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User:Al Pokriskin/Drafts/Advanced piloting techniques: Difference between revisions

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Changed "Directional and system scanner" to "Directional and probe scanner" since no system scanner appear to exist in-game anymore. Reworked the text.
m Comment out category as per User space policy.
 
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This is meant to be a compilation of the various things that separate capsuleers from monkeys. There is more to piloting a ship than locking a target and pressing a button, after all.
This is meant to be a compilation of the various things that separate capsuleers from monkeys. There is more to piloting a ship than locking a target and pressing a button, after all.


So, in a one on one fight between two equal ships, how do you get the upper hand and come away with the win? A similar question would be,: in a swarm of fifteen tacklers barrelling towards an enemy fleet, how do you keep yourself alive when frigates are popping all around you?
So, in a one on one fight between two equal ships, how do you get the upper hand and come away with the win? A similar question would be: in a swarm of fifteen tacklers barrelling towards an enemy fleet, how do you keep yourself alive when frigates are popping all around you?




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=== Tactical overlay ===
=== Tactical overlay ===
The tactical overlay button (above the Reset Camera button in the buttons to the left of your capacitor/health circle) puts range markers on your view of space (or, if you have it open, on your solar system map) so you can get a better sense of distance. If you mouse over one of your modules while in the tactical overlay, a circle will appear around your ship that shows the range of the module. (See the full [[tactical overlay]] article for more information.).
The tactical overlay button (to the left of your capacitor/health circle) puts range markers on your view of space (or, if you have it open, on your solar system map) so you can get a better sense of distance. If you mouse over one of your modules while in the tactical overlay, a circle will appear around your ship that shows the range of the module. (See the full [[tactical overlay]] article for more information.).


=== Directional and probe scanner ===
=== Directional and probe scanner ===
The [[directional scanner]] is a tool on every ship which can scan a sphere with a radius of around 14 AU around you. You can manipulate the scanning range and the direction of the scan from 360º to 180º all the way down to 5º to figure out where something is.
The [[directional scanner]] is a tool on every ship which can scan a sphere or a cone with an adjustable radius of 0.1-14 AU from you. You can manipulate the scanning range and the direction of the scan from 360º to 180º all the way down to 5º to figure out where something is.


Probe Scanner will scan the system (even if you don't have actual probes equipped) for Cosmic Signatures, Anomalies, Training Sites, Faction Warfare sites etc. Those are less advanced versions of the sites found with exploration. If you do have scan probes fitted, they will integrate to form a much more powerful scanner (see [[Probe scanning]] for more details).
Probe Scanner will scan the system (even if you don't have actual probes equipped) for Cosmic Signatures, Anomalies, Training Sites, Faction Warfare sites etc. Those are less advanced versions of the sites found with exploration. If you do have scan probes fitted, they will integrate to form a much more powerful scanner (see [[Probe scanning]] for more details).


=== The overview ===
=== The overview ===
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=== Throttle ===
=== Throttle ===
The velocity control (where your velocity is displayed) lets you manually choose what velocity you want to travel at, up to your max velocity. {{button|Ctrl}} - {{button|space}} will stop your ship as long as you are not in warp. If your warp drive is active, but you are still aligning, {{button|ctrl}} - {{button|space}} will stop you and cancel the warp. If you use a custom throttle velocity, you'll have to set it again after you jump through a stargate, since it resets to full speed again.
The velocity control (where your velocity is displayed) lets you manually choose what velocity you want to travel at by clicking at speedometer gauge (a tip will appear when you hover your mouse). {{button|Shift}} - {{button|Space}} will stop your ship as long as you are not in warp. If your warp drive is active, but you are still aligning, {{button|Shift}} - {{button|Space}} will stop you and cancel the warp. If you use a custom throttle velocity, you'll have to set it again after you jump through a Stargate, since it resets to full speed again.


=== Double-click (manual piloting) ===
=== Double-click (manual piloting) ===
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=== Jump ===
=== Jump ===
Pretty self-explanatory, you jump through the stargate if you are within 2,500 m. In order to jump instantly you can spam the button starting half a second before you drop out of warp (you can see your engines slowing down). You may also want to set a keyboard shortcut to turn the autopilot on midwarp, which will then jump instantly for you if you are following a route. If you do that, be sure you disable the autopilot immediately after the jump.
Pretty self-explanatory, you jump through the stargate if you are within 2,500 m. In order to automatically jump once you exit the warp you can press the button while in warp. Alternatively, instead of clicking Warp you click Jump in the first place; this will initiate warp automatically if the gate is in warp distance and jump on contact.


=== Look at ===
=== Look at ===
This changes your camera’s anchor point from your ship to the selected object. You can use this to see where, if anywhere, another ship is aligning, and what kind of weapons it has equipped. Unfortunately missile launchers don’t show up, nor do smartbombs (though the absence of turrets on a turret battleship is a good sign of smartbombs).
This changes your camera’s anchor point from your ship to the selected object. You can use this to see where, if anywhere, another ship is aligning, and what kind of weapons it has equipped. Unfortunately no all weapons show up, e.g. smartbombs (though the absence of turrets on a turret battleship is a good sign of smartbombs).
 
=== Radial Menu ===
If you click and hold on an object in space or an element in a window, a [[Overview#Radial_Menu|Radial Menu]] will appear. Most of the actions discribed above will be available through the Radial Menu. This can be helpful in battle where you can, for example, orbit a ship by clicking on it in space.


== General navigation ==
== General navigation ==


=== Warping ===
=== Warping and alignment ===
Warping is critically important for moving around space, and manual piloting of your ship has a big impact on how well the warp drive will work.
Warping is critically important for moving around space, and manual piloting of your ship has a big impact on how well the warp drive will work, meaning how quickly you can enter warp.


When you press the warp button, several things happen. Your ship begins to align as described above. You lose a certain amount of energy from your capacitor based on skills and the distance of the jump (if you cancel the warp at this stage the energy is still lost). Once you are aligned, you warp to your destination, accelerating up to, and then decelerating down from, your ship’s warp speed.
When you press the warp button, several things happen. Your ship begins to align to the warp-to point. You lose a certain amount of energy from your capacitor based on skills and the distance of the jump (if you cancel the warp at this stage the energy is still lost). Once you are aligned, you warp to your destination, accelerating up to, and then decelerating down from, your ship’s warp speed.


==== Alignment ====
Pods align instantly, and shuttles nearly so (2 seconds). So if you are paying attention, and have no lag, it is nearly impossible for you to be locked before you warp in these vessels (especially because their signature radius, a ship parameter affecting the attempted locking time, is of the smallest). Frigates have a typical align time of 3-5 s, cruisers might be more like 7-9 s, and battleships, industrials, and larger ships can take 20, 30, or more seconds to align for warp.
Pods align instantly, and shuttles nearly so (about 1 second). So if you are paying attention, and have no lag, it is nearly impossible for you to be locked before you warp in these vessels (especially because your signature radius is so small). Frigates have a typical align time of 3-5 s, cruisers might be more like 7-9 s, and battleships, industrials, and larger ships can take 20, 30, or more seconds to align for warp.


Your align time depends on your mass. Higher mass makes it harder to accelerate, decelerate, and turn the ship. Every ship has an agility modifier, which you multiply with the mass to get an “effective mass” that determines how agile your ship really is. Modules like nanofibers or inertial stabilizers reduce your agility modifier and therefore reduce your align time. [[PYFA]] can give you an approximate align time for your ship loadout.
Your align time depends on your mass. Higher mass makes it harder to accelerate, decelerate, and turn the ship. Every ship has an agility modifier, which you multiply with the mass to get an “effective mass” that determines how agile your ship really is. Modules like nanofibers or inertial stabilizers reduce your agility modifier and therefore reduce your align time. In-game Fitting window or external tools such as [[PYFA]] can give you an approximate align time for your ship loadout.


So where does piloting come in? Well, for one thing you can pre-align your ship to a target so that you warp instantly, even in a massive ship. You need to move toward your warp destination and set your speed at or above 75% of your ship's max speed. Aligning and then stopping your ship does nothing. The direction your ship is facing does not matter. The game only cares about the direction your ship is '''moving'''.  From a stop, it will accelerate in any direction at the same speed whether that direction is in front or behind the ship.  Once aligned, if you need to warp out, you will then warp instantly since the pre-reqs of 75% of your max speed and moving within 5° of the target direction will already be met. If you are in a frigate, you tend to orbit a lot and pre-aligning might not be practical. But in a larger ship in a dangerous situation, pre-aligning might save your hull. Some people will tell you to always fight pre-aligned.
So where does piloting come in? Well, for one thing you can pre-align your ship to a target so that you enter warp instantly, even in a massive ship. You need to move toward your warp destination and set your speed at or above 75% of your ship's max speed. Aligning and then stopping your ship does nothing. The direction your ship is facing does not matter. The game only cares about the direction your ship is '''moving'''.  From a stop, it will accelerate in any direction at the same speed whether that direction is in front or behind the ship.  Once aligned, if you need to warp out (run away), you will then warp instantly since the pre-reqs of 75% of your max speed and moving within 5° of the target direction will already be met. If you are in a frigate, you tend to orbit a lot and pre-aligning might not be practical. But in a larger ship in a dangerous situation, pre-aligning might save your hull. Some people will tell you to always be pre-aligned in combat.


If you come out of a station in an industrial and align to something 90º away, you will have an agonizing wait while you make the turn at max velocity. This is because there are 2 ways that your ship can change speed (besides bumping).  One is from the ships engines accelerating it in the direction it is aligning. This can be boosted by an Afterburner or MWD.  The other is friction (yes eve space has friction) that slows it down when you hit stop or reduce your speed. The problem is the amount of friction increases with speed so it slows quickly at high speeds but as you slow down the rate decreases. The last bit takes a very long time to stop since friction is very low at those speeds. You just came out of the station and are moving at high speed. Now you align to something 90º away.  100% of the engine's power starts accelerating the ship in the direction of the align point and after your normal align time your ship is now moving toward the warp destination near the appropriate speed.  But the ship is also still drifting in the original direction. This means that the ship is actually moving at an angle and will not align until friction slows the ship from moving in the original direction. That process can take a long time.
==== Warp trick when undocking ====
There are 2 ways to fix this.  If you are in a ship that aligns quickly (like a shuttle) and there are hostiles on grid, you can hit stop ship.  As long as you do not do anything else but hit the stop ship button, you will not be able to be targeted by the hostiles for 30 seconds.  Once the ship comes to a halt, warp out.  This ends up taking about the same amount of time as simply aligning but it minimizes the time that you are targetable.


The second way is faster. Rather than letting friction slow you down, you can double click toward the station (which makes you targetable) to let the engines stop you, then warp out once you are near zero velocity. A slightly faster way is to double click toward the station but at an angle toward the align point then warping when the ship stops moving away from the station. This method of using your engines to slow down then turning can be used for turning quickly in combat as well.
If you come out of a station in an industrial and align to something 90° away, you will have an agonizing wait while you make the turn at max velocity. This is because there are 2 ways that your ship can change speed (besides bumping). One is from the ships engines accelerating it in the direction it is aligning. This can be boosted by an Afterburner or MWD. The other is friction (or a sort of warp core drag according to EVE Lore<ref>"Power Enhanced Generator (PEG)" EVE Fanfest 2017 - The Physics Of New Eden https://youtu.be/fqQO0vY8VMk?t=964</ref>) that slows it down when you hit stop or reduce your speed. The problem is the amount of friction increases with speed so it slows quickly at high speeds but as you slow down the rate decreases. The last bit takes a very long time to stop since friction is very low at those speeds.
 
You just came out of the station and are moving at high speed. Now you align to something 90° away. 100% of the engine's power starts accelerating the ship in the direction of the align point and after your normal align time your ship is now moving toward the warp destination near the appropriate speed.  But the ship is also still drifting in the original direction. This means that the ship is actually moving at an angle and will not align until friction slows the ship from moving in the original direction. That process can take a long time.
There are two ways to fix this:
 
# If you are in a ship that aligns quickly (like a shuttle) and there are hostiles on grid, you can hit stop ship. Note, when you have just undocked from a station, a [[Timers#Location_Change_Timer|Location Change Timer]] is triggered that makes you invulnerable for 30 seconds or until you move. As long as you do not do anything else but hit the stop ship button, it will not be possible target you for the hostiles for 30 seconds. Once the ship comes to a halt, warp out. This ends up taking about the same amount of time as simply aligning but it minimizes the time that you are targetable.
# The second way is faster. Rather than letting friction slow you down, you can double click toward the station (which makes you targetable) to let the engines stop you, then warp out once you are near zero velocity. A slightly faster way is to double click toward the station but at an angle toward the align point then warping when the ship stops moving away from the station. This method of using your engines to slow down then turning can be used for turning quickly in combat as well.


The bottom line is that you should always be aware of how long it will take you to get to the safety of warp. Whether you’re hauling trade goods or at half structure in the middle of an enemy fleet, good warp awareness can come in really handy.
The bottom line is that you should always be aware of how long it will take you to get to the safety of warp. Whether you’re hauling trade goods or at half structure in the middle of an enemy fleet, good warp awareness can come in really handy.


==== Speed and alignment tricks ====
==== Speed awareness in alignment ====
Another point to remember is that your required speed to align is always 75% of your ''current'' max velocity. Being webbed can sometimes help you get into warp faster, since it lowers your max velocity -- if you're piloting a freighter you can speed travel up by bringing a friend (within your corp, so they don't get CONCORDed) along to web you. This is also why tacklers are taught to 'point, then web'.
Another point to remember is that your required speed to align is always 75% of your ''ship's'' max velocity. Being webbed can sometimes help you get into warp faster, since it lowers your max velocity -- if you're piloting a freighter you can speed travel up by bringing a friend (within your corp, so they don't get CONCORDed) along to web you. This is also why tacklers are taught to 'point, then web'.


Using a propulsion module (usually a MWD) can reduce your align time if it is normally more than the cycle time of the module (this can be the case, for example, with an MWD on the Orca). By pulsing the module once, the aim is to get past your normal align speed, even though your align speed with the module active is much higher. Once the cycle ends, your max speed (and the required align speed) will drop back down to normal and you should warp soon after.
Using a propulsion module (usually a MWD) can reduce your align time if it is normally more than the cycle time of the module (this can be the case, for example, with an MWD on the Orca). By pulsing the module once, the aim is to get past your normal align speed, even though your align speed with the module active is much higher. Once the cycle ends, your max speed (and the required align speed) will drop back down to normal and you should warp soon after.
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=== Manual piloting and gunnery ===
=== Manual piloting and gunnery ===
The second major topic has to do with tracking mechanics. Damage from both turrets and missiles is affected by how the ships are moving. You can read about the details of tracking [[Gunnery_Guide#Tracking|here]] and try a neat flash-based guide [http://www.hostile.dk/files/eve/eve-tracking101.swf here]; and you can read about the details of missile damage [[Missile_Launchers#Damage|here]]. A boiled down summary:
The second major topic has to do with tracking mechanics. Damage from both turrets and missiles is affected by how the ships are moving. You can read about the details of tracking [[Gunnery_Guide#Tracking|here]]; and you can read about the details of missile damage [[Missile_Launchers#Damage|here]].  
 
A tutorial with helpful animations can be found on the EVE Online official web site Combat Mechanics page <ref>https://www.eveonline.com/eve-academy/ships/combat-mechanics</ref>.


A boiled down summary:
* the higher your angular velocity, the harder you are to hit with turrets.
* the higher your angular velocity, the harder you are to hit with turrets.
* the higher your absolute velocity, the less damage you take from missiles.
* the higher your absolute velocity, the less damage you take from missiles.
* the smaller your signature radius, the harder you are to hit with turrets (provided you move) and the less damage you take from missiles
* the smaller your signature radius, the harder you are to hit with turrets (provided you move) and the less damage you take from missiles


So, given these facts how can you sway a fight in your favor? Well first you have to assess the situation and decide what angle you want to take. Are you better at offense or defense? The relevant numbers are the time it will take you to beat your opponent’s tank versus the time it will take him to break your tank. Your only goal is to make that first time less than the second time, which you can do through increasing your applied DPS, or increasing your survivability.
So, given these facts how can you sway a fight in your favor? Well first you have to assess the situation and decide what angle you want to take. Are you better at offence or defence? The relevant numbers are the time it will take you to beat your opponent’s tank versus the time it will take him to break your tank. Your only goal is to make that first time less than the second time, which you can do through increasing your applied DPS, or increasing your survivability.


=== Engagement examples ===
=== Engagement examples ===
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If you are in the middle of locking someone, you can activate your modules and they’ll instantly turn on when you’ve completed the lock. This can make the difference between a tackled target and a free target.
If you are in the middle of locking someone, you can activate your modules and they’ll instantly turn on when you’ve completed the lock. This can make the difference between a tackled target and a free target.


[[Category:Getting Started]]
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==References==
==References==
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