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Jump drives: Difference between revisions

From EVE University Wiki
Added jump fuel formula, explanation and example for ships jumping through Titan and Black Ops bridges. Also removed minor obsolete comment about capitals not being able to use Stargates.
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''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.
''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.


In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a [[POS]]. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.
In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a [[POS]]. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. It is also impossible to produce a cynosural field in wormhole space.


The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of {{sk|Cynosural Field Theory|icon=yes}} the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. (Other systems still work as normal.) It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.
The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of {{sk|Cynosural Field Theory|icon=yes}} the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. (Other systems still work as normal.) It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.
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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 pilot will announce it the pilot that wants to jump then clicks on the jump bridge ship itself in space or in the overview both open a box and then he clicks on an option like "Jump through to [SYSTEM NAME]". Unfortunately, these two options do not update after clicked on and require you to click again if you clicked to soon. A better way is to right click on the jump bridge ship or the pilot in the watch list, this brings up the radial menu which updates if you click and hold. The symbol you click on is at 12:00 o’clock and is a stick figure person such as in hangman. 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 2500 meters of the ship creating the jump bridge. When the jump bridge is up the pilot will announce it the pilot that wants to jump then clicks on the jump bridge ship itself in space or in the overview both open a box and then he clicks on an option like "Jump through to [SYSTEM NAME]". Unfortunately, these two options do not update after clicked on and require you to click again if you clicked to soon. A better way is to right click on the jump bridge ship or the pilot in the watch list, this brings up the radial menu which updates if you click and hold. The symbol you click on is at 12:00 o’clock and is a stick figure person such as in hangman. 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. The formula to calculate how much fuel is used is:
Mass × Portal Consumption Mass Factor × Base Cost × Skill Mod × Distance in LY
Base cost is 1000 isotopes for Titans and 450 isotopes for Black Ops.
Portal Consumption Mass Factor is 0.000000001 for Titan bridges and 0.000000135 for Black Ops bridges. The skill modifier is 1 - (0.1 x {{sk|Jump Fuel Conservation}} level).
For example, a Manticore jumping through a Black Ops bridge will consume 45 isotopes per LY with Jump Fuel Conservation V:
1,470,000kg mass x 0.000000135 x 450 isotope base cost x 0.5 JFCV V modifier x 1LY = 44.65125
Both Titans and Black Ops can bridge and jump to Cynosural Fields, but only Black Ops can bridge and jump to Covert Cynosural Fields.


=Covert Cynosural Fields=
=Covert Cynosural Fields=