User Tools

Site Tools


training:game_mechanics:jump_drive

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
training:game_mechanics:jump_drive [2017/02/16 03:45]
conscript [Range Limitations]
training:game_mechanics:jump_drive [2019/02/06 16:28] (current)
Fof ↷ Links adapted because of a move operation
Line 4: Line 4:
  
 =====Overview===== =====Overview=====
-A **Jump Drive** is a built-in system for [[eve:​ships:​capitals|Capital Ships]], [[eve:​ships:​battleships:​black_ops|Black Ops]] Battleships,​ and [[eve:​ships:​freighters|Jump Freighters]]. It is an important system aboard these ships that allows them to move between systems without the use of Stargates. The Jump Drive allows Capital Ships to move directly between star systems, so it is possible to cover distances that would require a great number of jumps through the Stargate network to be covered in one or two activations of the Jump Drive. To use the Jump drive one must have either an active [[eve:​sovereignty:​infrastructure_hub:​cynosural_field_generators|Cynosural Generator Array]] or an active [[training:​game_mechanics:​cynosural_field|Cynosural Field]] to jump to+A **Jump Drive** is a built-in system for [[eve:​ships:​capitals|Capital Ships]], [[eve:​ships:​battleships:​black_ops|Black Ops]] Battleships,​ and [[eve:ships:capitals:​freighters|Jump Freighters]]. It is an important system aboard these ships that allows them to move between systems without the use of Stargates. The Jump Drive allows Capital Ships to move directly between star systems, so it is possible to cover distances that would require a great number of jumps through the Stargate network to be covered in one or two activations of the Jump Drive. To use the Jump drive one must have either an active [[eve:​sovereignty:​infrastructure_hub:​cynosural_field_generators|Cynosural Generator Array]] or an active [[training:​game_mechanics:​cynosural_field|Cynosural Field]] to jump to
  
 This built-in system is not to be confused with the [[training:​guides:​titan_bridge|Jump Portal Generator]] module that can only be installed on Titans, or the Covert Jump Portal Generator for [[eve:​ships:​battleships:​black_ops|Black Ops]] Battleships. This built-in system is not to be confused with the [[training:​guides:​titan_bridge|Jump Portal Generator]] module that can only be installed on Titans, or the Covert Jump Portal Generator for [[eve:​ships:​battleships:​black_ops|Black Ops]] Battleships.
Line 30: Line 30:
  
 ====Security Status Limitations==== ====Security Status Limitations====
-Jump capable ships are normally only able to operate in low security (0.4-0.1) or 0.0 space. This is because CONCORD does not allow the use of a Cynosural Field Generator (see below) in systems of 0.5 security or higher, effectively keeping them out of empire space. The exception are [[Jump Freighter|Jump Freighters]] and Black Ops Battleships as they may use gates. ​+Jump capable ships are normally only able to operate in low security (0.4-0.1) or 0.0 space. This is because CONCORD does not allow the use of a Cynosural Field Generator (see below) in systems of 0.5 security or higher, effectively keeping them out of empire space. The exception are [[eve:​ships:​capitals:​freighters|Jump Freighters]] and Black Ops Battleships as they may use gates. ​
  
 There are a few pilots found in High Security space with Carriers and Dreadnoughts as, in the distant past, the two types of ship could be built in High Security Stations, though this was later patched out.  There are a few pilots found in High Security space with Carriers and Dreadnoughts as, in the distant past, the two types of ship could be built in High Security Stations, though this was later patched out. 
Line 58: Line 58:
       *Jump to Beacon       *Jump to Beacon
   -Right click either the Cynosural Beacon in your capital navigation window or the Cynosural Beacon broadcast in your fleet window and choose **Jump to <​object>​**. If you happen to join a fleet **after** a cyno is lit just ask the person who lit it to rebroadcast the Cynosural Beacon and you will be able to jump to it. You can also right-click on your capacitor and navigate to the Jump To sub-menu, which shows all Cynosural Fields that your capital is in range to jump to. Ensure you're jumping to the right person and system!   -Right click either the Cynosural Beacon in your capital navigation window or the Cynosural Beacon broadcast in your fleet window and choose **Jump to <​object>​**. If you happen to join a fleet **after** a cyno is lit just ask the person who lit it to rebroadcast the Cynosural Beacon and you will be able to jump to it. You can also right-click on your capacitor and navigate to the Jump To sub-menu, which shows all Cynosural Fields that your capital is in range to jump to. Ensure you're jumping to the right person and system!
-  -Upon loading the destination system take note that you have a 10 second [[Session_Change_Timers|session timer]] which will prevent you from docking. Though your ship is visible '''​it is invulnerable'''​ as long as you do not activate a module or start moving in any direction. You can press Ctrl and Space at the same time if you screwed up your Cynosural Beacon'​s placement on a station, and caused your ship to bounce off the station'​s model, without affecting the temporary invulnerability.+  -Upon loading the destination system take note that you have a 10 second [[training:​game_mechanics:​session_timer|session timer]] which will prevent you from docking. Though your ship is visible '''​it is invulnerable'''​ as long as you do not activate a module or start moving in any direction. You can press Ctrl and Space at the same time if you screwed up your Cynosural Beacon'​s placement on a station, and caused your ship to bounce off the station'​s model, without affecting the temporary invulnerability.
   -Make sure to check your fuel bay once more before undocking, lest you don't have enough of your ship's appropriate fuel type.   -Make sure to check your fuel bay once more before undocking, lest you don't have enough of your ship's appropriate fuel type.
  
 =====Navigation Aids===== =====Navigation Aids=====
  
-[[http//​www.eve-icsc.com/​jumptools/​jumpplanner.php |ICSC Jump Planner]] +[[http://​evemaps.dotlan.net/​jump|DOTLAN ​Jump Planner]]
-  *A web-based jump planner, it allows you to easily choose alternative midpoints on a multi-jump trip and filter midpoints down to only solar systems that have stations in them. +
- +
-[[http//​evemaps.dotlan.net/​jump |EveMaps ​Jump Planner]] +
-  *The EveMaps jump planner is similar in features to the ICSC tool, but has a bit cleaner UI. +
  
training/game_mechanics/jump_drive.1487216729.txt.gz · Last modified: 2017/02/16 03:45 by conscript