Propulsion equipment

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Propulsion modules are a way to trade off capacitor energy in your ship that allows it to gain an advantage in ship positioning and speed. These advantages are based on what type of propulsion module you are using and the type of ship you are flying. Certain ships require certain size afterburner to function properly or heavily favor certain types of modules with hull bonuses.

Afterburners and micro warp drives

Afterburners (AB) and micro warp drives (MWD) are the basic propulsion modules most hips use. They both greatly increase ship's max velocity. Generally afterburners increase maximum speed by around 150% while micro warp drives increase maximum speed by 500%.

Disatvantages of micro warp drives are high capacitor usage and additional penalty to capacitor capacity, they are shut down by warp scramblers and are generally harder to fit.

There are different sizes of propulsion modules based on basic ship hull size. Using an undersized afterburner on a larger ship will cause the speed boost to become much smaller.

A rough guide:

  • 1MN/5MN = Frigate/Destroyer
  • 10MN/100MN = Cruiser/Battle Cruiser, Industrials
  • 100MN/500MN = Battleship+
  • 1000MN/5000MN = Capital

The max velocity bonus listed in module info is only one factor in actual velociy increase. The maxiumum velocity of a ship useing a propulsion module is

V_max = V_base × V_bonus × ( Thrust / mass )

In practice tha last thrust/mass term is almost equal to one when using properly sized propulsion module and the new maximum velocity is just base velocity multiplied by velocity bonus of propulsion module.

Oversized afterburners

It is possible to fit ships with oversized afterburners: 10MN on frigate/destroyer or 100MN on cruiser/battlecruiser. The high fitting requirement of larger afterburner usually makes this harder to do.

In this case the full maximum velocity formula needs to be used.

Generally the resulting maximum velocity is close to normal sized micro warp drive but the added bonus is that the oversized afterburner is not shut down by scramblers. Thre drawback is greatly increased ship mass which makes manouvering harder.

Micro jump drive

The Micro Jump Drive (MJD) is a propulsion module that instead of making the ship move faster it jumps the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt the module.

Micro jump drives can be used only on t1 and t2 battleships, combat battlecruisers, command ships and deep space transports. Marauders gain specific bonus encouraging use of this module.

Micro jump drives can be used offensively to close on a target or defensively to jump out.

MJD operation

When the module is activated the module spools up for 12 seconds. During this time the ship can not change its direction. The signature radius of the ship is also increased by 150% during the spool up time.

The jump is interrupted if the jumping ship is warp scrambled when spool up time ends. Bubbles, warp disruptors and warp core stabilisers have no effect on micro jump drives. Active bastion module also prevents the ship from jumpint. Deactivating the module during spool up time has no effect.

After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped.

After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period.

Micro jump drive field generator

Micro jump drive field generators (MJDFG) are similar to micro jump drives. But instead of jumping only one ship MJDFG jumps all ships in 6 km range of the ship using the module.

Only command destroyers can use micro jump field generators.

Operation of MJDFG is almost idetical to MJD operation. The only difference is that it jumps all ships in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJDFG and some of the ships near it can be jumped while others stay in their places.

Related skills

Micro Jump Drive Operation I is required to sue any micro jump drives and reduces the spool up time duration by 5% per skill level.

Module tables

Afterburners

Skills Required

Name Powergrid Usage CPU Usage Capacitor Cost (per use) Max Velocity Bonus Meta Level Overload Bonus Activation Time
1MN Afterburner I 10 MW 15 tf 20 GJ 112.5% Level 1 50% 10.00 sec.
1MN Monopropellant Enduring Afterburner 10 MW 15 tf 20 GJ 126% Level 3 50% 10.00 sec.
1MN Y-S8 Compact Afterburner 10 MW 15 tf 20 GJ 121.5% Level 1 50% 10.00 sec.
10MN Afterburner I 50 MW 25 tf 80 GJ 112.5% Level 1 50% 10.00 sec.
10MN Monopropellant Enduring Afterburner 50 MW 25 tf 80 GJ 126% Level 3 50% 10.00 sec.
100MN Afterburner I 625 MW 50 tf 320 GJ 112.5% Level 1 50% 10.00 sec.
100MN Monopropellant Enduring Afterburner 625 MW 50 tf 320 GJ 126% Level 3 50% 10.00 sec.
  • Tech Lvl 2

Skills Reqired

Name Powergrid Usage CPU Usage Capacitor Cost (per use) Max Velocity Bonus Meta Level Overload Bonus Activation Time
1MN Afterburner II 11 MW 15 tf 22 GJ 135% Level 5 50% 10.00 sec.
10MN Afterburner II 55 MW 25 tf 88 GJ 135% Level 5 50% 10.00 sec.
100MN Afterburner II 688 MW 50 tf 352 GJ 121.5% Level 5 50% 10.00 sec.

Faction/Storyline

  • Tech Lvl 1

Skills Reqired

Name Powergrid Usage CPU Usage Capacitor Cost (per use) Max Velocity Bonus Meta Level Overload Bonus Activation Time
1MN Analog Booster Rockets 9 MW 13 tf 16 GJ 121.5% Level 6 50% 10.00 sec.
10MN Analog Booster Rockets 45 MW 21 tf 64 GJ 112.5% Level 6 50% 10.00 sec.
100MN Analog Booster Rockets 563 MW 43 tf 256 GJ 112.5% Level 6 50% 10.00 sec.
Domination 1MN Afterburner 11 MW 15 tf 15 GJ 144% Level 8 50% 10.00 sec.
Domination 10MN Afterburner 55 MW 25 tf 60 GJ 144% Level 8 50% 10.00 sec.
Domination 100MN Afterburner 688 MW 50 tf 241 GJ 144% Level 8 50% 10.00 sec.
Federation Navy 1MN Afterburner 10 MW 17 tf 20 GJ 141% Level 7 50% 10.00 sec.
Federation Navy 10MN Afterburner 50 MW 28 tf 60 GJ 141% Level 7 50% 10.00 sec.
Federation Navy 100MN Afterburner 625 MW 55 tf 320 GJ 141% Level 7 50% 10.00 sec.
Republic Fleet 1MN Afterburner 11 MW 15 tf 15 GJ 144% Level 8 50% 10.00 sec.
Republic Fleet 10MN Afterburner 55 MW 25 tf 60 GJ 144% Level 8 50% 10.00 sec.
Republic Fleet 100MN Afterburner 688 MW 50 tf 241 GJ 144% Level 8 50% 10.00 sec.
Shadow Serpentis 1MN Afterburner 10 MW 17 tf 20 GJ 141% Level 7 50% 10.00 sec.
Shadow Serpentis 10MN Afterburner 50 MW 28 tf 80 GJ 141% Level 7 50% 10.00 sec.
Shadow Serpentis 100MN Afterburner 625 MW 55 tf 320 GJ 141% Level 7 50% 10.00 sec.

Officer (100MN Only)

  • Tech I

Skills Reqired

Deadspace

  • Tech I

Skills Reqired

Micro Jump Drive

The Micro Jump Drive comes in two sizes. The Large MJD is a Battleship-sized module, while the Medium MJD is a Battlecruiser-sized module.

Stats

Large Micro Jump Drive:

  • Cap Cost: 786 GJ
  • Activation Time: 12 sec
  • Reactivation Delay: 180 sec
  • Sig Radius: 150%

Medium Micro Jump Drive:

  • Cap Cost: 197 GJ
  • Activation Time: 12 sec
  • Reactivation Delay: 180 sec
  • Sig Radius: 150%

Micro Jump Field Generator

  • Cap Cost: 85GJ
  • Activation Time: 9 sec
  • Reactivation Delay: 160 sec
  • Sig Radius: 150%

Microwarpdrives

Standard

  • Tech Lvl 1

Skills Required

Name Powergrid Usage CPU Usage Capacitor Cost (per use) Max Velocity Bonus Meta Level Overload Bonus Activation Time Mass Addition
5MN Microwarpdrive I 15 MW 25 tf 45 GJ 500% Level 1 50% 10.00 sec. 500,000 kg
5MN Quad LiF Restrained Microwarpdrive 15 MW 25 tf 45 GJ 505% Level 1 50% 10.00 sec. 500,000 kg
5MN Y-T8 Compact Microwarpdrive 14 MW 21 tf 45 GJ 505% Level 1 50% 10.00 sec. 500,000 kg
5MN Cold-Gas Enduring Microwarpdrive 15 MW 25 tf 35 GJ 505% Level 1 50% 10.00 sec. 500,000 kg
50MN Microwarpdrive I 150 MW 50 tf 180 GJ 500% Level 1 50% 10.00 sec. 5,000,000 kg