Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Warp: Difference between revisions

From EVE University Wiki
Proton One (talk | contribs)
No edit summary
 
(22 intermediate revisions by 10 users not shown)
Line 1: Line 1:
==Time taken to warp==
{{hatnote|This article details warp travel. For information about sub-warp speeds, see [[Acceleration]].}}
{{merge|Warp time calculation|Warp}}
'''Warp''' is the primary method of faster-than-light travel utilized by ships in New Eden. Warp travel is limited to transit between locations within the same solar system, and can only be initiated to locations at least 150 km away. The warp exit point is determined when the warp command is given. This is important if you warp to moving objects like fleet members. You also don't exit warp at the exact point but on a 3 km sphere around the point. This means you sometimes land outside of docking range of a station if you warp to it. This is the reason for [[instadock]] bookmarks.


It is possible to work out how long it should take for a ship to complete warp (once it enters warp) based on formulae released by CCP.
== Warp Speed ==


Warp consists of 3 stages:
Ships have a Ship Warp Speed attribute. Different classes of ships have different base speeds, with [[Covert Ops]] and [[Interceptor]] frigates are the fastest at 8.00 AU/s while [[Freighters]] and [[Titans]] are the slowest at 1.5 AU/s. Here is a [[Travel_fits#Increasing_warp_speed|guide on increasing warp speed]].
 
== Stages of warp ==
 
Warp travel consists of three stages:
# Acceleration
# Acceleration
# Cruising
# Cruising
# Deceleration
# Deceleration


Calculating the time taken to warp is done by calculating the time spent in each of these phases and adding them together. This requires calculating acceleration and deceleration time first, followed by cruise time.
It is possible to work out how long it should take for a ship to complete '''warp''' (once it enters warp) based on formulae released by CCP<ref>https://community.eveonline.com/news/dev-blogs/warp-drive-active</ref>. Calculating the time taken to warp is done by calculating the time spent in each of these phases and adding them together. This requires calculating acceleration and deceleration time first, followed by cruise time. This calculation does not include the time spent entering warp (accelerating to 75% of maximum velocity), or the time spent slowing after regaining control of the ship.


Total time in warp is given by:
Total time in warp is given by:


<math>\pagecolor{Black}\color{White}t_{total} = t_{accel} + t_{decel} + t_{cruise}</math>
:<math>t_\text{total} = t_\text{accel} + t_\text{decel} + t_\text{cruise}</math>


=Long warps=
==Long warps==
A "long warp" is any warp where there is time to reach maximum warp speed before having to start decelerating.
A "long warp" is any warp where there is time to reach maximum warp speed before having to start decelerating.


==Acceleration==
===Acceleration===


===The formulae===
====The formulae====
CCP provided formulae for both distance traveled and velocity reached after ''t'' seconds of acceleration. If ''d'' is distance in meters, ''v'' is speed in meters per second, ''k'' is a (sort of) constant defined as the warp speed (in AU/s) and a = 149,597,870,700 meters (1 AU).
CCP provided formulae for both distance traveled and velocity reached after ''t'' seconds of acceleration. ''d'' is the distance in meters, ''v'' is speed in meters per second, ''k'' is the ship's warp speed (in AU/s) and ''a'' is 149,597,870,700 meters (1 AU).


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
d & = e^{kt} \\
d & = e^{kt}\\
v & = k*e^{kt}\\
v & = k*e^{kt}\\
v_{warp} & = k * a\\
v_\text{warp} & = k * a\\
\end{align}
\end{align}
</math>
</math>


===Distance===
To calculate distance traveled while accelerating


<math>\pagecolor{Black}\color{White}
;Distance
To calculate distance traveled while accelerating:
 
:<math>
\begin{align}
\begin{align}
d & = e^{kt} \\
d & = e^{kt}\\
v & = k*e^{kt}\\
v & = k*e^{kt}\\
& = k*d\\
& = k*d\\
\therefore d & = \frac{v}{k}
\therefore\quad d & = \frac{v}{k}
\end{align}
\end{align}
</math>
</math>


The distance covered while accelerating to v<sub>warp</sub> is  
The distance covered while accelerating to ''v''<sub>warp</sub> is:


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
d_{accel} & = \frac{v_{warp}}{k}
d_\text{accel} & = \frac{v_\text{warp}}{k}\\
& = \frac{k*a}{k}
& = \frac{k*a}{k}\\
& = a
& = a
\end{align}
\end{align}
Line 54: Line 61:
This means that every ship covers exactly 1 AU while accelerating to its maximum warp speed.
This means that every ship covers exactly 1 AU while accelerating to its maximum warp speed.


===Time===
 
;Time
To calculate the time spent accelerating to warp speed, the equation for ''v'' should be rearranged to be in terms of ''t'', and then solved for the case of ''v'' being equal to the warp speed (in m/s)
To calculate the time spent accelerating to warp speed, the equation for ''v'' should be rearranged to be in terms of ''t'', and then solved for the case of ''v'' being equal to the warp speed (in m/s)


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
v & = k*e^{kt}\\
v & = k*e^{kt}\\
\frac{v}{k} & = e^{kt}\\
\frac{v}{k} & = e^{kt}\\
kt & = \ln{(\frac{v}{k})}\\
kt & = \ln{\left(\frac{v}{k}\right)}\\
t & =\frac{\ln{(\frac{v}{k})}}{k}\\
t & =\frac{\ln{\left(\frac{v}{k}\right)}}{k}
\end{align}
\end{align}
</math>
</math>
Line 68: Line 76:
We want to find the time taken to maximum warp:
We want to find the time taken to maximum warp:


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
v_{warp} & = k * a\\
v_\text{warp} & = k * a\\
t_{accel} & = \frac{\ln{(\frac{v_{warp}}{k})}}{k}\\
t_\text{accel} & = \frac{\ln{\left(\frac{v_\text{warp}}{k}\right)}}{k}
\end{align}
\end{align}
</math>
</math>


This formula can be simplified further to <math>\pagecolor{Black}\color{White}\frac{\ln{a}}{k}</math>, although you may choose not to do this for implementation reasons.
This formula can be simplified further to <math display="inline">\frac{\ln{a}}{k}</math>, although you may choose not to do this for implementation reasons.


==Deceleration==
===Deceleration===
Deceleration is calculated slightly differently. Instead of using ''k'' to calculate distance and velocity, it uses ''j'', which is defined as <math>\pagecolor{Black}\color{White}\min(\frac{k}{3},2)</math>. A different rate of deceleration is used to prevent ships suddenly transitioning from "many, many AU away" to "on grid and out of warp" more rapidly than other pilots (or the server / client) can keep up with.
Deceleration is calculated slightly differently. Instead of using ''k'' to calculate distance and velocity, it uses ''j'', which is defined as <math display="inline">\min\left(\frac{k}{3},2\right)</math>. A different rate of deceleration is used to prevent ships suddenly transitioning from "many, many AU away" to "on grid and out of warp" more rapidly than other pilots (or the server / client) can keep up with.


There is a complication with deceleration calculations. Ships do not drop out of warp at 0 m/s. Instead, they drop out of warp at ''s'' m/s, after which normal sub-warp calculations take over.
There is a complication with deceleration calculations. Ships do not drop out of warp at 0 m/s. Instead, they drop out of warp at ''s'' m/s, after which normal sub-warp calculations take over.


<math>\pagecolor{Black}\color{White}s = \min(100, v_{subwarp}/2)</math>
:<math>s = \min\left(100, \frac{v_\text{subwarp}}{2}\right)</math>


Where v<sub>subwarp</sub> is the maximum subwarp velocity of the ship; this varies greatly depending on the ship hull and pilot skills.
Where ''v''<sub>subwarp</sub> is the maximum subwarp velocity of the ship; this varies greatly depending on the ship hull and pilot skills.


===Distance===
 
;Distance
This changes the formulae used slightly. Remember that distance travelled is the integral of velocity.
This changes the formulae used slightly. Remember that distance travelled is the integral of velocity.


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
v & = k * e^{jt}\\
v & = k * e^{jt}\\
d_{decel} & = \int_{0}^{\infty}k*e^{jt}\,dt = \frac{k*e^{jt}}{j}\\
d & = \int_{0}^{t}k*e^{j\cdot dx}\,dx = \frac{k*e^{jt}}{j}\\
  & = \frac{v}{j}
  & = \frac{v}{j}
\end{align}
\end{align}
</math>
</math>


The distance covered while decelerating from v<sub>warp</sub> is
The distance covered while decelerating from ''v''<sub>warp</sub> is


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
d_{decel} & = \frac{v_{warp}}{j}
d_\text{decel} & = \frac{v_\text{warp}}{j}\\
= \frac{k*a}{j}
& = \frac{k*a}{j}
\end{align}
\end{align}
</math>
</math>


Note that for ships that travel at up to 6 AU/s, k / j = k / (k/3) = 3, so these ships cover 3 AU while decelerating. The complication of not stopping warp at 0 can be safely ignored for distance calculations, because the distance that would be covered while decelerating from 100 m/s is insignificant compared to the ~450 billion meters it takes to decelerate from warp speed to warp drop speed.
Note that for ships that travel at up to 6 AU/s, <math display="inline">\frac{k}{j} = \frac{k}{k/3} = 3</math>, so these ships cover 3 AU while decelerating. The complication of not stopping warp at 0 can be safely ignored for distance calculations, because the distance that would be covered while decelerating from 100 m/s is insignificant compared to the ~450 billion meters it takes to decelerate from warp speed to warp drop speed.
 


===Time===
;Time
As with acceleration, time to decelerate from maximum warp velocity is worked out by rearranging the velocity equation.
As with acceleration, time to decelerate from maximum warp velocity is worked out by rearranging the velocity equation.


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
v &= k*e^{jt}\\
v &= k*e^{jt}\\
\frac{v}{k} & = e ^ {jt}\\
\frac{v}{k} & = e ^ {jt}\\
t & = \frac{\ln{(\frac{v}{k})}}{j}
t & = \frac{\ln{\left(\frac{v}{k}\right)}}{j}
\end{align}
\end{align}
</math>
</math>
Line 121: Line 131:
While the deceleration from ''s'' to 0 was insignificant in terms of distance, it is significant in terms of time. This means that the time to decelerate is calculated as follows:
While the deceleration from ''s'' to 0 was insignificant in terms of distance, it is significant in terms of time. This means that the time to decelerate is calculated as follows:


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
t_{decel} & = t_{decel\_warp} - t_{decel\_s}\\
t_\text{decel} & = t_{\text{decel}\_\text{warp}} - t_{\text{decel}\_s}\\
& = \frac{\ln{(\frac{v_{warp}}{k})}}{j} - \frac{\ln{(\frac{s}{k})}}{j}\\
& = \frac{\ln{\left(\frac{v_\text{warp}}{k}\right)}}{j} - \frac{\ln{\left(\frac{s}{k}\right)}}{j}\\
& = \frac{\ln{(\frac{v_{warp}}{k})} - \ln{(\frac{s}{k})}}{j}\\
& = \frac{\ln{\left(\frac{v_\text{warp}}{k}\right)} - \ln{\left(\frac{s}{k}\right)}}{j}\\
& = \frac{\ln{v_{warp}} - \ln{k} - \ln{s} + \ln{k}}{j}\\
& = \frac{\ln{v_\text{warp}} - \ln k - \ln s + \ln k}{j}\\
& = \frac{\ln{v_{warp}} - \ln{s}}{j}\\
& = \frac{\ln{v_\text{warp}} - \ln s}{j}\\
& = \frac{\ln{(\frac{v_{warp}}{s})}}{j}
& = \frac{\ln{\left(\frac{v_\text{warp}}{s}\right)}}{j}
\end{align}
\end{align}
</math>
</math>


==Cruising==
===Cruising===


===Distance===
;Distance
The distance covered while cruising is the total warp distance minus any distance covered while accelerating or decelerating.
The distance covered while cruising is the total warp distance minus any distance covered while accelerating or decelerating.


<math>\pagecolor{Black}\color{White}d_{cruise} = d_{total} - d_{accel} - d_{decel}</math>
:<math>d_\text{cruise} = d_\text{total} - d_\text{accel} - d_\text{decel}</math>
 
For all but the fastest ships, this will be ''d''<sub>total</sub> &minus; 4 AU''.


For all but the fastest ships, this will be ''d<sub>total</sub> - 4 AU''.


===Time===
;Time
This one is easy. Time spent cruising is simply
Time spent cruising is:


<math>\pagecolor{Black}\color{White}t_{cruise} = \frac{d_{cruise}}{v_{warp}}</math>
:<math>t_\text{cruise} = \frac{d_\text{cruise}}{v_\text{warp}}</math>


=Short Warps=
==Short Warps==
The above calculations work as long as some time is spent at maximum warp speed. If the warp is short enough that the ship never reaches top speed, a different set of calculations are needed.
The above calculations work as long as some time is spent at maximum warp speed; <math>d_\text{total} \geq d_\text{accel} + d_\text{decel}</math>. If the warp is short enough that the ship never reaches top speed, a different set of calculations are needed.


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
d_{accel} & = \frac{v_{max}}{k}, d_{decel} = \frac{v_{max}}{j}\\
d_\text{accel} & = \frac{v_\text{max}}{k}, d_\text{decel} = \frac{v_\text{max}}{j}\\
d_{total} & = d_{accel} + d_{decel} = v_{max}(\frac{1}{k} + \frac{1}{j})\\
d_\text{total} & = d_\text{accel} + d_\text{decel} = v_\text{max}\left(\frac{1}{k} + \frac{1}{j}\right)\\
v_{max} & = \frac{d_{total}*k*j}{k + j}
v_\text{max} & = \frac{d_\text{total}*k*j}{k + j}
\end{align}
\end{align}
</math>
</math>


This enables the calculation of new acceleration and deceleration times using the formulae described in the previous sections, but substituting in the new v<sub>max</sub>
This enables the calculation of new acceleration and deceleration times using the formulae described in the previous sections, but substituting in the new ''v''<sub>max</sub>:


<math>\pagecolor{Black}\color{White}
:<math>
\begin{align}
\begin{align}
t_{accel} & = \frac{\ln{(\frac{v_{max}}{k})}}{k}\\
t_\text{accel} & = \frac{\ln{\left(\frac{v_\text{max}}{k}\right)}}{k}\\
t_{decel} & = \frac{\ln{(\frac{v_{max}}{s})}}{j}\\
t_\text{decel} & = \frac{\ln{\left(\frac{v_\text{max}}{s}\right)}}{j}\\
t_{total} & = t_{accel} + t_{decel}
t_\text{total} & = t_\text{accel} + t_\text{decel}
\end{align}
\end{align}
</math>
</math>


=Implementation=
==Implementation==


The following python code is one possible implementation of the above. It attempts to generate the same data as presented by CCP in the forums. It matches with their numbers, except for 50 AU titan warps, which are one second out. Note that the sub warp speed of the ship is fixed at 200 m/s. This is because the CCP-produced tables assume that every ship drops out of warp at 100 m/s. If trying to run calculations for actual ships, this value will need to be replaced with a more appropriate one. The output values are also passed through the ceil() function, as this is what seems to match the rounding mode that CCP used.
The following python code is one possible implementation of the above. It attempts to generate the same data as presented by CCP in the forums. It matches with their numbers, except for 50 AU titan warps, which are one second out. Note that the sub warp speed of the ship is fixed at 200 m/s. This is because the CCP-produced tables assume that every ship drops out of warp at 100 m/s<ref>https://forums.eveonline.com/default.aspx?g=posts&m=3902148#post3902148</ref>. If trying to run calculations for actual ships, this value will need to be replaced with a more appropriate one. The output values are also passed through the ceil() function, as this is what seems to match the rounding mode that CCP used.<ref>http://content.eveonline.com/www/newssystem/media/65418/1/numbers_table.png</ref>


<pre>
<pre>
Line 234: Line 245:
print()
print()
</pre>
</pre>
===Output===
<pre>
                                                          Warp Speed (AU/s)
  Distance    1.36    1.50    2.00    2.20    2.50    2.75    3.00    3.30    4.50    5.00    5.50    6.00    8.00
    150 KM      22      20      16      14      13      12      11      10        8        7        7        6        6
  1e+06 KM      48      44      33      30      27      25      23      21      16      14      13      12      11
      1 AU      63      57      43      40      35      32      29      27      20      18      17      15      14
      2 AU      65      59      45      41      36      33      30      28      21      19      17      16      15
      5 AU      67      61      47      43      38      34      32      29      22      19      18      16      15
    10 AU      71      65      49      45      40      36      33      30      23      20      19      17      16
    20 AU      78      71      54      49      44      40      37      33      25      22      21      19      17
    50 AU      100      91      69      63      56      51      47      43      32      28      26      24      21
    100 AU      137      125      94      86      76      69      63      58      43      38      35      32      27
    200 AU      211      191      144      131      116      105      97      88      65      58      53      49      40
</pre>
=References=
<references />
=See also=
*[https://support.eveonline.com/hc/en-us/articles/115004925685-System-Travel-Warping Helpdesk Warping]
[[Category:Game mechanics]]