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Modules: Difference between revisions

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A "module" in EVE Online is an item that may be fit (that is, attached) to a ship that either improves the attributes of the ship (for example, an armor plate increases the amount of armor of the ship), grants the ship some sort of functionality (for example, an autocannon allows the ship to shoot other ships), or improves the attributes of other modules on the ship (for example, a gyrostabilizer increases the damage done by projectile weapons including autocannons).
A '''module''' in EVE Online is an item that may be fit (that is, attached) to a ship that either improves the attributes of the ship (for example, an armor plate increases the amount of armor of the ship), grants the ship some sort of functionality (for example, an autocannon allows the ship to shoot other ships), or improves the attributes of other modules on the ship (for example, a gyrostabilizer increases the damage done by projectile weapons including autocannons).


==Prerequisites==
==Prerequisites==
In order to fit a module to a ship, you must have two things: the prerequisite skills for the module and a ship that can accept the module.  (By implication, you must also have the prerequisite skills needed to fly the ship, but that is beyond the scope of this article.)
In order to fit a module to a ship, you must have two things: the prerequisite skills for the module and a ship that can accept the module.  (By implication, you must also have the prerequisite skills needed to fly the ship, but that is beyond the scope of this article.)


To see if you have the necessary skills to use a module, SHOW INFO on the module and click the PREREQUISITES tab.  That will show you the skills needed to make use of the module; these skills are needed both to fit the module to your ship and to enjoy the benefits of the module.  If the skills themselves have other skills as prerequisites, then these will also be shown on the PREREQUISITES tab of the module infoemation.
To see if you have the necessary skills to use a module, SHOW INFO on the module and click the PREREQUISITES tab.  That will show you the skills needed to make use of the module; these skills are needed both to fit the module to your ship and to enjoy the benefits of the module.  If the skills themselves have other skills as prerequisites, then these will also be shown on the PREREQUISITES tab of the module information.


To see if your ship can accept the module, SHOW INFO on the module and click the FITTING tab.  All modules can only be fit to discrete slots on a ship.  Additionally, many modules require that the ship they are fit to provide some amount of CPU (measured in teraflops or "tf") and powergrid (measured in megawatts, or "MW") to keep the module online.  The sum total of the CPU and powergrid requirements of all modules that are fit to the ship and online must be less than or equal to, the amount of CPU and powergrid that the ship can provide.
To see if your ship can accept the module, SHOW INFO on the module and click the FITTING tab.  All modules can only be fit to discrete slots on a ship.  Additionally, many modules require that the ship they are fit to provide some amount of CPU (measured in teraflops or "tf") and powergrid (measured in megawatts, or "MW") to keep the module online.  The sum total of the CPU and powergrid requirements of all modules that are fit to the ship and online must be less than or equal to, the amount of CPU and powergrid that the ship can provide.


==Module Status==
==Module status==
 
A module can be unfit, fit, offline, online, inactive, and active.
A module can be unfit, fit, offline, online, inactive, and active.


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"Active" means that the module is fit, online, using capacitor energy, and providing it's full benefit or functionality.  Weapons that are firing on targets fall into this category.
"Active" means that the module is fit, online, using capacitor energy, and providing it's full benefit or functionality.  Weapons that are firing on targets fall into this category.
[[Category:Ship Fitting]]