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Jump drives: Difference between revisions

From EVE University Wiki
m Operation: fix a few links
Operation: But you don't need alignment. Also removed some old speculative notes.
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The skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] redudes the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five.
The skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] redudes the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five.


Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. These three skills make a huge difference to the base figures, as shown in the table. Jump ranges are prone to rebalance with patches. Used to be 3.5 - 6.5 ly base ranges, but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec. This change is being reverted, together with a big increase in jump ranges for the capital industrial ship, in the November 2016 Ascension expansion.
Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]].  
 
The following table shows the range, base fuel consumption, and fuel capacity of all jump drive-capable ships.


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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 [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]). Because Jump Drive Operation level five is required for the [[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 coloquially 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 [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]). Because Jump Drive Operation level five is required for the [[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 coloquially 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.
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 ship's speed or alignment.)


==Jumpdrive Isotope Usage Formula==
==Jumpdrive Isotope Usage Formula==