# Jump drives

(Redirected from Jump bridge)
The three types of Cynosural Fields, the ships that can light them, and the ships that can use their Jump Drives to reach them.

Jump Drives are an alternative means of interstellar travel. Ships with built-in jump drives can use their drives to instantly travel to a friendly Cynosural Field or Pharolux Cyno Beacon in another star system, within a limited range and expending Isotopes as fuel. All capital ships, Jump Freighters, and Black Ops Battleships have built-in jump drives. Jump drives allow for rapid movement and deployment of both subcapital and supercapital ships, and are commonly used for defensive, offensive, and industrial purposes.

## Operation

Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the Jump Drive Operation skill to pilot. The following classes of ship contain jump drives:

Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay. The fuel required depends on the faction that constructed that drive, and can be produced by refining corresponding ice. The respective fuel type for each faction is:

 Amarr, Blood Raider, Sansha, CONCORD Helium isotopes Caldari, Gurista Nitrogen isotopes Gallente, ORE, Serpentis Oxygen isotopes Minmatar Hydrogen isotopes

The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The skill Jump Drive Calibration increases the jump range by 20% per level which means at the maximum of level five the range is doubled. The skill Jump Fuel Conservation reduces the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five.

Jump freighters also have their required fuel reduced by the skill required to fly them.

The following table shows the range, base fuel consumption, and fuel capacity of all jump drive-capable ships.

Ship class Ship type Base Range Max Skills Range Fuel per ly Fuel bay (m3) Fuel bay (units)
Capital Dreadnought 3.5 ly 7 ly 3000 units 8 000 266 666
Carrier 3 000 100 000
FAX
Super Capital Supercarrier 3.0 ly 6 ly 3000 units 5 000 166 666
Titan 60 000 2 000 000
Jump Freighter Anshar 5.0 ly 10 ly 9400 units 12 000 400 000
Ark 8800 units
Reha 10000 units
Black Ops Battleship 4.0 ly 8 ly 700 units 2 150 71 666
Capital Industrial Ship Rorqual 5 ly 10 ly 4000 units 10 000 333 333

Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of Jump Drive Operation). Because Jump Drive Operation level five is required for the Jump Drive Calibration skill, it is usually assumed to be at level five. At this level, 71.25% of the capacitor is consumed which rounds up to 75% in everyday communications and is coloquially called "jump cap". Because of the huge amount of cap needed for jumping capital ships usually have a capacitor booster fitted. But, in special cases you would rather fit cap rechargers and capacitor power relays to reduce the amount of time between jumps.

Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a warp interdiction bubble (from an Interdictor or Heavy Interdiction Cruiser, or if the ship has been warp disrupted below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.)

## Jumpdrive Isotope Usage Formula

The amount of fluel used in a jump can be calculated with the following formula.

$\displaystyle\rm \text{Isotopes used} = D \times F \times ( 1 - 0.1 \times JFC ) \times {\color{green} ( 1 - 0.1 \times JF )} \times {\color{red} ( 1 - JDE_1) \times ( 1 - ( JDE_2 \times 0.869 )) \times ( 1 - ( JDE_3 \times 0.571 )) \times ( 1 - ( JDE_4 \times 0.283 ))}$

The white part of the formula applies to all jumpdrive capable ships. The green part only applies to Jump Freighters and the red part only applies to Jump Freighters and Rorquals. The red part is stacking penalized so the order of the modules is from highest bonus to lowest bonus.

Variable Name Meaning Valid Values
D Distance in light years up to ~ 10.00 Distance of the jump.
F Fuel consumption up to 10 000 Base Isotope Fuel Consumption per Light Year.
JFC level 0-5
JF level 0-5 Only applies to Jump Freighters.
JDEx Jump Drive Economizer module 0.04, 0.07, 0.1 Jump Drive Economizer fuel bonus. Stacking penalized, ordered with highest bonus

first and lowest bonus last. Only Jump Freighters and Rorquals.

## Cynosural Fields

Cynosure (pronounced like "sigh no sure") is a little-used word outside of EVE. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.

As of the September 2019 release cynos can only be fitted to Force Recons and Black Ops Battleships. (Prior to this release, cynos could, and commonly were, fitted to any ship with enough CPU and cargo space.) Both Force Recons and Black Ops (except the Marshal) have 50% reduced cycle time for cynos (both normal and Covert), but Force Recons add an 80% fuel cost reduction on top of the reduced cycle time (reducing the duration to 5 minutes and only 50 Liquid Ozone).

Cynos are sometimes used for 'cyno vigils' to remember eve online players who died in real life. If other pilots are aware of such an occasion they don't attack those vigils out of piety.

## Covert Cynosural Fields

Covert Cynosural Fields are a special variant of 'normal' Cynosural Fields which were discussed above. In a context, where you might speak of either version, cynos, which are not covert, are often called hard cynos. A Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are Black Ops Battleship, Blockade Runners, Covert Ops Frigates, Force Recon Ships, Stealth Bombers, and Strategic Cruisers (with the covert subsystem); further, the single hulls Etana, Prospect, and Rabisu. As a rule all ships which can fit a covert cloak (except the Sisters of EVE ships) can fit a covert cyno. The Covert Cynosural Field Generator requires at level 5. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of Force Recon Cruisers and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds.

Only Black Ops battleships can jump and bridge to covert cynos. Black Ops Battleships can only bridge ships which are able to fit a Covert Ops Cloaking Device (it doesn't have to be fitted). Bridges by Black Ops only last 20 seconds. For more details about bridging mechanics see the below section about it.

## Industrial Cynosural Field

Introduced in September 2019, the Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by Jump Freighters and Black Ops Battleships. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to Industrial ships, Blockade Runners and Deep Space Transports.

As of November 2019, Industrial Cynos can also be fitted to Ventures, and the Venture has a role bonus which cuts the Industrial Cyno's Liquid Ozone cost in half.

Arriving ships materialize at a random point 5km from the Cynosural Field location. Jump Freighters will typically prefer to dock instantly which requires the Cynosural Field to be at least 5km within the structure's dock range. However, if the Cynosural Field is located too close to the structure (<5km), then the arriving ship may materialize with the structure, causing it to be ejected at a high velocity and be far from the dock range. Standard warp mechanics will not allow the ship to warp back to the structure until it has slowed sufficiently to align and warp.

## Bridging

A Jump Bridge is a way for a Titan or Black Ops Battleship to launch its allies, who cannot use jump drives, across space into battle.

A (Covert) Jump Portal Generator allows the user to create a bridge to another system. The Jump Portal Generator can only be fitted on a Titan, and the Covert version only to a Black Ops Battleship. They are high-slot passive modules which enable the bridge function of the ship. The module will visibly activate and cycle while the bridge is active, but cannot be manually activated.

Titans can bridge all subcapital ships. Black Ops Battleships can only bridge ships which are capable of fitting the Covert Ops Cloaking Device. (The ships do not need to have the module fitted in order to use the bridge.) This includes the Sisters of EVE ships, and Strategic Cruisers fitted with the Covert Reconfiguration subsystem.

Using the module requires skill at level one.

The ship with the generator must first be within jump range of a cyno lit by a member of the fleet.

Once the cyno is lit, the Generator pilot can create a jump bridge (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet.

Titan jump bridges can only be created to standard Cynosural Fields, or Cynosural Beacons. Covert jump bridges can be created to any form of cyno.

A titan jump bridge stays open for one minute, and immobilizes the ship holding it open. A Covert jump bridge stays open for 20 seconds.

The act of opening a Titan bridge costs 500 units of Strontium Clathrates, modified by . There is no cost for opening a Black Ops bridge. When ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold.

For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up.

Ships that jump through a jump portal use up isotopes from the bridger's fuel hold. The isotopes used will be of the same type as the bridger's jump drive. The formula to calculate how much fuel is used is:

$\rm Fuel\ usage = Mass \times \text{Portal Consumption Mass Factor} \times \text{Base cost} \times \text{Skill mod} \times \text{Distance in LY}$
 Titan Black Ops Base Cost 3000 Isotopes 700 Isotopes Portal Consumption Mass Factor 0.000000001 0.000000135 Skill Modifier 1 - (0.1 x Generator's level)

For example, a Manticore jumping through a Black Ops bridge with :

$1\,470\,000\,\text{kg} \times 0.000000135 \times 700\,\text{isotopes} \times 0.5 \times 1\,\text{ly} = 69.4575\,\text{isotopes}$

A bridge can be activated if the host ship is in a warp disruption bubble, but ships inside the warp disruption bubble cannot take the bridge, only those outside a warp disruption bubble and who are not warp disrupted below a warp core strength of 0.

## Jump Fatigue and Jump Activation Cooldown

As of the October 2014 Phoebe release, traveling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 5 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.

• Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes
• Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)

During each jump (and before jump fatigue is recalculated) a Jump Activation cooldown also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal.

• The Jump Activation cooldown has a minimum value of (1+(LY just jumped) in minutes
• Otherwise, the Jump Activation cooldown is one tenth of the pilot's Jump Fatigue value (before the jump fatigue is recalculated for this jump)

In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Jump freighters and other industrial ships will be able to maintain more frequent jumps.

• the Jump Activation cooldown is capped at 30 minutes
• Jump Fatigue is capped at 5 hours

For example, if a carrier wants to travel a long distance by making 5 ly jumps:

• Before the first jump, the pilot has Jump Activation (JA) cooldown of 0 minutes and Jump Fatigue (JF) of 0 minutes.
• After the first jump, the pilot has JA cooldown of 6 minutes and JF of 60 minutes.
• After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 54 minutes.
• After the second jump, the pilot has JA cooldown of 6 minutes and JF of 5 hours (the maximum).
• After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 54m.
• After the third jump, the pilot has JA cooldown of 30 minutes (the maximum) and JF of 5 hours (the maximum).
• After waiting for 30 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 30m.

Two groups of ships have special considerations:

• Black Ops Battleships and the covert cloaking ships they bridge gain a 75% reduction to effective distance jumped when calculating fatigue.

The following ships gain a 90% reduction to effective distance traveled when calculating fatigue: