User:Hirmuolio Pine
A voice in your head: |
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Work on wiki editing |
Medal box
Medals | |
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This medal is presented to those who have demonstrated detailed understanding of the nuances and mechanics of capsule piloting. It denotes that the holder has spent a term of not less than three months within Eve University and is able to embark competently on their own adventures in New Eden, as well as signifying they have demonstrated a commitment to their fellow pilots. Its inscription reads: Per Eruditio, Vis - 'Through Knowledge, Power' | |
This medal is presented to members of EVE University who have consistently provided content for other members. With this medal we recognise their efforts in making EVE University a better place for members. |
Ribbons | |
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Service | |
Freshman - Hold the Freshman title in game. | |
Sophomore - Hold the Sophomore title in game. | |
Graduate - Be awarded the Graduate Medal in game. | |
Achievement | |
Close Call - Avoid destruction while your ship is on fire (has structure damage). | |
Close Call - Avoid destruction while your ship is on fire (has structure damage). | |
Podded - Get podded 20 times. You probably should set up a podsaver tab. | |
Campaign | |
Order of the Navy Megathron – Participate in a Dragonslayer (a fleet hunting capital ships) which resulted in a slay. | |
Into the Unknown - Participate in a Uni organized POS bash in w-space. | |
Bug Hunter - Participate in three or more CCP mass tests. | |
Fight the Man - Participate in a CCP live event. | |
Yaaar - Complete both Guristas and Angel Epic Arcs. | |
Right to Rule - Complete the Amarr Epic Arc. | |
Penumbra - Complete the Caldari Epic Arc. | |
Syndication - Complete the Gallente Epic Arc. | |
Wildfire - Complete the Minmatar Epic Arc. | |
Sightseeing and Events | |
Tourist 4th Class - Visit 5 tourist points Tourist 4th Class - Visit 10 tourist points Tourist 4th Class - Visit 15 tourist points Tourist 4th Class - Visit 20 tourist points | |
Pilgrim - Visit the EVE Gate. | |
Postcard - Visit Poitot and ask someone else in local if they knew that Poitot is the only named system in the Syndicate region? | |
Skills and Other | |
Brother - Fly all race’s logistics cruisers and have the logistics skill trained to V. | |
Nowhere to Hide - Have access to level 4 locator agents in at least 3 corporations and 5 regions. | |
Trust in the Rust - Fly all Minmatar subcap T1 ships, T2 frigates and cruisers, T2 tank and all T2 weapon systems. | |
Nullsec Voyager - Travel through nullsec, entering through one system, and leaving through a different one. | |
Wormhole Voyager - Scan down and travel into w-space, through it, and exit into a different k-space system | |
Basic Training - Attend a Fleets 101 class (or equivalent), your overview properly set up, and a combat ship ready. |
Things to check some day
- Items from Arek Jaar site one
- Iderion stargete in Dom-Aphis https://fiction.eveonline.com/stories/chronicles/the-peralles-incident
Sites
- Depends on security.
Relic
Level 1:
- Crumbling Serpentis Antiquated Outpost
- Ruined Sansha Monument Site (c2)
Level 2:
- Crumbling Serpentis Crystal Quarry (high)
- Ruined Sansha Temple Site (c2)
- Ruined Serpentis Temple Site (c2)
Level 3:
- Crumbling Serpentis Explosive Debris (high)
- Forgotten Perimeter Gateway (c2)
- Forgotten Perimeter Habitation Coils (c2)
- Ruined Sansha Science Outpost (c2)
- Forgotten Frontier Quarantine Outpost (c3)
- Forgotten Frontier Recursive Depot ( c3)
Level 4:
- Crumbling Serpentis Mining Installation (high)
Level 5:
Data
Level 1:
- Local Serpentis Virus Test Site (high)
- Local Serpentis Mainframe (high)
Level 2:
- Local Serpentis Data Processing Center (high)
- Central Serpentis Survey Site (c2)
Level 3:
- Ghost sites
- Regional Serpentis Data Mining Site (low)
- Central Serpentis Data Mining Site (c2)
- Unsecured Perimeter Transponder Farm (c2)
- Unsecured Frontier Database (c3)
Level 4:
- Local Serpentis Minor Shipyard (high)
- Limited Sleeper Cache (high)
- Standard Sleeper Cache (high)
Level 5:
- Superior Sleeper Cache (high)
Combat
Level 1:
- Serpentis Narcotic Warehouses (high)
- Serpentis Hideout (high)
- Phi-outpost (low)
- Rogue Drone Asteroid Infestation (high)
- Haunted Yard (high)
- Desolate Site (high)
Level 2:
- Phi-outpost (high)
- Hydroponics (low)
- Serpentis Watch (high)
- Chemical Yard (high)
Level 3:
- Serpentis Vigil (high)
- DED 6 (low)
Level 4:
Level 5:
Wormhole
Level 1:
- K162 (?)
- A641 (high-high)
Level 2:
- X720 (high->c3)
- Unidentified wormhole (drifter system ->)
- A239 (c2 ->)
Level 3:
Level 4:
Level 5:
Gas
Level 1:
- Calabash Nebula (low)
- Minor Perimeter Reservoir (c2)
- Token Perimeter Reservoir (c3)
Level 2:
- Glass Nebula (low)
Level 3:
- chemical lab
- phoenix nebula
Level 4:
- Core runner exile
Level 5:
Triglavian
Archives
DED complex: http://web.archive.org/web/20160225234439/https://wiki.eveonline.com/en/wiki/Category:DED_Complexes
Expeditions: http://web.archive.org/web/20160226015706/https://wiki.eveonline.com/en/wiki/Category:Expeditions
https://targetcaller.blogspot.fi/p/cosmic-signature-ratting-guide.html
http://gamingwithdaopa.ellatha.com/eveonline/exploration-sites/combat/
eve survival http://web.archive.org/web/20150202165540/http://eve-survival.org/wikka.php?wakka=HomePage
COSMOS
https://forums.eveonline.com/default.aspx?g=posts&t=472989
http://wiki.eve-inspiracy.com/index.php?title=Gallente_COSMOS_Guide
http://wiki.eve-inspiracy.com/index.php?title=COSMOS
https://www.eveinfo.net/complexes/index~56.htm
CMB site stuff
Math stuff
Variables and constants
v = velocity(m/s)
v_t = transversal velocity
v_r = radial velocity
v_max = max velocity (m/s)
t = time (s)
I = inertia modifier
M = mass (kg)
Flying
Acceleration
Velocity at time t
v(t)=v_max * (1-exp( (-t*10^6)/(I*M) ))
time to velocity v
t = -I * M * 10^-6 * ln(1 - v/v_max)
Ships warp out after reaching 75% of their max velocity. From this it is easy to calculate time to warp for stationary ship.
time to warp = -I * M * 10^-6 * ln(0.25)
\omega = v_t * r
Warp
Standings
Effective standing
E = effective standing
B = base standing
S = diplomacy/criminal connections/connections level
E = 10 − (10-B) × (1 - 0.04 × S)
Increase in base standing
i = increase (decimal form)
L = Level in social
dB = i*( 10-B+L(0.2-0.05*B) )
Shooting
Turrets
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
The chance to hit value is comared to random value X∈[0,1]. If X<ChanceToHit the shot hits.
X also determines damage of the shot.
Damage of the shot = BaseDamage*(X+0.5)
Missiles
D = base damage
S = signature radius
E explosion radius
v_e = Explosion velocity
v_t = target velocity
drf = damage reduction factoro
Damage = D * min( 1, S/E, ((S*V_e)/(E*Vt))^(ln(drf)/ln(5.5)) )