Pages: 1 [2] :: one page |
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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Siigari Kitawa
Push Industries Push Interstellar Network
83
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Posted - 2012.01.09 23:50:00 -
[31] - Quote
CCP Greyscale wrote: I was looking into a defect on this today, and there's something odd going on. Can't say exactly what yet because it needs a programmer to check it out.
Hey thanks Greyscale, your work is appreciated on that manner! Need stuff moved? Push Industries will handle it. Servicing highsec and lowsec - and we do it faster and more reliably than anyone else. Ingame channel: PUSHX |
Siigari Kitawa
Push Industries Push Interstellar Network
83
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Posted - 2012.01.09 23:55:00 -
[32] - Quote
Patri Andari wrote:P.S. It does not shave 15% off your total warp time, It only adds 15% to your max warp speed. Remember you do not spend your entire time in the warp bubble going max warp speed due to acceleration/deceleration.
HTH It shaves 15% off the max velocity time in warp. For a freighter, that is a very long time. A 30 AU system in my example would take 40 seconds to warp at 0.75 AU/s (freight speed.) With the 15% warp speed modifier, you are effectively turning that 30 AU into 0.86 AU/s, so 34.4 seconds. That saves over five seconds. Need stuff moved? Push Industries will handle it. Servicing highsec and lowsec - and we do it faster and more reliably than anyone else. Ingame channel: PUSHX |
Patri Andari
Thukker Tribe Antiquities Importer
42
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Posted - 2012.01.10 07:07:00 -
[33] - Quote
Siigari Kitawa wrote:Patri Andari wrote:P.S. It does not shave 15% off your total warp time, It only adds 15% to your max warp speed. Remember you do not spend your entire time in the warp bubble going max warp speed due to acceleration/deceleration.
HTH It shaves 15% off the max velocity time in warp. For a freighter, that is a very long time. A 30 AU system in my example would take 40 seconds to warp at 0.75 AU/s (freight speed.) With the 15% warp speed modifier, you are effectively turning that 30 AU into 0.86 AU/s, so 34.4 seconds. That saves over five seconds.
Max velocity time in warp? Not sure what that is. There is max warp velocity and time in warp. These are two different values. When you warp somewhere next time, hover your mouse over your ...speedometer? You will find that you do not spend the full time going max warp speed. Your ship (any ship) has to accelerate and decelerate to and from that max speed.
I am not smart enough to know how to determine how much time you spend accelerating and decelerating . ..BUT...I know there is no way to speed that up and I know you are not doing max velocity the entire time in warp. So applying the 15% increase to the entire 30 au in your equation is wrong. You save some time but certainly NOT a full five seconds. How much you save is also dependent on how big the system is.
Did a little research on the AY2 though:
At level 5 skills with no implants a freighter should align in 44 seconds .
With Nomads minus the Omega 34.3 <----(that's you)
With the Omega 32.3
Full Nomad set including Omega and AY-2 30.6
You save 3.7 seconds each and every time no matter how many au you have to warp.
So I suppose you may do better with the HY if you spend most of your trip warping long distances but it will vary. I would go with the 3.7 seconds savings every time I warp.
ymmv
Patri
Miners! Make Moar Isks Nao! |
Siigari Kitawa
Push Industries Push Interstellar Network
83
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Posted - 2012.01.10 08:28:00 -
[34] - Quote
Right, but if the average Eve system is 30 AU from gate to gate (there were statistics about this) then if I do a 10 jump trip that is 300 AU.
For sake of simplicity we'll round down to 5 seconds, because we'll chop 1 AU off both sides for deceleration purposes. Remember a freighter only warps at .75 AU anyway. At any rate, the savings in warp are better than the savings the Omega gives. I really think so, adfasgh. Need stuff moved? Push Industries will handle it. Servicing highsec and lowsec - and we do it faster and more reliably than anyone else. Ingame channel: PUSHX |
RubyPorto
Profoundly Disturbed RED.Legion
1165
|
Posted - 2012.01.10 08:59:00 -
[35] - Quote
I'm fairly sure you're right, Siig. I found a excel sheet once that let you copy a route in from dotlan, apply your ship(freighters/JFs only), skills, implants, rigs, and autopilot status, and it would tell you how long the trip would take. I'll see if I can dig it up.
EDIT: *BAM*
There you go |
Matthew
BloodStar Technologies
0
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Posted - 2012.01.10 09:25:00 -
[36] - Quote
Whether you are better off with increased maximum warp speed or decreased align time will depend on several factors:
1) How far you are warping
The fixed warp acceleration rate means that if the warp is short enough for you to not achieve your unbonused maximum warp speed, then increasing your maximum warp speed yields zero benefit. If you are in warp long enough to exceed your unbonused maximum warp speed, the time saving applies only to this "main-phase" of warp and the time savings will be significantly lower than one might expect.
2) Your base warp speed
The fixed warp acceleration rate also means that the higher your maximum warp speed, the more time you spend accelerating and decelerating, and the less time you spend in the "main-phase" of warp. As distance travelled is a function of speed and time, this means that the higher the maximum warp speed of your ship, the longer the warp distance must be before you would see any benefit of applying a warp speed bonus. The size of that benefit relative to your total time in warp will also be smaller the faster your warp speed, because the time saving is only applied to the "main-phase", which will be shorter relative to total time in warp.
Therefore, you are likely to see some benefit even for relatively short warps on a freighter, but it is going to need a relatively long warp before you would see any benefit of improving the warp speed of an interceptor.
If you are purely interested in travel time for a single ship (such as a specialised freighter character), then the two factors above are all you need - pick a typical warp distance for your purpose, test warping time with and without the warp speed bonus (to confirm assumptions about distance travellined in "main-phase") and compare to the alternative agility benefit.
3) Safety Considerations
However, the agility bonus also has the benefit of reducing your exposure at gates/stations etc, which may be a relevant consideration in its favour depending on the purpose to which it is being put. You may spend more time in warp, but you cannot be attacked in warp. And no available bonus is going to enable a freighter to outrun other ships in warp.
Flexibility Considerations
If your character is going to be flying a range of different ships, and you're not going to be swapping out jump clones all the time, then the agility bonus is likely to be more universally useful. |
Patri Andari
Thukker Tribe Antiquities Importer
42
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Posted - 2012.01.10 14:09:00 -
[37] - Quote
Matthew wrote:Whether you are better off with increased maximum warp speed or decreased align time will depend on several factors:
1) How far you are warping
The fixed warp acceleration rate means that if the warp is short enough for you to not achieve your unbonused maximum warp speed, then increasing your maximum warp speed yields zero benefit. If you are in warp long enough to exceed your unbonused maximum warp speed, the time saving applies only to this "main-phase" of warp and the time savings will be significantly lower than one might expect.
2) Your base warp speed
The fixed warp acceleration rate also means that the higher your maximum warp speed, the more time you spend accelerating and decelerating, and the less time you spend in the "main-phase" of warp. As distance travelled is a function of speed and time, this means that the higher the maximum warp speed of your ship, the longer the warp distance must be before you would see any benefit of applying a warp speed bonus. The size of that benefit relative to your total time in warp will also be smaller the faster your warp speed, because the time saving is only applied to the "main-phase", which will be shorter relative to total time in warp.
Therefore, you are likely to see some benefit even for relatively short warps on a freighter, but it is going to need a relatively long warp before you would see any benefit of improving the warp speed of an interceptor.
If you are purely interested in travel time for a single ship (such as a specialised freighter character), then the two factors above are all you need - pick a typical warp distance for your purpose, test warping time with and without the warp speed bonus (to confirm assumptions about distance travellined in "main-phase") and compare to the alternative agility benefit.
3) Safety Considerations
However, the agility bonus also has the benefit of reducing your exposure at gates/stations etc, which may be a relevant consideration in its favour depending on the purpose to which it is being put. You may spend more time in warp, but you cannot be attacked in warp. And no available bonus is going to enable a freighter to outrun other ships in warp.
Flexibility Considerations
If your character is going to be flying a range of different ships, and you're not going to be swapping out jump clones all the time, then the agility bonus is likely to be more universally useful.
ditto!
Patri
Miners! Make Moar Isks Nao! |
Jerick Ludhowe
The Green Cross Controlled Chaos
39
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Posted - 2012.01.10 15:10:00 -
[38] - Quote
CCP Greyscale wrote:No.
(Nothing changes warp acceleration because the code doesn't currently support it.)
time for a re-write then
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RubyPorto
Profoundly Disturbed RED.Legion
1168
|
Posted - 2012.01.10 20:16:00 -
[39] - Quote
Jerick Ludhowe wrote:CCP Greyscale wrote:No.
(Nothing changes warp acceleration because the code doesn't currently support it.) time for a re-write then
Some code in EvE need a re-write? What?
But seriously, this is like the least important thing that could use rewriting in the game. |
Vyl Vit
Cambio Enterprises
203
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Posted - 2012.01.11 09:14:00 -
[40] - Quote
CCP Greyscale wrote:No.
(Nothing changes warp acceleration because the code doesn't currently support it.)
I hate it when you go on and on like this. Is there no END to your verbosity???
To her it doesn't matter much.-á It's chasms have been leapt, and she leans upon the skepticism of her chosen fate. |
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March rabbit
Ganse Shadow of xXDEATHXx
107
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Posted - 2012.01.11 10:06:00 -
[41] - Quote
Jiska Ensa wrote:Hyperspatial Velocity Optimizer rigs would be MUCH more useful if they increased warp acceleration rate. In most systems, I spend more time accelerating and decelerating than I do aligning or actually warping. How come the code can't support A*e^x instead of just e^x? just for example.... somewhere in the code (C/C++ style left rotation by 1, which is the same as multiple by 2 with some limits): v - velocity x - some internal logical unit used for speed optimization
int x = f1(v); ... x = x << 1 ... v = f2(x)
Try to make here something like v = A* v ^ 3. You will find refactoring of this code very interesting |
Bischopt
Ice Fire Warriors
55
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Posted - 2012.01.11 11:08:00 -
[42] - Quote
I'd love to see different acceleration rates. Right now having or not having more warp speed than someone else hardly makes a difference. Would make interceptors truly powerful. |
Siigari Kitawa
Push Industries Push Interstellar Network
84
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Posted - 2012.01.11 11:10:00 -
[43] - Quote
Bischopt wrote:I'd love to see different acceleration rates. Right now having or not having more warp speed than someone else hardly makes a difference. Would make interceptors truly powerful. I can see it now: Ceptor at OMS/Villore gate warping to top belt -- arrives in 5 seconds.
e.e Need stuff moved? Push Industries will handle it. Servicing highsec and lowsec - and we do it faster and more reliably than anyone else. Ingame channel: PUSHX |
RubyPorto
Profoundly Disturbed RED.Legion
1184
|
Posted - 2012.01.11 11:48:00 -
[44] - Quote
Jiska Ensa wrote:Hyperspatial Velocity Optimizer rigs would be MUCH more useful if they increased warp acceleration rate. In most systems, I spend more time accelerating and decelerating than I do aligning or actually warping. How come the code can't support A*e^x instead of just e^x?
Because it's hard to write on cooked spaghetti.
Judging by the lack of documentation in the game proper, the hilarious state CCP Devs have mentioned the POS code is in, and the fact that no programmer likes documenting their code, i wouldn't be surprised if trying to change that code quickly would do even funnier things to other areas of the game. |
Jenshae Chiroptera
417
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Posted - 2012.01.11 13:43:00 -
[45] - Quote
Jenshae Chiroptera wrote:... because this sort of thing comes up fairly frequently I haven't read all the posts and will just say:
Try getting a corp member to web, double or triple web you before you try to get a slow ship, such as an Orca or freighter, to go to warp. (Their lock times can also be boosted)
Oh, to add to this, you should probably have an escort anyway. Ideas & Stuff EVE - the game of sand castles, either building them or kicking them down. -áStatus: Going phishing. |
NeoShocker
Interstellar eXodus BricK sQuAD.
92
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Posted - 2012.01.11 14:48:00 -
[46] - Quote
Oh man, I remember one time I warped a charon through a 250 AU system. |
Jalmari Huitsikko
draketrain Confederation of xXPIZZAXx
13
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Posted - 2012.01.11 15:57:00 -
[47] - Quote
Currently there is a problem concerning warp speeds and warp acceleration because warp speed starts to give you advantage only on longer warp distances like more than 20 AU. If you are flying interdictor and other guy flying vagabond you probably still land at gate on same time if warp distance isn't very long.
On shorter warps winmatar ships are completely overpowered compared to even ships having faster warp speeds because their align time i.e. agility is insanely powerful. In other words you save warp time when you just align and accelerate faster and when warp acceleration doesn't seem to have any freaking effect and there's seems to be this new superslow deceleration...
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RubyPorto
Profoundly Disturbed RED.Legion
1194
|
Posted - 2012.01.11 20:33:00 -
[48] - Quote
NeoShocker wrote:Oh man, I remember one time I took a nap, woke up, and was still in warp.
Fixed. |
Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
901
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Posted - 2012.01.11 23:43:00 -
[49] - Quote
It would be interesting to see skills, modules, and implants that impact warp acceleration.
Siigari, just remember that an average of 30AU doesn't mean diddly squat without some indication of standard deviation and median. Many of the systems I fly through are 15GÇô20AU wide at the widest point: a frigate doesn't have room to reach maximum velocity. Even freighters would benefit more from higher agility than higher warp acceleration/speed in these systems.
For what it's worth, I regularly ship my mining fleet around in a MWD-fitted Orca. This pulls a 30-something second align time down to 10s. This setup doesn't need agility rigs, so the rest of the fit is tank. For urgent deliveries, having a corpmate accompany you in a Huginn will do better than any amount of extra agility. For AFK hauling, a pair of freighters with one having Skirmish Warfare Mindlink will help get into warp faster. Apart from the second freighter, this option might be cheaper than faction implants (or a great synergy with the other implants).
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Siigari Kitawa
Push Industries Push Interstellar Network
87
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Posted - 2012.01.12 12:37:00 -
[50] - Quote
There is a lot of positive discussion going on in this thread. I appreciate it.
I found the thread with the averages and what not: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=856944
That in mind, what is best? I have more than one account now (gasp, freight has been very good to me) but I find the align time without fussing for another client is sufficient. Though I am sure an insta-warp via web is the way to go, I don't know if I have the tenacity to keep up with that.
Many of my trips are about 12-20 jumps -- double that for a round trip trip. What would you guess is the best way for one character to get around? The nomads with omega, or the HY-2? Need stuff moved? Push Industries will handle it. Servicing highsec and lowsec - and we do it faster and more reliably than anyone else. Ingame channel: PUSHX |
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Patri Andari
Thukker Tribe Antiquities Importer
46
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Posted - 2012.01.14 12:02:00 -
[51] - Quote
Patri Andari wrote:
The correct answer to your query, although late, is full Nomad set + Hardwiring - Eifyr and Co. 'Rogue' AY-2 or AY-2.5
Patri
Miners! Make Moar Isks Nao! |
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