Tech 3 Manufacturing 101

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

This page should be updated due to game changes. Reason: Requires updating for production facities (no longer done in POS) and to include references to Tactical Destroyers and to the July 2017 modifications to Strategic Cruisers

Contents

Class Information

This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: http://xxx.jpg

This class will introduce the essential information needed for advanced tech 3 manufacturing.

  • Duration: 1 hour
  • Location: Docked up safely in a station

Class contents:

  • Polymer Reactions
  • Tech 3 Components
  • Reverse Engineering
  • Subsystem Construction
  • Tech 3 Hull Construction
  • Q&A

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel

Additional information: This class is primarily a lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links

Any particular notes or tips about how to deliver the class go here.

Class Contents

Introduction

Welcome to this class on Tech 3 manufacturing!

This course is designed primarily for....

Over the 90 minutes or so, we shall cover......

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station, and

Everyone ready? OK, then - let's begin....

Introduction

  • Outline of key points to cover

Polymer Reactions

  • Skills Required
  • Process
    • POS
      • Roles
      • Hardware
    • Location
      • Moons

Tech 3 Components

  • Outline of key points to cover
  • Key point
    • Detail point
    • Another detail
  • Final key point

Reverse Engineering

  • Outline of key points to cover
  • Key point
    • Detail point
    • Another detail
  • Final key point

Subsystem Construction

  • Outline of key points to cover
  • Key point
    • Detail point
    • Another detail
  • Final key point

Tech 3 Hull Construction

  • Outline of key points to cover
  • Key point
    • Detail point
    • Another detail
  • Final key point

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions ?

Notes to be adapted to above teaching notes......

There are several steps to Tech III production but before we go into those a quick word about the only available Tech III ships from the Apocrypha expansion.

Strategic Cruisers are currently the only available Tech III ships. Each ship is comprised of a hull and 5 subsystems, you MUST have the subsystems fitted to the ship to be able to fly it, the hull alone is about as much use as a car without wheels.

So with that in mind the follow sections have been split into several major parts, the manufacturing of the hull and the subsystem manufacturing.

The Complete start to finish Tech III process

1. Mine gas in WH space 2. React the mined gas in a POS Polymer Reactor Array to create Hybrid Polymers 3. Shoot Sleeper NPCs and salvage the wrecks 4. Combine Hybrid Polymers + Sleeper salvage to make Tech III Components 5. Get Ancient Relics, decryptors and datacores from Mag/Radar sites in WH space 6. Using a POS experimental lab (or Caldari outpost), reverse engineer the relics to get Tech III – 3 run BPCs of Hulls/Subsystems 7. Make the Hulls/Subsystems in a Subsystem Assembly Array (or Amarr outpost)

Where to get what parts/materials/BPO/BPCs

Short answer is Wormhole Space :)

Long answer is below

Polymers

Polymers are made in the Polymer Reactor Array which can only be anchored using a POS in 0.3 and below. A polymer reaction requires gas from Ladar sites in Wormhole space and normal mineable minerals.

Polymer reaction blueprints are seeded on the NPC market under Manufacture & Research / Reactions / Polymer Reactions

Making Polymers is on this page.

Components

A Hull and subsystem component is made up of Hybrid polymers and salvaged sleeper wrecks.

Component BPOs are available on the NPC market under Blueprints / Components / Hybrid Components.

Hull and Subsystem BPC

A Hull and Subsystem BPC is perhaps the hardest thing to get and make, the only way to get hold of hull/subsystem BPCs is to reverse engineer ancient relics found in WH space.

The decryptors and datacores for the reverse engineering come from sites within WH space and are also possible to get from failed reverse engineering attempts.

Ancient Relics

Ancient relics are gathered from magnetometric sites (and in some Radar sites) in WH space. Ancient relics are reverse engineered to get Hull and Subsystem BPCs.

Sleeper Loot

The loot that sleepers drop are like the nnth Tier Overseer’s Personal Effects, in that they are tradeable to NPCs (Credron and Zainou are two) who will buy them.

Making a Hybrid Polymer Reaction

Lets take a Polymer reaction “Fulleroferrocene” as an example

The reaction blueprint is as below

To make this we require 1,000 units of Tritanium per cycle (per hour), 200 units of Fullerite-C50 gas per cycle and 100 units of Fullerite-C60 gas per cycle.

Fullerite C50 and C60 gases are mined in gas cloud sites (Ladar sites) in Wormhole space.

To make this reaction we require a POS/Starbase with at least the following equipment:

  • 1 Normal Silo (to hold the Tritanium)
  • 2 Biochemical Silos (to hold the Fullerite-C50 and C60 gases)
  • 1 Hybrid Polymer Silo (to hold the end product Fulleroferrocene)
  • 1 Polymer Reactor Array
  • 1 Large Control Tower (see below)

The total CPU and power needed for the above reaction is 1500CPU 125,000MW (Reactor) 250CPU 50,000MW (Polymer Silo) 500CPU 100,000MW (2 Biochem Silos) and 500CPU 50,000 MW for normal silo which in total is 2,750CPU and 325,000MW.

In conclusion you could do the above using a medium control tower but will not have any room for defenses or other structures, so a large control tower is the recommendation.

Setting Up

  • Anchor and online all structures.
  • Place the Fulleroferrocene reaction blueprint into the reactor
  • Set your normal silo to tritanium (via the control tower – manage screen)
  • Set one biochemical silo to Fullerite-C50
  • Set the other biochemical silo to Fullerite-C60
  • Set the output Hybrid Polymer Silo to Fulleroferrocene
  • Fill the normal and 2 biochemical silos with the appropriate materials
  • On the control tower – manage screen on the processes production tabs
  • drag the trit silo output box (right side) to the input of the reactor (left side)
  • drag the C50 silo output box (right side) to the input of the reactor (left side)
  • drag the C60 silo output box (right side) to the input side of the reactor (left side)
  • drag the hybrid silo input box (left side to the output side of the reactor (ride side)
  • CLICK APPLY

Hopefully if you have done it correctly the input/output boxes should “stick” (stay where you put them) and the reactor should start up. It may take 2 hours for the output silo to show your reacted product Fulleroferrocene.

How to make components

To make the components you will need component blueprint originals (sold at NPC stations). Materials to make the components are hybrid polymers and Sleeper salvage.

These components can be build in normal NPC stations in the normal manufacturing way.

Reverse Engineering (updated with Apoc 1.3 changes)

Reverse Engineering (RE) is *the* big thing in Tech III production.

The sole purpose of RE is to get Hull and Subsystem BPCs for the strategic cruisers.

To be able to perform RE you will require a POS with an Experimental Lab or access to a Caldari Outpost. You cannot do RE in normal NPC stations. An Experimental Lab will anchor in high sec.

Each reverse engineering job will take 1 hour to complete.

Update – We have had confirmation from a CCP dev that training the skills higher will effect the outcome of the reverse engineering job. There are 3 different categories of Ancient Relics, these are Intact, Malfunctioning and Wrecked and it’s quite clear from the results I have had that they all have different degrees of success attached to them (intact = best chance and wrecked = worst chance). Reverse Engineering Intact relics is much more reliable than those wrecked ones, currently I have had a very high success rate of Intacts and not yet a single success off a wrecked relic.

Skills required to perform RE

Additional skill requirements to perform the actual reverse engineering on the relic are listed after the bracketed requirements of the Subsystem Technology skills.

Reverse Engineering (requires science 5, Metallurgy 4 and Research 4) Offensive Subsystem Technology (requires Research 5, Science 5, Engineering 5, High Energy Physics 4) plus Plasma Physics 1 Propulsion Subsystem Technology (requires Research 5, Science 5, Engineering 5, Graviton Physics 4) plus Rocket Science 1 Electronic Subsystem Technology (requires Research 5, Science 5, Electronics 5, Electronic Engineering 4) Engineering Subsystem Technology (requires Research 5, Science 5, Engineering 5, High Energy Physics 4) plus Quantum Physics 1 Defensive Subsystem Technology (requires Science 5, Nanite Engineering 4, Electronics 5) plus Hydromagnetic Physics 1

Reverse engineering Hull Relics do not require any new special skills.

Materials needed to perform RE

A Sleeper Relic Racial Hybrid tech Decryptors Subsystem Engineering Datacores mixed with normal Invention datacores R.A.M.- Hybrid technology All the above materials with exception to the normal datacores are available in Wormhole space at exploration sites or bought off the market.

The Racial Hybrid Tech Decryptor determines the race the BPC will be, so if you use a Caldari Decryptor then on a successful RE attempt the BPC will be of Caldari design.

The Ancient relic type does not seem to determine any particular outcome it appears to be random. For instance I used the same Malfunctioning relic on 2 jobs and the outcome were 2 different subsystem BPCs.

All items above are consumed by the RE job (it’s not like invention where the interface isn’t consumed). There are varying degrees of success (maybe, awaiting confirmation by CCP that the outcome equation hasn’t been altered in Apoc 1.3), if you aren’t successful then you may get back a datacores, a decryptor or the hybrid tech and then there’s the utter failure where you completely fail and get nothing at all. If you use “intact” relics there’s a chance you may get a wrecked relic back from a failed RE attempt.

An Intact Relic yields a 20-run BPC.

A Malfunctioning Relic yields a 10-run BPC.

A Wrecked Relic yields a 3-run BPC.

With Apocrypha 1.1 there are now 4 types of Subsystems for each category, so to get a specific subsystem is now harder as you can only determine which type you are going to get if successful. See the chart below to see which relic you should be using to get which subsystem: Relic type RE Outcome Type Armor Nanobot Defensive Subsystem Electromechanical Component Electronics Subsystem Power Cores Engineering Subsystem Thruster Sections Propulsion Subsystem Weapon Subroutines Offensive Subsystem Hull Section Ship Hull section

How to make the hull and subsystems

To make the hull and subsystems you will need to perform reverse engineering on Sleeper relics to get the necessary BPCs (or buy them off contracts when they become available). Materials to make the components are made from hybrid polymers and Sleeper salvage.

These components, can be built in normal NPC stations in the normal manufacturing way.

Hulls and Subsystems require a POS/Starbase Subsystem Assembly Array to build them in which can be anchored and used in high sec space, or you can use Assembly lines in Amarr Factory Outposts.

Skill requirements

Subsystems – Cruiser Construction L4 – Jury rigging L5

The rest of the subsystem skills depends on the subsystem – there will be 1 subsystem technology required at L1 (IE Offensive Subsystem L1) and 2 Science skills at Level 4

Hulls – Cruiser Construction L5 – Industry L5 – Starship Engineering L5 and Mechanical Engineering L4

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