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Warp mechanics: Difference between revisions

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This curious effect of exiting warp at a random direction from the actual exit point has two major consequences.  The first is related to how EVE handles geometry of objects in space and the second has to with how exiting warp interacts with interdiction spheres (i.e. bubbles).
This curious effect of exiting warp at a random direction from the actual exit point has two major consequences.  The first is related to how EVE handles geometry of objects in space and the second has to with how exiting warp interacts with interdiction spheres (i.e. bubbles).
==EVE Geometry==
==EVE Geometry==
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 below).  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 there 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.   
[[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 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 there 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.   
The third model is an even more simplified model that represents the area that will show a distance of zero to the object in the overview.  This is know as the Zero Point Envelope (shown in Blue below).
 
The third model is an even more simplified model that represents the area that will show a distance of zero to the object in the overview.  This is know as the Zero Point Envelope (shown in Blue).
 




==What you need to know about EVE Geometry==
So, why is this knowledge of the geometry of objects in space important?  Simple, when you warp to zero on an object in space, your Warp Exit Point will be the nearest point on the Zero Point Envelope to your Warp Entry Point.  Remember, you actually exit warp in a random direction 2,500m away from your actual Warp Exit Point.  This means that you can actually exit your warp anywhere from 2,500m inside the Zero Point Envelope to 2,500m away from the Zero Point Envelope.   
So, why is this knowledge of the geometry of objects in space important?  Simple, when you warp to zero on an object in space, your Warp Exit Point will be the nearest point on the Zero Point Envelope to your Warp Entry Point.  Remember, you actually exit warp in a random direction 2,500m away from your actual Warp Exit Point.  This means that you can actually exit your warp anywhere from 2,500m inside the Zero Point Envelope to 2,500m away from the Zero Point Envelope.   
This fact is extremely important when you consider the “activation range” of various objects.  For example, you can activate a jump gate if you are within 2,500m of it.  Meaning that no matter where you actually exit, if you warp to zero on a jump gate, you will be able to automatically jump as soon as you land.   
This fact is extremely important when you consider the “activation range” of various objects.  For example, you can activate a jump gate if you are within 2,500m of it.  Meaning that no matter where you actually exit, if you warp to zero on a jump gate, you will be able to automatically jump as soon as you land.   
The activation range of a station (i.e. the docking ring), however, is only 500m.  When you warp to zero on a station, you will land within the docking ring about half the time.  The other half of the time, you will land outside docking ring and have to fly toward the station for a while before you can dock.  This can be very significant if you are in a very slow ship (like a battleship).  If there are hostiles outside the station, you can be targeted, webbed and killed before you can travel the distance to the docking.
The activation range of a station (i.e. the docking ring), however, is only 500m.  When you warp to zero on a station, you will land within the docking ring about half the time.  The other half of the time, you will land outside docking ring and have to fly toward the station for a while before you can dock.  This can be very significant if you are in a very slow ship (like a battleship).  If there are hostiles outside the station, you can be targeted, webbed and killed before you can travel the distance to the docking.
This effect on docking is the primary reason everyone should create an instant docking bookmark for any stations that they frequent, especially if you fly large ships.  The instant docking bookmark needs to be located more than 2,500m INSIDE the Zero Point Envelope AND more than 2,500m OUTSIDE the Collision Envelope.  When set up properly, your ship will always exit warp inside the docking ring and never get “bounced” by the Collision Envelope.  By the way, capital ships appear around a cyno in exactly same way that ships exit warp (2,500m in a random direction from the center of the cyno).  This same bookmark is very useful as a position to light a cyno, as it lets capital ships instantly dock in the station.   
This effect on docking is the primary reason everyone should create an instant docking bookmark for any stations that they frequent, especially if you fly large ships.  The instant docking bookmark needs to be located more than 2,500m INSIDE the Zero Point Envelope AND more than 2,500m OUTSIDE the Collision Envelope.  When set up properly, your ship will always exit warp inside the docking ring and never get “bounced” by the Collision Envelope.  By the way, capital ships appear around a cyno in exactly same way that ships exit warp (2,500m in a random direction from the center of the cyno).  This same bookmark is very useful as a position to light a cyno, as it lets capital ships instantly dock in the station.   
Sometimes, the Zero Point Envelope and the Collision Envelope are very close together (like with acceleration gates).  If you warp to zero on these objects, you can sometimes land within the Collision Envelope causing very strange things to happen.  For example, if you land within the Collision Envelope of a station, your ship will be “bounced” outside the Collision Envelope.  If you are in a very large ship (i.e. battleship, capital ship, etc…) this can be devastating as it could take you several seconds (or even minutes in the case of capital ships) to get back to the docking ring.  If you land in the Collision Envelope of an acceleration gate or asteroid, you will likely become “stuck” in the object have have to spend several second or minutes freeing your self.  
Sometimes, the Zero Point Envelope and the Collision Envelope are very close together (like with acceleration gates).  If you warp to zero on these objects, you can sometimes land within the Collision Envelope causing very strange things to happen.  For example, if you land within the Collision Envelope of a station, your ship will be “bounced” outside the Collision Envelope.  If you are in a very large ship (i.e. battleship, capital ship, etc…) this can be devastating as it could take you several seconds (or even minutes in the case of capital ships) to get back to the docking ring.  If you land in the Collision Envelope of an acceleration gate or asteroid, you will likely become “stuck” in the object have have to spend several second or minutes freeing your self.  
==Exiting Warp and Bubbles==
Up to this point, we have assumed that when you warp to an object, you will land at your object.  This is not always the case.  When you are exiting warp, there is an invisible line that is 150km long that has your intended warp exit point in the middle.  However, if any part of this invisible line intersects an interdiction sphere (i.e. a warp bubble), your Warp Exit Point will MOVE to the surface of the interdiction sphere.  This means that when you exit warp, you could be a very long way in front of (or behind!) your intended target.  It is for this reason that people almost never warp to zero on any permanent objects in Null/Wormhole space.  They always set up tactical bookmarks that are more than 150km away from common warp to objects (gates, stations, etc…) that are also not in line with anything else.  That way they can warp to a position that is “on grid” with there destination and (hopefully) not inline with a bubble.
Up to this point, we have assumed that when you warp to an object, you will land at your object.  This is not always the case.  When you are exiting warp, there is an invisible line that is 150km long that has your intended warp exit point in the middle.  However, if any part of this invisible line intersects an interdiction sphere (i.e. a warp bubble), your Warp Exit Point will MOVE to the surface of the interdiction sphere.  This means that when you exit warp, you could be a very long way in front of (or behind!) your intended target.  It is for this reason that people almost never warp to zero on any permanent objects in Null/Wormhole space.  They always set up tactical bookmarks that are more than 150km away from common warp to objects (gates, stations, etc…) that are also not in line with anything else.  That way they can warp to a position that is “on grid” with there destination and (hopefully) not inline with a bubble.