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Capacitor: Difference between revisions

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{{related class | Fitting (CORE class)| Weapon Systems (CORE class)}}
{{related class | Fitting (CORE class)| Weapon Systems (CORE class)}}
The '''capacitor''' is an additional energy reserve that your ship uses to power [[modules]] and equipment that require a quick burst of power.
The '''capacitor''' is an additional energy reserve that your ship uses to power [[modules]] and equipment that require a quick burst of energy.
[[File:capacitor.jpg|200px|thumb|right|This ship's capacitor has 1696 GJ available out of a maximum of 1725]]
[[File:capacitor.jpg|200px|thumb|This ship's capacitor has 1696 GJ available out of a maximum of 1725]]
 
==Overview==


== Overview ==
In many ways, your capacitor is analogous to the recharging pools of "mana" common in fantasy role-playing games. Just as in many games some spells and abilities require mana, certain modules and abilities in EVE require capacitor energy. Running out of mana means that you can't cast spells for a while; in EVE, running out of capacitor means that you can't use some modules for a while.
In many ways, your capacitor is analogous to the recharging pools of "mana" common in fantasy role-playing games. Just as in many games some spells and abilities require mana, certain modules and abilities in EVE require capacitor energy. Running out of mana means that you can't cast spells for a while; in EVE, running out of capacitor means that you can't use some modules for a while.


=== Modules ===
=== Modules ===
Every ship in EVE has an internal generator, which provides the "powergrid" you see in the [[fitting]] window. Modules fitted onto the ship connect to the powergrid and reserve a portion of the generator output for themselves, reducing the remaining powergrid when fitted.
Every ship in EVE has an internal generator, which provides the "powergrid" you see in the [[fitting]] window. Modules fitted onto the ship connect to the powergrid and reserve a portion of the generator output for themselves, reducing the remaining powergrid when fitted.


Some modules require only connection to the powergrid to work: armor plates, damage controls, and weapon enhancers (gyrostabilizers, heat sinks, magnetic field stabilizers and ballistic control systems) for example. Most of these do not require player activation and are always working and players commonly call them "passive" modules. A few types of active modules, such as projectile turrets and missile launchers, must be activated by players but require only powergrid, not capacitor energy.
Some modules require only connection to the powergrid to work: armor plates, damage controls, and weapon enhancers (gyrostabilizers, heat sinks, magnetic field stabilizers and ballistic control systems) for example. Most of these do not require player activation and are always working and players commonly call them "passive" modules. A few types of active modules, such as projectile turrets and missile launchers, must be activated by players but require only powergrid, not capacitor energy.


Some modules, however, need larger immediate bursts of power to operate. Energy turrets, for example, need energy to shoot destructive beams at your targets, while shield boosters and armor repairers use energy to replenish your defenses. These modules draw on the capacitor for their immediate energy needs. The capacitor permanently leeches a certain amount of generator output to charge itself up like a battery, or rather, like a real-life [https://en.wikipedia.org/wiki/Capacitor capacitor]. When a module requires a quick burst of energy to operate, the capacitor discharges, providing that energy.
Some modules, however, need larger immediate bursts of power to operate. Energy turrets, for example, need energy to shoot destructive beams at your targets, while shield boosters and armor repairers use energy to replenish your defenses. These modules draw on the capacitor for their immediate energy needs. The capacitor permanently leeches a certain amount of generator output to charge itself up like a battery, or rather, like a real-life [[wikipedia:capacitor|capacitor]]. When a module requires a quick burst of energy to operate, the capacitor discharges, providing that energy.


=== Travel ===
=== Travel ===
Your ship's [[warp]] engines use capacitor to initiate warp, and the amount of capacitor energy required depends on the warp distance. If you lack sufficient capacitor energy, your warp engines will take whatever is available, and warp you an equivalent proportion of the distance, dropping you out of warp somewhere between your departure point and destination.
Your ship's [[warp]] engines use capacitor to initiate warp, and the amount of capacitor energy required depends on the warp distance. If you lack sufficient capacitor energy, your warp engines will take whatever is available, and warp you an equivalent proportion of the distance, dropping you out of warp somewhere between your departure point and destination.


Your ship's normal engines, used for movement in local space without warping, do not use capacitor, though popular additional [[propulsion equipment]] such as afterburners and microwarpdrives do. Jumping through a [[stargate]] or [[wormhole]] does not use capacitor.
Your ship's normal engines, used for movement in local space without warping, do not use capacitor, though popular additional [[propulsion equipment]] such as afterburners and microwarpdrives do. Jumping through a [[stargate]] or [[wormhole]] does not use capacitor.


==Managing your Capacitor==
== Managing your Capacitor ==


=== Running dry ===
=== Running dry ===
If your ship is completely drained of capacitor charge:  
If your ship is completely drained of capacitor charge:  
* You will not have enough energy to initiate warp.
* You will not have enough energy to initiate warp.
* You will not be able to activate any active modules that require capacitor charge. You still can activate modules that do not, such as missile launchers.
* You will not be able to activate any active modules that require capacitor charge. You still can activate modules that do not, such as missile launchers.
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=== Capacitor simulation ===
=== Capacitor simulation ===
You can use the simulation function in the fitting window to simulate your capacitor's resilience in different situations. There is a tab for capacitor charge level simulation.  
You can use the simulation function in the fitting window to simulate your capacitor's resilience in different situations. There is a tab for capacitor charge level simulation.  


[[File:FitCapacitor.jpg|200px|thumb|right|From the top left: Capacitor Capacity, Recharge time, Delta in GJ/s, Delta in percentage]]
[[File:FitCapacitor.jpg|thumb|From the top left: Capacitor Capacity, Recharge time, Delta in GJ/s, Delta in percentage]]


If a capacitor is '"stable", then even with every capacitor-consuming module running non-stop, your capacitor energy level will eventually drop down and fluctuate between the percentage level displayed, indefinitely, with the total drain on the capacitor balanced out by its recharge rate. Players often call a fit that runs with a stable capacitor "cap-stable".
If a capacitor is '"stable", then even with every capacitor-consuming module running non-stop, your capacitor energy level will eventually drop down and fluctuate between the percentage level displayed, indefinitely, with the total drain on the capacitor balanced out by its recharge rate. Players often call a fit that runs with a stable capacitor "cap-stable".
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=== Stability ===
=== Stability ===
Although it is a good thing to be cap-stable, it is not a requirement in every situation. In some [[PvE]] and [[PvP]] combat situations, you will rarely need everything running at the same time, while in others stability is important. You must consider a fit's likely use and context.
Although it is a good thing to be cap-stable, it is not a requirement in every situation. In some [[PvE]] and [[PvP]] combat situations, you will rarely need everything running at the same time, while in others stability is important. You must consider a fit's likely use and context.


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=== Key points ===
=== Key points ===
The capacitor passively recharges from onboard generator power and requires no extra "fuel".
The capacitor passively recharges from onboard generator power and requires no extra "fuel".


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=== Mathematical details ===
=== Mathematical details ===
 
[[File:Capacitor Recharge.png|thumb|400px|Experimental data on capacitor recharge. The blue points are data points from Kivena's experiments.  The black line is an equation based on Dust Puppy's research which you can see at the top left corner of the image. The smaller inset graph (orange) shows a percentage of average recharge rate over current capacitor percentage. You can clearly see that maximum recharge is 2.5x the average recharge and occurs at 25%. Click to enlarge]]
[[File:Capacitor Recharge.png|400px|thumb|Experimental data on capacitor recharge. The blue points are data points from Kivena's experiments.  The black line is an equation based on Dust Puppy's research which you can see at the top left corner of the image. The smaller inset graph (orange) shows a percentage of average recharge rate over current capacitor percentage. You can clearly see that maximum recharge is 2.5x the average recharge and occurs at 25%. Click to enlarge]]


The '''capacitor recharge rate''' is a non-linear function—the rate at any given moment depends on how much energy is stored at that moment. Near zero and near full capacity, the recharge rate is very low, and it peaks at 25 percent.
The '''capacitor recharge rate''' is a non-linear function—the rate at any given moment depends on how much energy is stored at that moment. Near zero and near full capacity, the recharge rate is very low, and it peaks at 25 percent.
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A player by the name of “Dust Puppy” investigated the recharge rate in-depth and published his findings<ref>[https://oldforums.eveonline.com/?a=topic&threadID=116993 Dust Puppy - Thoughts and research on the capacitor]</ref>. Based on his experiments, he suggests that the formula for calculating recharge rate is:
A player by the name of “Dust Puppy” investigated the recharge rate in-depth and published his findings<ref>[https://oldforums.eveonline.com/?a=topic&threadID=116993 Dust Puppy - Thoughts and research on the capacitor]</ref>. Based on his experiments, he suggests that the formula for calculating recharge rate is:


:<math> \displaystyle\frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>
:<math> \displaystyle \frac{ \text{d} C}{ \text{d} t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>


...where:<br />
...where:
* <math>C</math> is your current capacitor level in GJ.<br />
* <math>C</math> is your current capacitor level in GJ.
* <math>C_\rm{max}</math> is your maximum capacitor level in GJ.<br />
* <math>C_\mathrm{max}</math> is your maximum capacitor level in GJ.
* <math>\text{d}C/\text{d}t</math> is your current capacitor recharge rate in GJ/s. (Formally: The instantaneous rate of change of the capacitor charge <math>C</math> with respect to time.)<br />
* <math>\text{d}C/\text{d}t</math> is your current capacitor recharge rate in GJ/s. (Formally: The instantaneous rate of change of the capacitor charge <math>C</math> with respect to time.)
* <math>T</math> is capacitor recharge time.
* <math>T</math> is capacitor recharge time.


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The formula can be also used to write capacitor level as a function of time:
The formula can be also used to write capacitor level as a function of time:


:<math> \displaystyle C_1 = C_{\rm{max}} \left( 1 + e^{ \large 5 \frac{ t_0 -t_1 }{ T } } \left( \sqrt{ \frac{C_0}{C_{\rm{max}}} } - 1 \right) \right)^2 </math>
:<math> \displaystyle C_1 = C_{\rm{max}} \left( 1 + e^{ 5 \frac{ t_0 -t_1 }{ T } } \left( \sqrt{ \frac{C_0}{C_{\rm{max}}} } - 1 \right) \right)^2 </math>


where C<sub>0</sub> is capacitor level at starting time t<sub>0</sub> and C<sub>1</sub> is capacitor level at time t<sub>1</sub>
where <math> C_0 </math> is capacitor level at starting time <math> t_0 </math> and <math> C_1 </math> is capacitor level at time <math> t_1 </math>


==Capacitor equipment==
== Capacitor equipment ==
 
{|class=wikitable
{|class=wikitable style="width: 900px;background:#111111"
|- style="background-color: var(--background-color-warning-subtle);
|-
| colspan=2 style="text-align: center;" | High slot modules
|style="text-align:center;background:#222222" colspan = 2| High slot modules
|-
|-
|[[File:Icon remote capacitor transmitter i.png|link=|]]
|[[File:Icon remote capacitor transmitter i.png|link=|]]
|'''{{co|wheat|Remote Capacitor Transmitter}}''' allows a ship to transmit capacitor to a target ship. The target ship will receive more capacitor than the module consumes so in a fleet this module is used to generate more capacitor.
|'''{{co|wheat|Remote Capacitor Transmitter}}''' allows a ship to transmit capacitor to a target ship. The target ship will receive more capacitor than the module consumes, so in a fleet this module is used to generate more capacitor. Remote capacitor transfer counts as a form of [[remote assistance]], and a ship using it will therefore inherit its target's aggression status, timers, and engagement flags.


|-
|-
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|'''{{co|wheat|Energy Neutralizer}}''' is an offensive capacitor module. Activating the module consumes capacitor but the target ship will lose even more capacitor.
|'''{{co|wheat|Energy Neutralizer}}''' is an offensive capacitor module. Activating the module consumes capacitor but the target ship will lose even more capacitor.


|-
|- style="background-color: var(--background-color-warning-subtle);
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules
| colspan=2 style="text-align: center;"| Medium slot modules


|-
|-
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|'''{{co|wheat|Cap Recharger}}''' reduces capacitor recharge time. The result is faster capacitor recharge.
|'''{{co|wheat|Cap Recharger}}''' reduces capacitor recharge time. The result is faster capacitor recharge.


|-
|- style="background-color: var(--background-color-warning-subtle);
|style="text-align:center;background:#222222" colspan = 2| Low slot modules
| colspan=2 style="text-align: center;" | Low slot modules


|-
|-
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|'''{{co|wheat|Power Diagnostic System}}''' offers small bonus to capacitor capacity and capacitor recharge time.
|'''{{co|wheat|Power Diagnostic System}}''' offers small bonus to capacitor capacity and capacitor recharge time.


|-
|- style="background-color: var(--background-color-warning-subtle);
|style="text-align:center;background:#222222" colspan = 2| Other
| colspan=2 style="text-align: center;" | Other


|-
|-
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|}
|}


==Skills==
== Skills ==
{{euninote|EVE University members can get full reimbursement for most of these skills, among many others, through the University [[Skillbook Program]].}}
{{euninote|EVE University members can get full reimbursement for most of these skills, among many others, through the University [[skillbook program]].}}
 
=== General ===
=== General ===
* Direct capacitor-related skills:
* Direct capacitor-related skills:
** {{sk|Capacitor Management}} - 5% bonus to capacitor capacity per skill level.
** {{sk|Capacitor Management}} - 5% bonus to capacitor capacity per skill level.
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** {{sk|Warp Drive Operation}} - 10% less capacitor needed to initiate warp per level.  
** {{sk|Warp Drive Operation}} - 10% less capacitor needed to initiate warp per level.  


Training Capacitor Management, Capacitor Systems Operation and Warp Drive Operation to IV is a good thing to do for relatively new pilots, as doing so is relatively quick and offers substantial benefits to ''every'' ship. Training the first two to V is a good long-term goal, and having WDO at V is nice though less important.
Training Capacitor Management, Capacitor Systems Operation and Warp Drive Operation to IV is a good thing to do for relatively new pilots, as doing so is relatively quick and offers substantial benefits to ''every'' ship. Training the first two to V is a good long-term goal, and having Warp Drive Operation at V is nice though less important.


=== Module-specific ===
=== Module-specific ===
The following skills benefit commonly, widely-used modules, making them valuable training choices:
The following skills benefit commonly-used modules, making them valuable training choices:
* {{sk|Afterburner}} - 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
* {{sk|Afterburner}} - 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
* {{sk|High Speed Maneuvering}} - 5% reduction in Microwarpdrive capacitor usage per skill level.
* {{sk|High Speed Maneuvering}} - 5% reduction in Microwarpdrive capacitor usage per skill level.
* {{sk|Controlled Bursts}} - 5% reduction in capacitor need of weapon turrets per skill level.
* {{sk|Controlled Bursts}} - 5% reduction in capacitor need of weapon turrets per skill level.
* {{sk|Propulsion Jamming}} - 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. This is a valuable skill for a lot of PvP combat.
* {{sk|Propulsion Jamming}} - 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. This is a valuable skill for a lot of PvP combat.
* {{Sk|Shield Compensation}} - 2% less capacitor need for shield boosters per skill level.


Controlled Bursts is not important if your favored weapons systems are missiles, projectile turrets, or drones, which do not use capacitor. This skill is therefore irrelevant to flying Minmatar ships, and less useful for some Gallente drone ships and Caldari missile ships. Propulsion Jamming is more important for PvP pilots and less important for PvE pilots.
Controlled Bursts is not important if your favored weapons systems are missiles, projectile turrets, or drones, which do not use capacitor. This skill is therefore irrelevant to flying Minmatar ships, and less useful for some Gallente drone ships and Caldari missile ships. Propulsion Jamming is more important for PvP pilots and less important for PvE pilots.


The following skills benefit less universally-used modules, but will be relevant to some pilots:
The following skills benefit less universally-used modules, but will be relevant to some pilots:
* {{sk|Capacitor Emission Systems}} - 5% reduced capacitor need of energy transmitters and energy neutralizers. Only applies to subcapital modules. This skill is useful for capacitor warfare.
* {{sk|Capacitor Emission Systems}} - 5% reduced capacitor need of energy transmitters and energy neutralizers. Only applies to subcapital modules. This skill is useful for capacitor warfare.
* {{sk|Electronic Warfare}} - 5% less capacitor need for [[ECM]] and ECM Burst systems per skill level. Useful for Caldari electronic warfare.
* {{sk|Electronic Warfare}} - 5% less capacitor need for [[ECM]] and ECM Burst systems per skill level. Useful for Caldari electronic warfare.
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The following skills are primarily relevant to capital ships, and therefore not immediately relevant to new players:
The following skills are primarily relevant to capital ships, and therefore not immediately relevant to new players:
* {{sk|Jump Drive Operation}} - 5% reduction in capacitor need of initiating a jump per skill level.
* {{sk|Jump Drive Operation}} - 5% reduction in capacitor need of initiating a jump per skill level.
* {{sk|Capital Capacitor Emission Systems}} - 5% reduced capacitor need of capital energy transmitters and capital energy neutralizers. Only applies to capital ship modules.
* {{sk|Capital Capacitor Emission Systems}} - 5% reduced capacitor need of capital energy transmitters and capital energy neutralizers. Only applies to capital ship modules.


==References==
== Capacitor gauge ==
[[File:Extremely_low_max_cap_1.png|thumb|400px|A ship with extremely low capacitor capacity displays an unusual capacitor gauge with only one fragment displayed]]
[[File:Extremely_low_max_cap_2.png|thumb|400px|A ship "without" capacitor: having only 49.68 GJ capacity which is below the 50 GJ necessary to make the first fragment appear]]
 
Your capacitor gauge is made up of many fragments that can split into four parts each. The number of fragments is determined by your capacitor capacity.
 
For every 50 GJ of capacity your ship has, one fragment is added to the gauge, until the maximum of 18 is reached. A full gauge with 18 fragments needs 900 GJ of capacity to appear. However, the capacitor gauge in the fitting window can only show up to 10 fragments.
 
If you managed to get your capacitor capacity ''below'' 50 GJ, via fitting a Microwarpdrive or Capacitor Flux Coil to all slots, your capacitor gauge will disappear as it has 0 fragments.
 
{| class=wikitable style="text-align: center;"
|+'''Least capacitor capacity for gauge fragments'''
|- style="background-color: var(--background-color-warning-subtle);
! Fragments || Least capacity
|-
| 1 || 50 GJ
|-
| 2 || 100 GJ
|-
| 3 || 150 GJ
|-
| 4 || 200 GJ
|-
| 5 || 250 GJ
|-
| 6 || 300 GJ
|-
| 7 || 350 GJ
|-
| 8 || 400 GJ
|-
| 9 || 450 GJ
|-
| 10 || 500 GJ
|-
| 11 || 550 GJ
|-
| 12 || 600 GJ
|-
| 13 || 650 GJ
|-
| 14 || 700 GJ
|-
| 15 || 750 GJ
|-
| 16 || 800 GJ
|-
| 17 || 850 GJ
|-
| 18 || 900 GJ
|-
|}
 
== References ==
<references />
<references />


[[Category:Game mechanics]]
[[Category:Game mechanics]]