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Propulsion equipment: Difference between revisions

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Djavin novienta (talk | contribs)
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Hirmuolio Pine (talk | contribs)
Rewrote the texts. Added MJD and MHDFG
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'''Afterburners''' are a way to trade off capacitor energy in your ship that allows it to gain a speed advantage. These advantages are based on what type of afterburner you are using and the type of ship you are flying. Certain ships require certain size afterburner to function properly. Using an undersized afterburner on a larger ship will cause the speed boost to become much smaller.  
'''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.


There are different sizes of Afterburner based on basic ship hull size. A rough guide :
==Afterburner and micro warp drive==


* 1MN = Frigate/Destroyer
Afterburner (AB) and micro warp drive (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%.
* 10MN = Cruiser/Battle Cruiser, Industrials
* 100MN = Battleship+


===Drawbacks===
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.


* Steady capacitor consumption as it cycles
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.


* Longer ship alignment speeds whilst it is active (though using for only 1 cycle will actually '''decrease''' alignment in all ships with natural or modified aligns greater than the cycle)
A rough guide:


* Afterburners don't provide anywhere near as much of a speed boost as a Microwarpdrive, roughly 100-125% boost rather than 500-625% depending on skills (some modules have a greater innate bonus) but come with less penalties.
* 1MN/5MN = Frigate/Destroyer
* 10MN/100MN = Cruiser/Battle Cruiser, Industrials
* 100MN/500MN = Battleship+
* 1000MN/5000MN = Capital


*They add mass to your ship. This is not really noticeable unless you try to fit a bigger afterburner than normal for your ship class, at which point your inertial increase will make your orbits very large (this is to prevent small ships from avoiding MWD penalities while still getting similar speed boosts from bigger drives combined with the tight orbits they normally enjoy)
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


===Advantages vs. a Microwarpdrive ===
V_max = V_base × V_bonus × ( Thrust / mass )


* Considerably less skill and fitting requirements
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.


* They can still be used in Mission deadspaces that interfere with warp fields (this is not a big issue anymore, as almost all deadspace areas now allow MWDs)
=== Oversized afterburners ===


* They don't have a penalty to Capacitor size (and thus also GJ/s), and don't use nearly as much capacitor per cycle (higher afterburner skills can allow cap-stable afterburner fits, which are much harder to achieve with MWDs)
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.


* They don't have a penalty to ship [[signature radius]] whilst active.
In this case the full maximum velocity formula needs to be used.


* Warp scramblers will not shut them down as they would a MWD.
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''' or '''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.
 
Spool up time is reduced by the skill [[Skills:Navigation#Micro_Jump_Drive_Operation|Micro Jump Drive Operation]]. After jumping the MJD module enters three minute long cooldown period that must pass before the module can be used again.
 
=== MJD operation ===
 
When the module is activated the module spools up for 10 seconds. During this time the ship can not change its direction. The spooling up can be interrupted with warp scramblers aborting the jump. The signature radius of the ship is also increased by 150% during the spool up time.
 
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.
 
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.
 
==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.


= Types of speed boost equipment =
== Afterburners ==
== Afterburners ==
Afterburners have a standard of 50% speed boost when overloaded and an activation time of 10.00 seconds.
=== Standard ===
*Tech Lvl 1
'''Skills Required'''
'''Skills Required'''
*{{sk|Afterburner|I}}
*{{sk|Afterburner|I}}
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=== Faction/Storyline ===
 
=== Officer (100MN Only) ===
=== Deadspace ===
== Propulsion Upgrades ==
=== Inertia Stabilizers ===
=== Overdrives ===
=== Warp Core Stabelizers ===
== Astronautic Rigs ==
=== Capital Astronautic Rigs ===
=== Large Astronautic Rigs ===
=== Medium Astronautic Rigs ===
=== Small Astronautic Rigs ===
== Subsystems ==
=== Amarr ===
=== Caldari ===
=== Gallente ===
=== Minmatar ===
== Skills ==


[[Category:Ship Fitting]]
[[Category:Ship Fitting]]