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Jump drives: Difference between revisions

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m Change Skill: link to {{Sk}}. Change piped link to an internal one, making use of a redirect. Make on page link relative. Update external link.
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Cynosural Field Types: Applies to all cynos. Plus, adding that Industrial Cynos appear on the overview
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''Cynosure'' (pronounced like "sigh no sure") is a little-used word outside of EVE. It means a guide, or a person or thing that draws attention towards itself. It originates in the ancient Greek name for the North Star, making it a very appropriate term for the cynosural fields of New Eden.
''Cynosure'' (pronounced like "sigh no sure") is a little-used word outside of EVE. It means a guide, or a person or thing that draws attention towards itself. It originates in the ancient Greek name for the North Star, making it a very appropriate term for the cynosural fields of New Eden.


Cynosural Fields come in three varieties: '''normal''' or so-called '''"hard" cynos''', '''covert cynos''', and '''industrial cynos'''. The three types differ in important ways in their equipment requirements, in their fuel use, and in the ships which they can transport.
Cynosural Fields come in three varieties: '''normal''' or so-called '''"hard" cynos''', '''covert cynos''', and '''industrial cynos'''. The three types differ in important ways in their equipment requirements, in their fuel use, and in the ships which they can transport. Cynos can only be lit in [[System security|null and low sec]]. Cynos cannot be lit in high sec, and while they can be lit in [[wormhole space]] they serve no purpose as jump drives cannot jump to systems in wormhole space. [[Mobile Cynosural Inhibitor]]s prevent the activation of cynos in a 200km radius but do not remove existing cynos. Solar systems as a whole can be cyno jammed either through the navigation structure [[Tenebrex Cyno Jammer]] or a [[Incursion#Constellation_Penalties|Sansha Incursion]].


=== Normal Cynosural Fields ===
=== Normal Cynosural Fields ===
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The Cynosural Field Generator module requires the skill {{sk|Cynosural Field Theory|icon=yes}} at level one to be fitted. Its base activation time is ten minutes and it has a base consumption of 500 Liquid Ozone per cycle. As the Liquid Ozone consumption is reduced by 10% per level of Cynosural Field Theory, the maximum consumption is actually 450 Liquid Ozone per cycle, and the minimum consumption is thus 250.
The Cynosural Field Generator module requires the skill {{sk|Cynosural Field Theory|icon=yes}} at level one to be fitted. Its base activation time is ten minutes and it has a base consumption of 500 Liquid Ozone per cycle. As the Liquid Ozone consumption is reduced by 10% per level of Cynosural Field Theory, the maximum consumption is actually 450 Liquid Ozone per cycle, and the minimum consumption is thus 250.
Cynos can only be lit in [[System security|null and low sec]]. Cynos cannot be lit in high sec, and while they can be lit in [[wormhole space]] they serve no purpose as jump drives cannot jump to systems in wormhole space. [[Mobile Cynosural Inhibitor]]s prevent the activation of cynos in a 200km radius but do not remove existing cynos. Solar systems as a whole can be cyno jammed either through the navigation structure [[Tenebrex Cyno Jammer]] or a [[Incursion#Constellation_Penalties|Sansha Incursion]].


If you want to light a cyno you have to be in a fleet (only fleet members can jump to that cyno) and slower than 500 m/s. After you light the cyno your nominal speed becomes zero but you continue to drift and can also be bumped, but the cynosural field stays at the position, where you lit it. Further, you cannot dock in a station or structure and cannot eject, but you can self destruct. Indeed you can light a cyno after you initiated the self destruct sequence. This is used as a trick for extra safe traveling. The cyno needs several seconds until it appears on the universe map. If you light the cyno shortly before you self destruct and immediately jump to it, you can minimize the risk of being caught. But, be aware that if you jump to a cyno in the same moment as the cyno ship dies, you still jump but you land at the destination system's star, not at the former spot of the cyno.
If you want to light a cyno you have to be in a fleet (only fleet members can jump to that cyno) and slower than 500 m/s. After you light the cyno your nominal speed becomes zero but you continue to drift and can also be bumped, but the cynosural field stays at the position, where you lit it. Further, you cannot dock in a station or structure and cannot eject, but you can self destruct. Indeed you can light a cyno after you initiated the self destruct sequence. This is used as a trick for extra safe traveling. The cyno needs several seconds until it appears on the universe map. If you light the cyno shortly before you self destruct and immediately jump to it, you can minimize the risk of being caught. But, be aware that if you jump to a cyno in the same moment as the cyno ship dies, you still jump but you land at the destination system's star, not at the former spot of the cyno.
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=== Industrial Cynosural Fields ===
=== Industrial Cynosural Fields ===
An Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] and [[Black Ops Battleship]]s. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to:
 
An Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] and [[Black Ops Battleship]]s. Second, similar to Normal Cynosural Fields, Industrial Cynosural Fields appear on the Overview when lit. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to:


* the [[Venture]], which has a role bonus cutting the industrial cyno's Liquid Ozone cost in half
* the [[Venture]], which has a role bonus cutting the industrial cyno's Liquid Ozone cost in half