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Tips and Tricks: Difference between revisions

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=== Autopilot ===
=== Autopilot ===
* Don't autopilot in low-sec or 0.0, or even in highsec if you are carrying something valuable -- nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speed.
* Don't autopilot in low-sec or 0.0, or even in highsec if you are carrying something valuable -- nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speed.
* The autopilot isn't useless, though: with a route set for the autopilot, warping to zero and activating the autopilot while still in warp will make your ship instantly jump as soon as you arrive on the gate. Just deactivate the autopilot as soon as the jump is initiated to prevent it from warping to 15km on the next gate. This is allowed in wartime as well.
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily.  (If you take a different gate, the autopilot will re-route automatically.)
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily.  (If you take a different gate, the autopilot will re-route automatically.)
* If you autopilot in a heavy ship, the time spent approaching gates from the 15km warp-in point can begin to dominate your travel times.  Try fitting Overdrives to reduce this time. Alternatively, fitting Inertia Stabilizers will give your ship less of a speed boost, but will improve align times on the other side of the gate.
* If you autopilot in a heavy ship, the time spent approaching gates from the 15km warp-in point can begin to dominate your travel times.  Try fitting Overdrives to reduce this time. Alternatively, fitting Inertia Stabilizers will give your ship less of a speed boost, but will improve align times on the other side of the gate.