they are jumping from. If they are travelling at speed the chances of mistiming increase for any of the ships attempting a tandem jump. The systems are all fed the same jump coordinates and tied together. The master controller ship determines when the synchronized jump will take place and sends a signal with the exact instance the ships should initiate jump sequence. This is all automated, humans attempting to do it by voice command will emerge 1D6 hours different from each other. Ships using the automation will emerge with 1D6 turns of each other, assuming no extenuating circumstances. For each G of speed the ships are under roll 2D6, multiply by their G speed and that is the emergence timing difference.