# User:Cassiel Seraphim/Sandbox13

## Contents

## Afterburners and microwarpdrives

**Afterburners** (AB) and **Microwarpdrives** (MWD) are the most commonly used propulsion modules. Afterburners increase the ship's maximum speed by around 150%, while Microwarpdrives increase it by around 500%. Compared with Afterburners, Microwarpdrives use more capacitor energy, reduce the ship's total capacitor capacity, are shut down by warp scramblers, inflates the ship's signature and are generally harder to fit.

These propulsion modules come in various sizes, one of each for each class of hull size. Below is a list of the various sizes and the ship classes they are normally intended to be fitted to:

AB/MWD | Ship class | Thrust |
---|---|---|

1MN / 5MN | Frigates and Destroyers | 1,500,000 N |

10MN / 100MN | Cruisers, Battlecruisers and non-capital Industrials | 15,000,000 N |

100MN / 500MN | Battleships | 150,000,000 N |

10000MN / 50000MN | Capital Ships | 1,500,000,000 N |

#### Oversized afterburners

It is possible to fit ships with oversized afterburners: 10MN on frigate/destroyer or 100MN on cruiser/battlecruiser. The high fitting requirement of larger afterburner usually makes this harder to do. In this case the full maximum velocity formula needs to be used.

Generally the resulting maximum velocity is close to normal sized microwarpdrive but the added bonus is that the oversized afterburner is not shut down by scramblers. The drawback is greatly increased ship mass which makes maneuvering harder.

#### Related skills

The following skills directly effect afterburners and/or microwarpdrives.

- Acceleration Control 5% Bonus to Afterburner and Microwarpdrive speed boost per skill level.
- Afterburner 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
- Fuel Conservation 10% reduction in afterburner capacitor needs per skill level.
- High Speed Maneuvering 5% reduction in MicroWarpdrive capacitor usage per skill level.

#### Velocity formula

The maximum velocity bonus of a propulsion module is as follows:

V_{propulsionbonus} = V_{base} × V_{bonus} × ( Thrust / Mass ) |

To make this clearer, you can combine this formula with the regular velocity formula and turn it into two sections; one for your maximum velocity without your propulsion module turned on and one for when you turn on the propulsion module, since the **Thrust / Mass** part of the formula isn't relevant when your propulsion module is turned off. Since the game also separates and stacks independently the propulsion **Maximum Velocity Bonus** and Navigation bonuses from other **Velocity Modifier** bonuses such as propulsion upgrades, you can greatly improve transparency by rewriting the formula.

Without an active propulsion module:

V_{max} = V_{base} × V_{skillbonus} × V_{velocitymodifier} |

With an active propulsion module:

V_{max} = V_{base} × V_{skillbonus} × V_{velocitymodifier} × V_{(propbonus * thrust / mass)} |

The **show info** of a propulsion module will normally show the raw propulsion bonus, for example +500% for a microwarpdrive, but when fitted it will multiply with skills and show, for example +625% for someone with Navigation V trained. This means that the skill is accounted for twice, first for your general **Velocity Modifier** bonus and again by augmenting the **Maximum Velocity Bonus** from propulsion modules.

Here's an example of a ship without a propulsion module:

Here's an example (with rounded numbers) how things change when adding a propulsion module: