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The '''capacitor''' is an additional energy reserve that your ship uses to power modules and | {{related class | Fitting (CORE class)| Weapon Systems (CORE class)}} | ||
The '''capacitor''' is an additional energy reserve that your ship uses to power [[modules]] and equipment that require a quick burst of power. | |||
[[File:capacitor.jpg|200px|thumb|right|This ship's capacitor has 1696 GJ available out of a maximum of 1725]] | [[File:capacitor.jpg|200px|thumb|right|This ship's capacitor has 1696 GJ available out of a maximum of 1725]] | ||
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=== Modules === | === Modules === | ||
Every ship in | Every ship in EVE has an internal generator, which provides the "powergrid" you see in the [[fitting]] window. Modules fitted onto the ship connect to the powergrid and reserve a portion of the generator output for themselves, reducing the remaining powergrid when fitted. | ||
Some modules require only connection to the powergrid to work: armor plates, damage controls, and weapon enhancers (gyrostabilizers, heat sinks, magnetic field stabilizers and ballistic control systems) for example. Most of these do not | Some modules require only connection to the powergrid to work: armor plates, damage controls, and weapon enhancers (gyrostabilizers, heat sinks, magnetic field stabilizers and ballistic control systems) for example. Most of these do not require player activation and are always working and players commonly call them "passive" modules. A few types of active modules, such as projectile turrets and missile launchers, must be activated by players but require only powergrid, not capacitor energy. | ||
Some modules, however, need larger immediate bursts of power to operate. Energy turrets, for example, need energy to shoot destructive beams at your targets, while shield boosters and armor repairers use energy to replenish your defenses. These modules draw on the capacitor for their immediate energy needs. The capacitor permanently leeches a certain amount of generator output to charge itself up like a battery, or rather, like a real-life [https://en.wikipedia.org/wiki/Capacitor capacitor]. When a module requires a quick burst of energy to operate, the capacitor discharges, providing that energy. | Some modules, however, need larger immediate bursts of power to operate. Energy turrets, for example, need energy to shoot destructive beams at your targets, while shield boosters and armor repairers use energy to replenish your defenses. These modules draw on the capacitor for their immediate energy needs. The capacitor permanently leeches a certain amount of generator output to charge itself up like a battery, or rather, like a real-life [https://en.wikipedia.org/wiki/Capacitor capacitor]. When a module requires a quick burst of energy to operate, the capacitor discharges, providing that energy. | ||
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=== Travel === | === Travel === | ||
Your ship's warp engines use capacitor to initiate warp, and the amount of capacitor energy required depends on the warp distance. If you lack sufficient capacitor energy, your warp engines will take whatever is available, and warp you an equivalent proportion of the distance, dropping you out of warp somewhere between your departure point and destination. | Your ship's [[warp]] engines use capacitor to initiate warp, and the amount of capacitor energy required depends on the warp distance. If you lack sufficient capacitor energy, your warp engines will take whatever is available, and warp you an equivalent proportion of the distance, dropping you out of warp somewhere between your departure point and destination. | ||
Your ship's normal engines, used for movement in local space without warping, do not use capacitor, though popular additional [[propulsion equipment]] such as afterburners and microwarpdrives do. Jumping through a [[stargate]] or [[wormhole]] does not use capacitor. | Your ship's normal engines, used for movement in local space without warping, do not use capacitor, though popular additional [[propulsion equipment]] such as afterburners and microwarpdrives do. Jumping through a [[stargate]] or [[wormhole]] does not use capacitor. | ||
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The other common threat to your capacitor is [[capacitor warfare]]: hostile players or NPCs can use energy neutralizers to drain your capacitor energy away. | The other common threat to your capacitor is [[capacitor warfare]]: hostile players or NPCs can use energy neutralizers to drain your capacitor energy away. | ||
Ships' capacitor sizes tend to be within the same order of magnitude across similarly-sized and classed hulls, but they do vary. Amarr ships tend to have the largest capacitors | Ships' capacitor sizes tend to be within the same order of magnitude across similarly-sized and classed hulls, but they do vary. Amarr ships tend to have the largest capacitors because the most common Amarr weapon is energy-hungry laser turrets; Minmatar ships tend to have the smallest capacitors because none of their bonused weapons use capacitor at all. | ||
=== Capacitor simulation === | === Capacitor simulation === | ||
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You can use the simulation function in the fitting window to simulate your capacitor's resilience in different situations. There is a tab for capacitor charge level simulation. | You can use the simulation function in the fitting window to simulate your capacitor's resilience in different situations. There is a tab for capacitor charge level simulation. | ||
[[File:FitCapacitor.jpg|200px|thumb|right|From the top left: Capacitor Capacity, Recharge time, Delta in | [[File:FitCapacitor.jpg|200px|thumb|right|From the top left: Capacitor Capacity, Recharge time, Delta in GJ/s, Delta in percentage]] | ||
If a capacitor is '"stable", then even with every capacitor-consuming module running non-stop, your capacitor energy level will eventually drop down and fluctuate between the percentage level displayed, indefinitely, with the total drain on the capacitor balanced out by its recharge rate. Players often call a fit | If a capacitor is '"stable", then even with every capacitor-consuming module running non-stop, your capacitor energy level will eventually drop down and fluctuate between the percentage level displayed, indefinitely, with the total drain on the capacitor balanced out by its recharge rate. Players often call a fit that runs with a stable capacitor "cap-stable". | ||
If instead the window displays "Depletes in XX:XX", then with every capacitor-consuming module running non-stop, your capacitor energy level will drop to 0% after the displayed time. | If instead the window displays "Depletes in XX:XX", then with every capacitor-consuming module running non-stop, your capacitor energy level will drop to 0% after the displayed time. | ||
Next to the orange circle display, four pieces of additional information are displayed. The top row is simply max capacitor capacity and the recharge time. The bottom row is a bit more complicated. The "Delta" (Δ) of your capacitor indicates how resilient the capacitor will be under ''additional'' pressure beyond your current fit. It is (peak capacitor recharge rate) - (Max power consumption rate). Having a positive | Next to the orange circle display, four pieces of additional information are displayed. The top row is simply the max capacitor capacity and the recharge time. The bottom row is a bit more complicated. The "Delta" (Δ) of your capacitor indicates how resilient the capacitor will be under ''additional'' pressure beyond your current fit. It is (peak capacitor recharge rate) - (Max power consumption rate). Having a positive Delta means that your capacitor is stable. Having a greater positive Delta means that you can afford to be hit with additional capacitor loads and remain stable. Having a negative Delta means that your capacitor is not stable. Having a greater negative Delta means your capacitor depletes faster. | ||
=== Stability === | === Stability === | ||
Although it is a good thing to be cap-stable, it is not a requirement in every situation. In some PvE and PvP combat situations you will rarely need everything running at the same time, while in others stability is important | Although it is a good thing to be cap-stable, it is not a requirement in every situation. In some [[PvE]] and [[PvP]] combat situations, you will rarely need everything running at the same time, while in others stability is important. You must consider a fit's likely use and context. | ||
Instead of compromising your ship's capability to force it to be cap-stable, you can sometimes achieve functional stability by managing your module use: | Instead of compromising your ship's capability to force it to be cap-stable, you can sometimes achieve functional stability by managing your module use: | ||
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* Pulse a microwarpdrive for bursts of speed rather than letting it run permanently | * Pulse a microwarpdrive for bursts of speed rather than letting it run permanently | ||
* Keep your capacitor level above 25% at all times. Dropping below 25% drastically reduces its recharge rate. | * Keep your capacitor level above 25% at all times. Dropping below 25% drastically reduces its recharge rate. | ||
* When facing | * When facing enemies with energy neutralizers, try to keep your distance to reduce their effectiveness. | ||
* If your ship is lacking in both capacitor stability and tanking ability, try to focus on mitigating damage and eliminating enemy targets quickly to avoid enduring the incoming DPS for long. | * If your ship is lacking in both capacitor stability and tanking ability, try to focus on mitigating damage and eliminating enemy targets quickly to avoid enduring the incoming DPS for long. | ||
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Experimenting with this formula,<ref>https://spreadsheets.google.com/ccc?key=0AnYZ5Ix967m9dGR1YTY2emRGaXgyR3k4QlBnYng3SlE&hl=en</ref> it has been found that the peak recharge rate, without any effect of boosters or energy draining weapons, is indeed at 25% of capacitor capacity. | Experimenting with this formula,<ref>https://spreadsheets.google.com/ccc?key=0AnYZ5Ix967m9dGR1YTY2emRGaXgyR3k4QlBnYng3SlE&hl=en</ref> it has been found that the peak recharge rate, without any effect of boosters or energy draining weapons, is indeed at 25% of capacitor capacity. | ||
The formula can be also used to write capacitor level as function of time | The formula can be also used to write capacitor level as a function of time: | ||
:<math> \displaystyle C_1 = C_{\rm{max}} \left( 1 + e^{ \large 5 \frac{ t_0 -t_1 }{ T } } \left( \sqrt{ \frac{C_0}{C_{\rm{max}}} } - 1 \right) \right)^2 </math> | :<math> \displaystyle C_1 = C_{\rm{max}} \left( 1 + e^{ \large 5 \frac{ t_0 -t_1 }{ T } } \left( \sqrt{ \frac{C_0}{C_{\rm{max}}} } - 1 \right) \right)^2 </math> | ||
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|[[File:Icon capacitor booster.png|link=|]] | |[[File:Icon capacitor booster.png|link=|]] | ||
|'''{{co|wheat|Capacitor Booster}}''' allows injecting more capacitor at demand. The module consumes cap booster charges. Each charge gives set amount of energy. For example Cap Booster 200 will give 200 GJ of energy. | |'''{{co|wheat|Capacitor Booster}}''' allows injecting more capacitor at demand. The module consumes cap booster charges. Each charge gives a set amount of energy. For example, Cap Booster 200 will give 200 GJ of energy. | ||
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==Skills== | ==Skills== | ||
{{euninote|EVE University members can get full reimbursement for most of these skills, among many others, through the University [[Skillbook Program]].}} | |||
=== General === | === General === | ||
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=== Module-specific === | === Module-specific === | ||
The following skills benefit commonly, widely-used modules, making them valuable training choices: | |||
The following skills benefit | |||
* {{sk|Afterburner}} - 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level. | * {{sk|Afterburner}} - 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level. | ||
* {{sk|High Speed Maneuvering}} - 5% reduction in Microwarpdrive capacitor usage per skill level. | * {{sk|High Speed Maneuvering}} - 5% reduction in Microwarpdrive capacitor usage per skill level. | ||
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* {{sk|Propulsion Jamming}} - 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. This is a valuable skill for a lot of PvP combat. | * {{sk|Propulsion Jamming}} - 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. This is a valuable skill for a lot of PvP combat. | ||
Controlled Bursts is not important if your favored weapons systems are missiles, projectile turrets, or drones, which do not use capacitor. This skill is therefore irrelevant to flying Minmatar ships, and less useful for some Gallente drone ships and Caldari missile ships. Propulsion Jamming is more important for PvP pilots | Controlled Bursts is not important if your favored weapons systems are missiles, projectile turrets, or drones, which do not use capacitor. This skill is therefore irrelevant to flying Minmatar ships, and less useful for some Gallente drone ships and Caldari missile ships. Propulsion Jamming is more important for PvP pilots and less important for PvE pilots. | ||
The following skills benefit less universally-used modules, but will be relevant to some pilots: | The following skills benefit less universally-used modules, but will be relevant to some pilots: | ||