Difference between revisions of "Propulsion equipment"
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Micro jump drives can be used only on t1 and t2 battleships, combat battlecruisers, command ships and deep space transports. Marauders gain specific bonus encouraging use of this module. | Micro jump drives can be used only on t1 and t2 battleships, combat battlecruisers, command ships and deep space transports. Marauders gain specific bonus encouraging use of this module. | ||
− | + | Micro jump drives can be used offensively to close on a target or defensively to jump out. | |
=== MJD operation === | === MJD operation === | ||
− | When the module is activated the module spools up for | + | When the module is activated the module spools up for 12 seconds. During this time the ship can not change its direction. The signature radius of the ship is also increased by 150% during the spool up time. |
− | + | The jump is interrupted if the jumping ship is warp scrambled when spool up time ends. Bubbles, warp disruptors and warp core stabilisers have no effect on micro jump drives. Active bastion module also prevents the ship from jumpint. Deactivating the module during spool up time has no effect. | |
− | After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. | + | After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped. |
+ | |||
+ | After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period. | ||
===Micro jump drive field generator=== | ===Micro jump drive field generator=== | ||
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Operation of MJDFG is almost idetical to MJD operation. The only difference is that it jumps all ships in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJDFG and some of the ships near it can be jumped while others stay in their places. | Operation of MJDFG is almost idetical to MJD operation. The only difference is that it jumps all ships in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJDFG and some of the ships near it can be jumped while others stay in their places. | ||
+ | |||
+ | ===Related skills=== | ||
+ | {{sk|Micro Jump Drive Operation|I}} is required to sue any micro jump drives and reduces the spool up time duration by 5% per skill level. | ||
==Module tables== | ==Module tables== | ||
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=== Micro Jump Drive === | === Micro Jump Drive === | ||
− | * | + | The Micro Jump Drive comes in two sizes. The Large MJD is a [[Battleship]]-sized module, while the Medium MJD is a [[Battlecruiser]]-sized module. |
+ | |||
+ | ===Stats=== | ||
+ | Large Micro Jump Drive: | ||
+ | *Cap Cost: 786 GJ | ||
+ | *Activation Time: 12 sec | ||
+ | *Reactivation Delay: 180 sec | ||
+ | *Sig Radius: 150% | ||
+ | |||
+ | Medium Micro Jump Drive: | ||
+ | *Cap Cost: 197 GJ | ||
+ | *Activation Time: 12 sec | ||
+ | *Reactivation Delay: 180 sec | ||
+ | *Sig Radius: 150% | ||
+ | |||
+ | Micro Jump Field Generator | ||
+ | *Cap Cost: 85GJ | ||
+ | *Activation Time: 9 sec | ||
+ | *Reactivation Delay: 160 sec | ||
+ | *Sig Radius: 150% | ||
+ | |||
=== Microwarpdrives === | === Microwarpdrives === | ||
==== Standard ==== | ==== Standard ==== |
Revision as of 11:52, 1 April 2017
Propulsion modules are a way to trade off capacitor energy in your ship that allows it to gain an advantage in ship positioning and speed. These advantages are based on what type of propulsion module you are using and the type of ship you are flying. Certain ships require certain size afterburner to function properly or heavily favor certain types of modules with hull bonuses.
Afterburners and micro warp drives
Afterburners (AB) and micro warp drives (MWD) are the basic propulsion modules most hips use. They both greatly increase ship's max velocity. Generally afterburners increase maximum speed by around 150% while micro warp drives increase maximum speed by 500%.
Disatvantages of micro warp drives are high capacitor usage and additional penalty to capacitor capacity, they are shut down by warp scramblers and are generally harder to fit.
There are different sizes of propulsion modules based on basic ship hull size. Using an undersized afterburner on a larger ship will cause the speed boost to become much smaller.
A rough guide:
- 1MN/5MN = Frigate/Destroyer
- 10MN/100MN = Cruiser/Battle Cruiser, Industrials
- 100MN/500MN = Battleship+
- 1000MN/5000MN = Capital
The max velocity bonus listed in module info is only one factor in actual velociy increase. The maxiumum velocity of a ship useing a propulsion module is
V_max = V_base × V_bonus × ( Thrust / mass )
In practice tha last thrust/mass term is almost equal to one when using properly sized propulsion module and the new maximum velocity is just base velocity multiplied by velocity bonus of propulsion module.
Oversized afterburners
It is possible to fit ships with oversized afterburners: 10MN on frigate/destroyer or 100MN on cruiser/battlecruiser. The high fitting requirement of larger afterburner usually makes this harder to do.
In this case the full maximum velocity formula needs to be used.
Generally the resulting maximum velocity is close to normal sized micro warp drive but the added bonus is that the oversized afterburner is not shut down by scramblers. Thre drawback is greatly increased ship mass which makes manouvering harder.
Micro jump drive
The Micro Jump Drive (MJD) is a propulsion module that instead of making the ship move faster it jumps the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt the module.
Micro jump drives can be used only on t1 and t2 battleships, combat battlecruisers, command ships and deep space transports. Marauders gain specific bonus encouraging use of this module.
Micro jump drives can be used offensively to close on a target or defensively to jump out.
MJD operation
When the module is activated the module spools up for 12 seconds. During this time the ship can not change its direction. The signature radius of the ship is also increased by 150% during the spool up time.
The jump is interrupted if the jumping ship is warp scrambled when spool up time ends. Bubbles, warp disruptors and warp core stabilisers have no effect on micro jump drives. Active bastion module also prevents the ship from jumpint. Deactivating the module during spool up time has no effect.
After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped.
After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period.
Micro jump drive field generator
Micro jump drive field generators (MJDFG) are similar to micro jump drives. But instead of jumping only one ship MJDFG jumps all ships in 6 km range of the ship using the module.
Only command destroyers can use micro jump field generators.
Operation of MJDFG is almost idetical to MJD operation. The only difference is that it jumps all ships in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJDFG and some of the ships near it can be jumped while others stay in their places.
Related skills
Micro Jump Drive Operation I is required to sue any micro jump drives and reduces the spool up time duration by 5% per skill level.
Module tables
Afterburners
Skills Required
Name | Powergrid Usage | CPU Usage | Capacitor Cost (per use) | Max Velocity Bonus | Meta Level | Overload Bonus | Activation Time |
1MN Afterburner I | 10 MW | 15 tf | 20 GJ | 112.5% | Level 1 | 50% | 10.00 sec. |
1MN Monopropellant Enduring Afterburner | 10 MW | 15 tf | 20 GJ | 126% | Level 3 | 50% | 10.00 sec. |
1MN Y-S8 Compact Afterburner | 10 MW | 15 tf | 20 GJ | 121.5% | Level 1 | 50% | 10.00 sec. |
10MN Afterburner I | 50 MW | 25 tf | 80 GJ | 112.5% | Level 1 | 50% | 10.00 sec. |
10MN Monopropellant Enduring Afterburner | 50 MW | 25 tf | 80 GJ | 126% | Level 3 | 50% | 10.00 sec. |
100MN Afterburner I | 625 MW | 50 tf | 320 GJ | 112.5% | Level 1 | 50% | 10.00 sec. |
100MN Monopropellant Enduring Afterburner | 625 MW | 50 tf | 320 GJ | 126% | Level 3 | 50% | 10.00 sec. |
- Tech Lvl 2
Skills Reqired
Name | Powergrid Usage | CPU Usage | Capacitor Cost (per use) | Max Velocity Bonus | Meta Level | Overload Bonus | Activation Time |
1MN Afterburner II | 11 MW | 15 tf | 22 GJ | 135% | Level 5 | 50% | 10.00 sec. |
10MN Afterburner II | 55 MW | 25 tf | 88 GJ | 135% | Level 5 | 50% | 10.00 sec. |
100MN Afterburner II | 688 MW | 50 tf | 352 GJ | 121.5% | Level 5 | 50% | 10.00 sec. |
Faction/Storyline
- Tech Lvl 1
Skills Reqired
Name | Powergrid Usage | CPU Usage | Capacitor Cost (per use) | Max Velocity Bonus | Meta Level | Overload Bonus | Activation Time |
1MN Analog Booster Rockets | 9 MW | 13 tf | 16 GJ | 121.5% | Level 6 | 50% | 10.00 sec. |
10MN Analog Booster Rockets | 45 MW | 21 tf | 64 GJ | 112.5% | Level 6 | 50% | 10.00 sec. |
100MN Analog Booster Rockets | 563 MW | 43 tf | 256 GJ | 112.5% | Level 6 | 50% | 10.00 sec. |
Domination 1MN Afterburner | 11 MW | 15 tf | 15 GJ | 144% | Level 8 | 50% | 10.00 sec. |
Domination 10MN Afterburner | 55 MW | 25 tf | 60 GJ | 144% | Level 8 | 50% | 10.00 sec. |
Domination 100MN Afterburner | 688 MW | 50 tf | 241 GJ | 144% | Level 8 | 50% | 10.00 sec. |
Federation Navy 1MN Afterburner | 10 MW | 17 tf | 20 GJ | 141% | Level 7 | 50% | 10.00 sec. |
Federation Navy 10MN Afterburner | 50 MW | 28 tf | 60 GJ | 141% | Level 7 | 50% | 10.00 sec. |
Federation Navy 100MN Afterburner | 625 MW | 55 tf | 320 GJ | 141% | Level 7 | 50% | 10.00 sec. |
Republic Fleet 1MN Afterburner | 11 MW | 15 tf | 15 GJ | 144% | Level 8 | 50% | 10.00 sec. |
Republic Fleet 10MN Afterburner | 55 MW | 25 tf | 60 GJ | 144% | Level 8 | 50% | 10.00 sec. |
Republic Fleet 100MN Afterburner | 688 MW | 50 tf | 241 GJ | 144% | Level 8 | 50% | 10.00 sec. |
Shadow Serpentis 1MN Afterburner | 10 MW | 17 tf | 20 GJ | 141% | Level 7 | 50% | 10.00 sec. |
Shadow Serpentis 10MN Afterburner | 50 MW | 28 tf | 80 GJ | 141% | Level 7 | 50% | 10.00 sec. |
Shadow Serpentis 100MN Afterburner | 625 MW | 55 tf | 320 GJ | 141% | Level 7 | 50% | 10.00 sec. |
Officer (100MN Only)
- Tech I
Skills Reqired
Name | CPU Usage | Powergrid Usage | Capacitor Cost(per use) | Max Velocity Bonus | Meta Level |
---|---|---|---|---|---|
Brynn's Modified 100MN Afterburner | 625 | 58 | 241 | 150% | Meta 11 |
Cormack's Modified 100MN Afterburner | 625 | 66 | 241 | 159% | Meta 14 |
Gotan's Modified 100MN Afterburner | 750 | 50 | 320 | 159% | Meta 13 |
Hakim's Modified 100MN Afterburner | 750 | 50 | 320 | 156% | Meta 12 |
Mizuro's Modified 100MN Afterburner | 625 | 63 | 241 | 153% | Meta 11 |
Setele's Modified 100MN Afterburner | 625 | 63 | 241 | 156% | Meta 13 |
Tobia's Modified 100MN Afterburner | 750 | 50 | 320 | 162% | Meta 14 |
Tuvan's Modified 100MN Afterburner | 625 | 61 | 241 | 153% | Meta 12 |
Deadspace
- Tech I
Skills Reqired
Name | CPU Usage | Powergrid Usage | Capacitor Cost(per use) | Max Velocity Bonus | Meta Level |
---|---|---|---|---|---|
Core A-Type 100MN Afterburner | 63 | 625 | 241 | 156% | Meta 13 |
Core B-Type 100MN Afterburner | 61 | 625 | 241 | 153% | Meta 12 |
Core C-Type 100MN Afterburner | 58 | 625 | 241 | 150% | Meta 11 |
Core X-Type 100MN Afterburner | 66 | 625 | 241 | 159% | Meta 14 |
Coreli A-Type 1MN Afterburner | 19 | 10 | 15 | 156% | Meta 13 |
Coreli B-Type 1MN Afterburner | 18 | 10 | 15 | 153% | Meta 12 |
Coreli C-Type 1MN Afterburner | 17 | 10 | 15 | 150% | Meta 11 |
Corelum A-Type 10MN Afterburner | 32 | 50 | 60 | 156% | Meta 13 |
Corelum B-Type 10MN Afterburner | 31 | 50 | 60 | 153% | Meta 12 |
Corelum C-Type 10MN Afterburner | 29 | 50 | 60 | 150% | Meta 11 |
Gist A-Type 100MN Afterburner | 50 | 750 | 320 | 159% | Meta 13 |
Gist B-Type 100MN Afterburner | 50 | 750 | 320 | 156% | Meta 12 |
Gist C-Type 100MN Afterburner | 50 | 750 | 320 | 153% | Meta 11 |
Gist X-Type 100MN Afterburner | 50 | 750 | 320 | 162% | Meta 14 |
Gistii A-Type 1MN Afterburner | 15 | 13 | 20 | 159% | Meta 13 |
Gistii B-Type 1MN Afterburner | 15 | 13 | 20 | 156% | Meta 12 |
Gistii C-Type 1MN Afterburner | 15 | 13 | 20 | 153% | Meta 11 |
Gistum A-Type 10MN Afterburner | 25 | 63 | 80 | 159% | Meta 13 |
Gistum B-Type 10MN Afterburner | 25 | 63 | 80 | 156% | Meta 12 |
Gistum C-Type 10MN Afterburner | 25 | 63 | 80 | 153% | Meta 11 |
Micro Jump Drive
The Micro Jump Drive comes in two sizes. The Large MJD is a Battleship-sized module, while the Medium MJD is a Battlecruiser-sized module.
Stats
Large Micro Jump Drive:
- Cap Cost: 786 GJ
- Activation Time: 12 sec
- Reactivation Delay: 180 sec
- Sig Radius: 150%
Medium Micro Jump Drive:
- Cap Cost: 197 GJ
- Activation Time: 12 sec
- Reactivation Delay: 180 sec
- Sig Radius: 150%
Micro Jump Field Generator
- Cap Cost: 85GJ
- Activation Time: 9 sec
- Reactivation Delay: 160 sec
- Sig Radius: 150%
Microwarpdrives
Standard
- Tech Lvl 1
Skills Required
Name | Powergrid Usage | CPU Usage | Capacitor Cost (per use) | Max Velocity Bonus | Meta Level | Overload Bonus | Activation Time | Mass Addition |
5MN Microwarpdrive I | 15 MW | 25 tf | 45 GJ | 500% | Level 1 | 50% | 10.00 sec. | 500,000 kg |
5MN Quad LiF Restrained Microwarpdrive | 15 MW | 25 tf | 45 GJ | 505% | Level 1 | 50% | 10.00 sec. | 500,000 kg |
5MN Y-T8 Compact Microwarpdrive | 14 MW | 21 tf | 45 GJ | 505% | Level 1 | 50% | 10.00 sec. | 500,000 kg |
5MN Cold-Gas Enduring Microwarpdrive | 15 MW | 25 tf | 35 GJ | 505% | Level 1 | 50% | 10.00 sec. | 500,000 kg |
50MN Microwarpdrive I | 150 MW | 50 tf | 180 GJ | 500% | Level 1 | 50% | 10.00 sec. | 5,000,000 kg |