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Raediearn
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Posted - 2007.07.22 20:40:00 -
[1]
How do capital ships jump drives work? I know you need a second player to open a cynosaural field but then what happens? How does the ship pick its destination? Can you precisely determine the location?
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Asestorian
Minmatar Sebiestor tribe
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Posted - 2007.07.22 21:13:00 -
[2]
The second player opens the cynorsural field in the system you want to jump to, and, assuming it is within jump range, you then r-click on them in gang and click on jump.
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Raediearn
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Posted - 2007.07.22 21:29:00 -
[3]
Originally by: Asestorian The second player opens the cynorsural field in the system you want to jump to,
Oh I see. The cynorsural field is at the destination location. Thanks for clearing that up for me.
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Sovereign533
Caldari The Collective Against ALL Authorities
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Posted - 2007.07.23 11:58:00 -
[4]
the capital ship also has some stuff that have to meet the requirements before it can jump.
at base it needs 95% cap to jump. it also requires 1000 units of Isotopes for every LY. with Jump Drive Operation at level 5, it only requires 71% of cap to be able to jump. when you have that, you can train Jump Drive Calibration and Jump Fuel Conservation. Jump Drive Calibration gives you +25% more jump range. Jump Fuel Conservation gives you a reduction in fuel need (i don't remember the exact bonus).
the Cynosural Field Generator requires 500 units of Liquid Ozone to work. with the skill Cynosural Field Theory you reduce that number with 50 units per level. you also need that skill at level 1, so it will only use 450 units of Liquid Ozone. the cyno will stay up for 10 minutes after activation. (some Recon Ships have a bonus to the cyno generator, -250 Liquid Ozone, and 50% reduction in cycle time).
if you already figured out where you are, and where you wanna go (and checked if you need any mid points). then you can start a gang, get the ppl in position for you. all the people that are opening a cyno for you must be in gang before they do.
after they opened a cyno for you, they can just tell you. you right click their name, and click 'jump to'. you'll get an animation, and the screen starts loading. your cap gets reduced by 71% (with Jump Drive Ops 5). and the fuel is used. and you'll find yourself in another system =)).
look out tough. if they opened a cyno to close to a station or object, and you hit it. your capital ship can reach 3500ms. the cyno is also a system wide beacon. everybody will be able to warp to it when it's up. it can even be shown on the eve map.
after you jumped to your mid point, you need to wait for your cap to recharge. and then you can continue your journey...
this should cover all aspects of capital jump drives =p ------------- CCP employee: "look this is broken, lets fix it" later: "\o/ yay, fixed" result: the thing that was broken is still broken, in the process they also broke some other stuff... THNX!!
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Sabriam
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Posted - 2007.07.23 17:56:00 -
[5]
Just curious, how do you know how far you can jump with a jump drive? Is there a set number of LY you are able to that can be raised with skill training?
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Sovereign533
Caldari The Collective Against ALL Authorities
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Posted - 2007.07.24 00:55:00 -
[6]
Originally by: Sabriam Just curious, how do you know how far you can jump with a jump drive? Is there a set number of LY you are able to that can be raised with skill training?
yes, open the attributes, scroll down all the way to the bottom to see the default distance for the ship. every class has it's own range. carriers have the longest range of all.
it also says the fuel usage per LY (i think it's LY)
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Baka Lakadaka
Gallente Antares Fleet Yards SMASH Alliance
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Posted - 2007.07.24 01:59:00 -
[7]
Play around with this link - it will answer many questions:
Jump Planner
Cheers Baka ______________________ Have a Skill in training every second of every day and never buy a ship you can't afford to replace at least once. |
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