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→Effects of Warp Disruption: Fix grammar and add some line breaks |
Caelius West (talk | contribs) revamped page, updated warp core stabilizers, discussed infinipoints/inifiniscrams, mentioned examples of innate warp core stabilization, and mentioned faction scrams increased strength |
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#Your ship actually enters warp at the Warp Entry Point (WEP). | #Your ship actually enters warp at the Warp Entry Point (WEP). | ||
#Your ship travels at warp speed to its destination. | #Your ship travels at warp speed to its destination. | ||
#Your ship exits warp in a random direction and distance (2,500m) from the | #Your ship exits warp in a random direction and distance (2,500m) from the Warp Exit Point (WXP). This exit “area” is known as the Warp Exit Envelope (WXP). | ||
#Proceed with other actions, activate a jump or acceleration gate, begin your attack on hostiles, etc… | #Proceed with other actions, activate a jump or acceleration gate, begin your attack on hostiles, etc… | ||
==What you need to know about entering warp== | ==What you need to know about entering warp== | ||
The most important aspect of entering warp is the time lapse between the point at which you hit the “warp” button and the time you actually enter warp. When you hit the Warp button, your ship has to align itself physically to its destination and accelerate to 75% of its current top speed, before it can actually enter warp. This has a number of consequences. | The most important aspect of entering warp is the time lapse between the point at which you hit the “warp” button and the time you actually enter warp. When you hit the Warp button, your ship has to align itself physically to its destination and accelerate to 75% of its current top speed, before it can actually enter warp. This has a number of consequences. | ||
* While the ship is aligning, it can be targeted by other ships and have a Warp | * While the ship is aligning, it can be targeted by other ships and have a Warp Disruptor (or warp scrambler) activated on it. When this happens, the ships warp drive is deactivated and the ship is prevented from warping. | ||
* During the ship’s alignment, its warp drive will be deactivated and the ship prevented from warping, if it enters an Interdiction sphere (i.e. warp bubble). | * During the ship’s alignment, its warp drive will be deactivated and the ship prevented from warping, if it enters an Interdiction sphere (i.e. warp bubble). | ||
* Alignment time of a ship is directly affected by its size. Specifically, very small ships (i.e. shuttles and most frigates) will align and enter warp very quickly, whereas large ships (i.e. battleships, capital ships, etc…) will take a long time to align and enter warp. | * Alignment time of a ship is directly affected by its size. Specifically, very small ships (i.e. shuttles and most frigates) will align and enter warp very quickly, whereas large ships (i.e. battleships, capital ships, etc…) will take a long time to align and enter warp. | ||
* Note that part of the alignment process is to accelerate your ship to at least 75% of your current top speed. Propulsion modules (i.e. Afterburner or Micro Warp Drive), when activated, increase your mass, increasing your alignment time. (While they also increase your top speed, the change in mass is what changes align time.) | * Note that part of the alignment process is to accelerate your ship to at least 75% of your current top speed. Propulsion modules (i.e. Afterburner or Micro Warp Drive), when activated, increase your mass, increasing your alignment time. (While they also increase your top speed, the change in mass is what changes align time.) | ||
** However, their speed increase can also be exploited for extremely large ships. If a ship's alignment time is longer than one cycle of their afterburner or microwarpdrive, the module can be activated for a single cycle to give a few seconds of boosted acceleration, allowing the ship to enter warp immediately upon the module deactivating. | ** However, their speed increase can also be exploited for extremely large ships. If a ship's alignment time is longer than one cycle of their afterburner or microwarpdrive, the module can be activated for a single cycle to give a few seconds of boosted acceleration, allowing the ship to enter warp immediately upon the module deactivating. | ||
* You can pre-align your ship by using the “Align To” option in the various menus. This will align your ship to a destination and accelerate you to your maximum speed. While in this state, you can enter warp to your pre-aligned destination instantly. Doing this is what is meant when you are advised to “fight aligned” or “be aligned”. The reasons for this is simple, if a hostile ship (war target, pirate, etc…) warps in on you while you are mining or doing a mission or whatever, you can warp out while they are decelerating from their warp (i.e. before they can target you and apply a warp | * You can pre-align your ship by using the “Align To” option in the various menus. This will align your ship to a destination and accelerate you to your maximum speed. While in this state, you can enter warp to your pre-aligned destination instantly. Doing this is what is meant when you are advised to “fight aligned” or “be aligned”. The reasons for this is simple, if a hostile ship (war target, pirate, etc…) warps in on you while you are mining or doing a mission or whatever, you can warp out while they are decelerating from their warp (i.e. before they can target you and apply a warp disruptor). | ||
The second important aspect of entering warp is the physical distance your ship moves between the time you press the "warp" button and you actually enter warp. There are two instances where this distance is important: | The second important aspect of entering warp is the physical distance your ship moves between the time you press the "warp" button and you actually enter warp. There are two instances where this distance is important: | ||
# If your ship collides with a solid object (station, gate, ship, etc...) it will "bounce". At this point, your ship will try to re-align and enter warp again. If you are bumping in to a structure (station, | # If your ship collides with a solid object (station, gate, ship, etc...) it will "bounce". At this point, your ship will try to re-align and enter warp again. If you are bumping in to a structure (station, asteroid, acceleration gate, etc...) this process can take a very long time. If this happens, it is best to cancel your warp and manually pilot until you are clear of the obstruction then try and warp again. However, as per a change made on 10 September, 2019, any ship which remains stuck bumping for 3 minutes will automatically enter warp regardless of alignment. | ||
# If your ship enters an Interdiction Sphere (i.e. bubble), your warp drive will deactivate and you will need to manually fly clear of the bubble before you can warp. | # If your ship enters an Interdiction Sphere (i.e. bubble), your warp drive will deactivate and you will need to manually fly clear of the bubble before you can warp. | ||
==Effects of Warp Disruption== | ==Effects of Warp Disruption== | ||
In order for your ship's warp drive to activate, it must have a positive Warp Strength. Almost all ships have an inherent Warp Strength of 0. As long as there are no warp disruption modules active on them, they can enter warp. | In order for your ship's warp drive to activate, it must have a positive Warp Strength. Almost all ships have an inherent Warp Strength of 0, with the main exceptions being the [[Venture]], [[Deep Space Transports]], and [[Capital ships#Supercapital ships | Supercapitals]]. As long as there are no warp disruption modules active on them, they can enter warp. | ||
The effect of | The effect of a Warp Disruptor (often referred to as a 'point) is to reduce your ships's Warp Strength by 1. For most ships, this reduces there Warp Strength to -1, thereby preventing the warp drive from activating (or turning it off if the ship is "aligning" out). | ||
The Warp Scrambler module is more powerful in this regard, reducing the Warp Strength of a ship by 2. | The Warp Scrambler module is more powerful in this regard, with meta versions reducing the Warp Strength of a ship by 2, with its more expensive [[Faction modules | faction versions]] reducing the Warp Strength by 3. Warp Scramblers also disable [[Propulsion equipment#Afterburners and Microwarpdrives|Microwarpdrives]] and [[Propulsion equipment#Micro Jump Drives | Micro Jump Drives]], though that is outside the scope of this page. | ||
There is also a module called the Warp Core Stabilizer that can increase the Warp Strength of a ship by | There is also a module called the Warp Core Stabilizer that can increase the Warp Strength of a ship by 2 by a limited time when activated, offering defence against warp disruption and scrambling. However, only one of these modules can be fit to a ship, and they come with major drawbacks. | ||
Interdiction Spheres (i.e. bubbles) reduce the Warp Strength of a ship by an infinite amount (i.e. it is impossible to warp while in a bubble unless you are in a ship with an interdiction Nullifier, like an Interceptor or a | Interdiction Spheres (i.e. bubbles) reduce the Warp Strength of a ship by an infinite amount (i.e. it is impossible to warp while in a bubble unless you are in a ship with an interdiction Nullifier, like an Interceptor or a specially fit Strategic Cruiser). See [[Warp disruption]] for more details. | ||
[[Heavy Interdiction Cruisers]] can script their speciality module, the Warp Disruption Field Generator, to turn it into either a long-range Warp Disruptor or Warp Scrambler with infinite range. | |||
==What you need to know about exiting warp== | ==What you need to know about exiting warp== | ||
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[[File:StationGeo_OL.png|600x600px|thumb]] | [[File:StationGeo_OL.png|600x600px|thumb]] | ||
While in space, all objects have three models that describe their dimensions. First is the physical model (what you see, represented in white in the diagram). Most objects are simple, and the three models are actually the same. Some objects are more complicated | While in space, all objects have three models that describe their dimensions. First is the physical model (what you see, represented in white in the diagram). Most objects are simple, and the three models are actually the same. Some objects are more complicated though, most notably stations and jump gates. When you look at a station in space, you will notice that they tend to be very intricate in their physical models with lots of bulges and spires and such. Although beautiful, these highly complex models are extremely hard to accurately interact with quickly. For example, detecting when a ship has collided with a model takes a lot more processing time the more complex the model is. For this reason, CCP has created two simplified models for interaction purposes. | ||
This second model has been simplified to make processing of collisions faster. This model is known as the Collision Envelope (shown as Red in the diagram). The client will detect a “collision” with the object when a ship hits this area. You will notice this ares is fairly similar in shape, but is not nearly as detailed as the physical model. | This second model has been simplified to make processing of collisions faster. This model is known as the Collision Envelope (shown as Red in the diagram). The client will detect a “collision” with the object when a ship hits this area. You will notice this ares is fairly similar in shape, but is not nearly as detailed as the physical model. | ||