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Jump drives: Difference between revisions

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m Update after reading the Equinox expansion notes.
Removing text about titans from conduit section. Titans can't conduit and do not have the attributes to even allow it.
 
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Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay. The fuel required depends on the faction that constructed the jump drive, and can be produced by refining [[Ice_Mining#Ice_distribution|corresponding ice]]. The respective fuel type for each faction is:  
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay. The fuel required depends on the faction that constructed the jump drive, and can be produced by refining [[Ice_Mining#Ice_distribution|corresponding ice]]. The respective fuel type for each faction is:  


{| class="wikitable"
{| class="wikitable" style="margin-left: 2em;"
!Faction!!Isotope type
!Faction!!Isotope type
|-
|-
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  }
  }
/* This line is needed because of the use of rowspan */
/* This line is needed because of the use of rowspan */
#compare td:nth-child(1) {
#compare td:first-child {
   text-align: left
   text-align: left;
  }
  }
}
}
}}
}}
{| class="wikitable" id="compare"
{| class="wikitable" id="compare" style="margin-left: 2em;"
|-
|-
! rowspan= 2 |Ship class
! rowspan= 2 | Ship class
! rowspan= 2 |Ship type
! rowspan= 2 | Ship type
! colspan= 2 |Range (ly)
! colspan= 2 | Range (ly)
! rowspan= 2 |Fuel per ly<br>(units)
! rowspan= 2 | Fuel per ly<br />(units)
! colspan= 2 |Fuel bay
! colspan= 2 | Fuel bay
|-
|-
! Base
! Base
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! (m3)
! (m3)
! (units)
! (units)
|-  
|-
| rowspan= 3 |Capital
| rowspan= 4 | Capital
| Dreadnought
| Dreadnought
| rowspan= 3 |3.5
| rowspan= 3 | 3.5
| rowspan= 3 |7
| rowspan= 3 | 7
| rowspan= 3 |3 000
| rowspan= 4 | 3 000
| 8 000  
| 8 000
| 266 666
| 266 666
|-
|-
| Carrier
| Carrier
| rowspan= 2 |3 000
| rowspan= 2 | 3 000
| rowspan= 2 |100 000
| rowspan= 2 | 100 000
|-
|-
| FAX
| FAX
|-
|-
| rowspan= 2 |Super Capital
| Lancer
| 4
| style="text-align: center;" | 8
| 20 000
| 666 666
|-
| rowspan= 2 | Super Capital
| Supercarrier
| Supercarrier
| rowspan= 2 |3.0
| rowspan= 2 | 3.0
| rowspan= 2 |6
| rowspan= 2 | 6
| rowspan= 2 |3 000
| rowspan= 2 | 3 000
| 5 000
| 5 000
| 166 666
| 166 666
|-
|-
| Titan
| Titan
| 60 000  
| 60 000
| 2 000 000
| 2 000 000
|-
|-
| rowspan= 4 |Jump Freighter
| rowspan= 4 | Jump Freighter
| Anshar
| Anshar
| rowspan= 4 |5.0
| rowspan= 4 | 5.0
| rowspan= 4 |10
| rowspan= 4 | 10
| 9 400
| 9 400
| rowspan= 4 |12 000
| rowspan= 4 | 12 000
| rowspan= 4 |400 000
| rowspan= 4 | 400 000
|-
|-
| Nomad
| Nomad
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| 10 000
| 10 000
|-
|-
| colspan= 2 |Black Ops Battleship
| colspan= 2 | Black Ops Battleship
| 4.0
| 4.0
| 8
| 8
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|}
|}


Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of {{Sk|Jump Drive Operation}}). Because Jump Drive Operation level five is required for the {{Sk|Jump Drive Calibration}} skill, it is usually assumed to be at level five. At this level, 71.25% of the capacitor is consumed which rounds up to 75% in everyday communications and is colloquially called "jump cap". Because of the huge amount of cap needed for jumping capital ships usually have a capacitor booster fitted. But, in special cases you would rather fit cap rechargers and capacitor power relays to reduce the amount of time between jumps.
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of {{Sk|Jump Drive Operation}}). Because Jump Drive Operation level five is required for the {{Sk|Jump Drive Calibration}} skill, it is usually assumed to be at level five. At this level, 71.25% of the capacitor is consumed which rounds up to 75% in everyday communications and is colloquially called "jump cap". Because of the huge amount of cap needed for jumping, capital ships usually have a capacitor booster fitted. But, in special cases you would rather fit cap rechargers and capacitor power relays to reduce the amount of time between jumps.


Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a [[Tackling#Warp_disruption_fields|warp interdiction bubble]] (from an [[Interdictor]] or [[Heavy Interdiction Cruiser]], or if the ship has been [[Tackling#Fitting for tackling|warp disrupted]] below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.)
Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a [[Tackling#Warp_disruption_fields|warp interdiction bubble]] (from an [[Interdictor]] or [[Heavy Interdiction Cruiser]], or if the ship has been [[Tackling#Fitting for tackling|warp disrupted]] below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.)
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The white part of the formula applies to all [[#Operation|jumpdrive capable ships]]. The green part only applies to [[Jump Freighters]] and the red part only applies to [[Jump Freighters]] and [[Rorqual]]s. The red part is [[Stacking_penalties|stacking penalized]] so the order of the modules is from highest bonus to lowest bonus.
The white part of the formula applies to all [[#Operation|jumpdrive capable ships]]. The green part only applies to [[Jump Freighters]] and the red part only applies to [[Jump Freighters]] and [[Rorqual]]s. The red part is [[Stacking_penalties|stacking penalized]] so the order of the modules is from highest bonus to lowest bonus.


{| class="wikitable"
{| class="wikitable" style="margin-left: 2em;"
|-
|-
! Variable Name !! Meaning !! Valid Values !!  
! Variable Name !! Meaning !! Valid Values !!  
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Covert Cynosural Fields are a special variant of the "normal" Cynosural Fields discussed above. In a context in which either type might be mentioned, a "normal" cyno is often called a "hard cyno".
Covert Cynosural Fields are a special variant of the "normal" Cynosural Fields discussed above. In a context in which either type might be mentioned, a "normal" cyno is often called a "hard cyno".


Unlike a normal cyno, a Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are [[Black Ops Battleship]], [[Blockade Runners]], [[Frigate#Covert Ops|Covert Ops Frigates]], [[Cruiser#Recon Ships|Force Recon Ships]], [[Stealth Bombers]], and [[Strategic_Cruiser|Strategic Cruisers]] (with the covert subsystem); further, the single hulls [[Etana]], [[Prospect]], and [[Rabisu]]. As a rule all ships which can fit a covert cloak (except the [[Sisters of EVE]] ships) can fit a covert cyno.  
Unlike a normal cyno, a Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are [[Black Ops Battleship]], [[Blockade Runners]], [[Frigate#Covert Ops|Covert Ops Frigates]], [[Cruiser#Recon Ships|Force Recon Ships]], [[Stealth Bombers]], and [[Strategic_Cruiser|Strategic Cruisers]] (with the covert subsystem); further, the single hulls [[Etana]], [[Prospect]], and [[Rabisu]]. As a rule all ships which can fit a covert cloak (except the [[Sisters of EVE]] & [[Deathless Circle]] ships) can fit a covert cyno.  


The Covert Cynosural Field Generator requires {{sk|Cynosural Field Theory}} at level V. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of [[Cruiser#Recon Ships|Force Recon Cruisers]] and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds.
The Covert Cynosural Field Generator requires {{sk|Cynosural Field Theory}} at level V. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of [[Cruiser#Recon Ships|Force Recon Cruisers]] and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds.
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=== Industrial Cynosural Fields ===
=== Industrial Cynosural Fields ===
An Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] and [[Black Ops Battleship]]s. Of these ships, only Capital Industrial Ships can bridge to it. Second, similar to Normal Cynosural Fields, Industrial Cynosural Fields appear on the Overview when lit. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to:
An Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]], [[Capital_ships#Capital_Industrial_Ships|Capital Industrial Ships]] and [[Black Ops Battleship]]s. The latter two can also bridge to it. Second, similar to Normal Cynosural Fields, Industrial Cynosural Fields appear on the Overview when lit. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to:


* the [[Venture]], which has a role bonus cutting the industrial cyno's Liquid Ozone cost in half
* the [[Venture]], which has a role bonus cutting the industrial cyno's Liquid Ozone cost in half
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The act of opening a Titan bridge costs 500 units of Strontium Clathrates, modified by {{sk|Jump Portal Generation|icon=yes}}. There is no cost for opening a Black Ops or Rorqual bridge. When ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold.
The act of opening a Titan bridge costs 500 units of Strontium Clathrates, modified by {{sk|Jump Portal Generation|icon=yes}}. There is no cost for opening a Black Ops or Rorqual bridge. When ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold.


For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up.
For other ships to be able to jump through, they must be in the same fleet and within 2,500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up.


Ships that jump through a jump portal use up isotopes from the bridger's fuel hold based on the jumping ship’s mass. Because of this, it is good practice in fleets to turn your [[propulsion equipment]] off before taking a bridge to conserve the bridger’s fuel. The isotopes used will be of the same type as the bridger's jump drive. The formula to calculate how much fuel is used is:
Ships that jump through a jump portal use up isotopes from the bridger's fuel hold based on the jumping ship’s mass. Because of this, it is good practice in fleets to turn your [[propulsion equipment]] off before taking a bridge to conserve the bridger’s fuel. The isotopes used will be of the same type as the bridger's jump drive. The formula to calculate how much fuel is used is:
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:<math> \rm Fuel\ usage = Mass \times \text{Portal Consumption Mass Factor} \times \text{Base cost} \times \text{Skill mod} \times \text{Distance in LY}</math>
:<math> \rm Fuel\ usage = Mass \times \text{Portal Consumption Mass Factor} \times \text{Base cost} \times \text{Skill mod} \times \text{Distance in LY}</math>


{| class="wikitable"
{| class="wikitable" style="margin-left: 2em;"
|
|
!Titan
!Titan
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A bridge can be activated if the host ship is in a warp disruption bubble, but ships inside the warp disruption bubble cannot take the bridge, only those outside a warp disruption bubble and who are not warp disrupted below a warp core strength of 0.
A bridge can be activated if the host ship is in a warp disruption bubble, but ships inside the warp disruption bubble cannot take the bridge, only those outside a warp disruption bubble and who are not warp disrupted below a warp core strength of 0.


=== Conduit Jumps ===
=== Conduit jump ===
A Black Ops Battleship or a Rorqual can instead conduit jump to their respective cyno. This both jumps them and to 30 eligible ships in a 10 km radius to the cyno. Unlike bridging, conduit jumping costs a flat amount of fuel no matter the size or mass of the affected ships, at a base value of 1000 isotopes, making conduit jumping a more efficient way of moving a smaller fleet around. A Rorqual can only conduit jump if its Industrial Core is disabled.
Black ops battleships, carriers<ref>With the [[Expansions#Equinox|Equinox expansion]]</ref>, supercarriers<ref>With the Catalyst expansion</ref>, and the Rorqual can conduit jump to their respective cyno. This both jumps them and up to 30 eligible ships in a 10 km radius to the cyno. Unlike bridging, conduit jumping costs a flat amount of fuel no matter the size or mass of the affected ships - with the quantity of fuel consumed varying with the conduit ship's class - making conduit jumping a more efficient way of moving a smaller fleet around.
 
Black ops battleships and Rorquals have a fixed limit of 30 ships, limited to covert ops and dedicated mining ships respectively. A Rorqual can only conduit jump if its Industrial Core is inactive.


Since the [[Expansions#Equinox|Equinox expansion]], [[carriers]] have also gained the capability to conduit jump. Carriers can take 5 to 30 eligible ships with them depending on the level of the {{Sk|Capital Jump Portal Generation}} skill.
Meanwhile carriers and supercarriers can take 5 to 30 eligible ships with them depending on the level of the {{Sk|Capital Jump Portal Generation}} skill. Eligible ships are all combat sub-capital ships: [[Corvette]], [[Frigate]], [[Destroyer]], [[Cruiser]], [[Battlecruiser]], and [[Battleship]] - including their faction, T2, and T3 counterparts. [[Capsules]] and [[shuttles]] are also permitted.
 
{| class="wikitable"
|-
! Ship Class
! Max Range (ly)
! Isotopes per ly
! Transportable Ship Types
|-
| Black Ops Battleship
| 8
| 1000
| (All Ships That Can Fit Covert Ops Cloak)
|-
| rowspan="4" | Rorqual
| rowspan="4" | 10
| rowspan="4" | 5000
| Mining Frigate
|-
| Mining Destroyer
|-
| Mining Barge
|-
| Porpoise
|-
| rowspan="8" | Carrier<br /><br /><br />Supercarrier
| rowspan="8" | 7 <br /><br /><br />6
| rowspan="8" | 3000
| Capsule
|-
| Shuttle
|-
| Corvette
|-
| Frigate
|-
| Destroyer
|-
| Cruiser
|-
| Battlecruiser
|-
| Battleship
|-
| Titan
| 6
| N/A
| All
|}


== Jump Fatigue and Jump Activation Cooldown ==
== Jump Fatigue and Jump Activation Cooldown ==
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* [https://www.eveonline.com/news/view/sovereignty-warfare-and-jump-fatigue-changes-coming-in-the-march-release Dev Blog Jump Fatigue Changes March 2018]
* [https://www.eveonline.com/news/view/sovereignty-warfare-and-jump-fatigue-changes-coming-in-the-march-release Dev Blog Jump Fatigue Changes March 2018]
* [https://fatigue.nakamura-labs.com/ Jump Fatigue and Jump Activation Cooldown calculator]
* [https://fatigue.nakamura-labs.com/ Jump Fatigue and Jump Activation Cooldown calculator]
== Notes and references ==
<references />


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