There is a tricky way to fake nano-jumping in just one mission. It hinges however, on whether or not a warp-effect (the sexp) can be configured to appear in front of and facing the player, no matter where the player is or is pointed. I'm guessing that either a series of variables and instances of get-object-location and orientation could be done, or perhaps it can be handled with LUA scripting. Either way, if it can be done, then its appearance would be triggered to the player activating the jump key sequence. The player's warp ability would actually be disabled to prevent the mission from ending. So, the player triggers a warp-effect instance with the key sequence, then the player-use-ai is activated and forces the player ship to travel to a waypoint which is just beyond the warp effect. The position of the waypoint would need to be calculated in the same way as the location of the warp-effect. Then, just as the warp effect is filling the player's screen, another warp effect is created at the destination location and the series of set ship orientation and position sexps relocate it so its nose is just emerging from the new warp effect. Set-velocity-x/y/z would be used to maintain the velocity, while the player AI is ordered to follow a new waypoint to follow through with the warp effect emergence. Then, return control of the ship to the player, make sure all other nano-warping ships (say, the rest of the player's wing) are in position, and there you have it.