The only canon number I've seen specified was 1 gigawatt hour.
We know the distance to the jump point, we know the energy output from the sun at that distance and we know the area of the jumpsail and how long it takes to charge the core.
However, even if we accepted that bump to 1 GWh...and why not? FASAFiziks...we are talking about using a couple of more generators to charge the core, which will still likely be cheaper and more compact than the sail, or keeping one generator and just letting it run for longer.
1GWh over a 168 hour week is just about a 6MW engine....or two 3MW generators. Spending 150 Tons on two diesel generators and ten tons of fuel to replace a 500 Ton sail sounds like a neat investment.
Granted, its a fictional universe but even then, it doesn't truly work.
If you to keep a degree of realism...yes, I know - the "R" word...then additional concepts must be added or expanded upon.
Hence the head canon above.
Cores can't be charged quicker because heat spikes damage them.
The generators that can provide enough power to spark a jump are so heavy and large they halve the range
Ships require one week between jumps because thats how long it takes "shimmer heat" to discharge...shimmer heat being a quick n easy term for the "static charge" a ship gains after a jump.
And in this headcanon, these effects do real damage which is why ship captains try to avoid them
But as I said, some of this is simple extrapolation of the existing info. But some of the rest are new concepts. I think. I don't recall them cropping up anywhere else
But...getting back to the original topic.
Could this be used to explain a superjump.
Kinda...in this system, the LF battery would be used to feed power into the KF field to prevent it twisting. What you'd be doing would either be
1...pumping power into the field to stabilise it and prevent it twisting and tearing the ship apart
2...using the system to generate a second KF field overlaid upon the first, reinforcing it, maybe adding a concept of drag or mass.
3...using the system to generate a second KF field, but instead of creating an overlay, you'd be creating an inverse field that mirrors the original, shoring it up and countering the twist effect by applying the reverse twist and thus stabilising the field.
Option 1 would be the Manassass.
Either option 2 or 3 could explain the WoB drive.
Of course, the Holy Grail here would be to get two fields generated at the same time so that any imperfections due to the time delay between initiations would be minimised. Options 2 and 3 would both be equivalent to operating two cores in close proximity to each other, possibly explaining the damage the drives suffer.
One could also posit a feedback loop which destroys the core.
Within the canon BTU, however, a safe superjump may not be advisable. It may be possible but it would also disrupt the story. Constraints are a necessary part of storytelling and world creating and game balance and any different transit technology would need its own set of pros and cons.
The existing universe would accept a safe superjump system...IF it were properly balanced in some way. The WoB version destroyed the drive....which is too strong a drawback, though it does work well to keep the standard drive as king.
A working superjump system would need some strong drawbacks...probably not automatic destruction of the core, but something.