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Warp mechanics: Difference between revisions

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revamped page, updated warp core stabilizers, discussed infinipoints/inifiniscrams, mentioned examples of innate warp core stabilization, and mentioned faction scrams increased strength
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==Basic Warp Cycle==
==Basic Warp Cycle==
#Select a destination via the Overview, Fleet window, Bookmark, etc… that is at least 150km away and press the “Warp To” button or menu option. Your ship enters warp to its destination.
#Select a destination via the [[Overview]], [[Fleet interface|Fleet window]], [[Bookmark]], ''etc.'' that is at least 150km away and press the “Warp To” button or menu option. Your ship enters warp to its destination.
#Your ship travels at warp speed to its destination.
#Your ship travels at warp speed to its destination.
#Your ship exits warp at the intended destination.
#Your ship exits warp at the intended destination.
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#Your ship actually enters warp at the Warp Entry Point (WEP).
#Your ship actually enters warp at the Warp Entry Point (WEP).
#Your ship travels at warp speed to its destination.
#Your ship travels at warp speed to its destination.
#Your ship exits warp in a random direction and distance (2,500m) from the Warp Exit Point (WXP).  This exit “area” is known as the Warp Exit Envelope (WXP).
#Your ship exits warp in a random direction and distance (2,500m) from the Warp Exit Point (WXP).  This exit “area” is known as the Warp Exit Envelope (WXE).
#Proceed with other actions, activate a jump or acceleration gate, begin your attack on hostiles, etc…
#Proceed with other actions, activate a jump or acceleration gate, begin your attack on hostiles, etc…


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# If your ship enters an Interdiction Sphere (i.e. bubble), your warp drive will deactivate and you will need to manually fly clear of the bubble before you can warp.
# If your ship enters an Interdiction Sphere (i.e. bubble), your warp drive will deactivate and you will need to manually fly clear of the bubble before you can warp.


==Effects of Warp Disruption==
See [[tackling]] for information on causing warp disruption.
In order for your ship's warp drive to activate, it must have a positive Warp Strength.  Almost all ships have an inherent Warp Strength of 0, with the main exceptions being the [[Venture]], [[Deep Space Transports]], and [[Capital ships#Supercapital ships | Supercapitals]].  As long as there are no warp disruption modules active on them, they can enter warp.


The effect of a Warp Disruptor (often referred to as a 'point) is to reduce your ships's Warp Strength by 1.  For most ships, this reduces there Warp Strength to -1, thereby preventing the warp drive from activating (or turning it off if the ship is "aligning" out).
See [[warp core strength]] for information on resisting warp disruption.
 
The Warp Scrambler module is more powerful in this regard, with meta versions reducing the Warp Strength of a ship by 2, with its more expensive [[Faction modules | faction versions]] reducing the Warp Strength by 3. Warp Scramblers also disable [[Propulsion equipment#Afterburners and Microwarpdrives|Microwarpdrives]] and [[Propulsion equipment#Micro Jump Drives | Micro Jump Drives]], though that is outside the scope of this page.
 
There is also a module called the Warp Core Stabilizer that can increase the Warp Strength of a ship by 2 by a limited time when activated, offering defence against warp disruption and scrambling. However, only one of these modules can be fit to a ship, and they come with major drawbacks.
 
Interdiction Spheres (i.e. bubbles) reduce the Warp Strength of a ship by an infinite amount (i.e. it is impossible to warp while in a bubble unless you are in a ship with an interdiction Nullifier, like an Interceptor or a specially fit Strategic Cruiser).  See [[Warp disruption]] for more details.
 
[[Heavy Interdiction Cruisers]] can script their speciality module, the Warp Disruption Field Generator, to turn it into either a long-range Warp Disruptor or Warp Scrambler with infinite range.


==What you need to know about exiting warp==
==What you need to know about exiting warp==
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While in space, all objects have three models that describe their dimensions.  First is the physical model (what you see, represented in white in the diagram).  Most objects are simple, and the three models are actually the same.  Some objects are more complicated though, most notably stations and jump gates.  When you look at a station in space, you will notice that they tend to be very intricate in their physical models with lots of bulges and spires and such.  Although beautiful, these highly complex models are extremely hard to accurately interact with quickly.  For example, detecting when a ship has collided with a model takes a lot more processing time the more complex the model is.  For this reason, CCP has created two simplified models for interaction purposes.   
While in space, all objects have three models that describe their dimensions.  First is the physical model (what you see, represented in white in the diagram).  Most objects are simple, and the three models are actually the same.  Some objects are more complicated though, most notably stations and jump gates.  When you look at a station in space, you will notice that they tend to be very intricate in their physical models with lots of bulges and spires and such.  Although beautiful, these highly complex models are extremely hard to accurately interact with quickly.  For example, detecting when a ship has collided with a model takes a lot more processing time the more complex the model is.  For this reason, CCP has created two simplified models for interaction purposes.   


This second model has been simplified to make processing of collisions faster.  This model is known as the Collision Envelope (shown as Red in the diagram).  The client will detect a “collision” with the object when a ship hits this area.  You will notice this ares is fairly similar in shape, but is not nearly as detailed as the physical model.   
This second model has been simplified to make processing of collisions faster.  This model is known as the Collision Envelope (shown as Red in the diagram).  The client will detect a “collision” with the object when a ship hits this area.  You will notice this area is fairly similar in shape, but is not nearly as detailed as the physical model.   


The third model is an even more simplified model that represents the area that will show a distance of zero to the object in the overview.  This is know as the Zero Point Envelope (shown in Blue).
The third model is an even more simplified model that represents the area that will show a distance of zero to the object in the overview.  This is know as the Zero Point Envelope (shown in Blue).
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==Exiting Warp and Bubbles==
==Exiting Warp and Bubbles==
Up to this point, we have assumed that when you warp to an object, you will land at your object.  This is not always the case.  When you are exiting warp, there is an invisible line along your direction of travel that is 150km long and that has your intended warp exit point in the middle.  However, if any part of this invisible line intersects an interdiction sphere (i.e. a warp bubble), your Warp Exit Point will MOVE to the surface of the interdiction sphere.  This means that when you exit warp, you could be a very long way in front of (or behind!) your intended target.  It is for this reason that people almost never warp to zero on any permanent objects in Null/Wormhole space.  They always set up tactical bookmarks that are more than 150km away from common warp to objects (gates, stations, etc…) that are also not in line with anything else.  That way they can warp to a position that is “on grid” with there destination and (hopefully) not inline with a bubble.
Up to this point, we have assumed that when you warp to an object, you will land at your object.  This is not always the case.  When you are exiting warp, there is an invisible line along your direction of travel that is 150km long and that has your intended warp exit point in the middle.  However, if any part of this invisible line intersects an interdiction sphere (i.e. a warp bubble), your Warp Exit Point will MOVE to the surface of the interdiction sphere.  This means that when you exit warp, you could be a very long way in front of (or behind!) your intended target.  It is for this reason that people almost never warp to zero on any permanent objects in Null/Wormhole space.  They always set up tactical bookmarks that are more than 150km away from common warp to objects (gates, stations, etc…) that are also not in line with anything else.  That way they can warp to a position that is “on grid” with their destination and (hopefully) not inline with a bubble.


==Terminology==
==Terminology==