How about sexps less complicated for the FREDder?
transfer-co-ordinates
-<source ship which is leaving>
-<ship to transfer co-ordinates to>
-optional additional ships receiving co-ordinates
-transfer-vector
(does same as previous except it transfers the direction the first ship was pointing in 3D space)
-transfer-attitude
(does same as previous except it transfers essentially the ship's angle of bank)
Is this useful, or would it be WAY to difficult to code in?
With those two SEXPs added plenty of interesting things could be possible, such as the "multiple ships sharing one jump vortex" idea. No warp effect ships arrive after the main ship, use the get-object-facing and get-object-speed SEXPs on the jumping ship with the set-object-facing and set-object-speed SEXPs on the "riders" and it should have them move at the same speed as the main ship as long as the events are repeating. In the end, this would allow the other ships to mimic the same deceleration from the vortex.
I'd been pushing for an option in the ships (and wings) arrival and departure cues editor, which would include a "preserve warping motions" checkbox. This would be greyed-out by default, until the "disable warp effect" checkbox is ticked. The new checkbox would allow you to retain a ship's warping speed and accelleration/deceleration rate without having a warp vortex. Then, if you want ships to appear to arrive or depart from the same group vortex, all you need to do is get them all to point the same direction (ie, head towards a distant waypoint) for departures, or simply place them properly for arrivals, use the "generate-warp-vortex sexp, and have all the ships warp without their own vortexes, but retaining the speeds and accel/decel rates, and presto... you have the desired effect.