These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

align/warp timing

Author
Evei Shard
Shard Industries
#1 - 2011-11-03 01:35:16 UTC
I was playing around with EFT earlier today and noticed what I thought was an error.

An Orca with the skills my pilot has showed an align/warp time of 47seconds, but with an afterburner it was a full 10 seconds longer

So I decided to drop a 100mn on my Orca in Eve, pull out a stop watch, and test it.

Sure enough, from a dead start (pointed at the destination), the time to warp is 10seconds longer when the after burner is *on*.
According to EFT, it is the same with MWP's as well.

Is there no way to improve the align/warp speed on an Orca other than making it an easier target with internal structure mods to lighten it up?

Profit favors the prepared

Hamatitio
State Protectorate
Caldari State
#2 - 2011-11-03 01:52:50 UTC
Prop mods increase your mass/top speed when you activate them.

You must be at a given % of top velocity in order to go into warp. If you activate the prop mod, this increases your max velocity meaning you have to essentially accelerate to a higher speed in order to go into warp. (say 135 instead of 85, random numbers).

A lot of people use an in corp webber, once the ship is aligned, you web it and it instantly goes into warp (as this drops the top speed of the ship down by 50-60%, meaning you have to accelerate less to get into warp.

Also, you can use a microwarp drive, and give it 1 pulse. The 1 pulse will allow a quick initial buildup of speed, and when the module deactivates, your current speed should be greater than your required warp velocity, resulting in a much faster align time (the cycle time of the MWD more likely than not).

Hope this helps.
mxzf
Shovel Bros
#3 - 2011-11-03 01:52:56 UTC
There are also nanos and various rigs.
Scrapyard Bob
EVE University
Ivy League
#4 - 2011-11-03 02:30:03 UTC
Nanofibers are popular for reducing warp-time.

Note that the insta-warp web trick really only works after gate jumps. After the gate jump, your ship is at zero velocity with zero inertia, so by webbing the freighter/orca it only has to accelerate up to 75% of current max speed in order to get into warp and it doesn't have to spend beating down inertia on the wrong vector.

The web trick doesn't work on station undocks as your ship has a hefty inertia vector that has to be beaten into submission as you slew around towards your outbound vector.
Teamosil
Good Time Family Band Solution
#5 - 2011-11-03 05:24:30 UTC  |  Edited by: Teamosil
Don't use nanofibers on an orca. That kills your structure hp, which is your main defense. You can use inertia stabilizers, although they don't help a ton on an orca.
Anna Graant
Standard By 10
#6 - 2011-11-03 08:47:35 UTC
Skorpynekomimi
#7 - 2011-11-03 16:20:15 UTC
Activate the AB/MWD, then DEACTIVATE IT right after. Click, on, click, turns red. That means you get the boost of speed, but max velocity is instantly lowered when it shuts off at the completion of the cycle.
Suddenly, you're going at warp speed. Pow.

Economic PVP

Barakach
Caldari Provisions
Caldari State
#8 - 2011-11-03 17:13:29 UTC
You warp when you hit a certain percentage of your max speed, I think 80%.

Anyway, your AB/MWD increases your max speed, which also increases your acceleration as acceleration is based on max speed.

Lets say your max speed is 100m/s and you need to reach 80m/s to warp and it takes 50 seconds. But then you activate your AB and now you double your max speed, so you acceleration doubles, but now your warp speed is increased to 160m/s.

Don't wait to hit 160m/s, just wait until you reach 80m/s and deactivate your AB. Once it deactivates, suddenly your max speed drops back down to 100m/s and your warp speed to 80m/s and you instant warp, assuming you'r aligned.

I noticed aligning takes longer at higher speeds, so it seems to be best to wait a second before you activate your AB.
Evei Shard
Shard Industries
#9 - 2011-11-03 19:39:15 UTC
Thank you for all the advice. I didn't understand the mechanics on the importance of pulsing the drive. Fitting the 100mn on the orca and pulsing it, I get a 27sec align time. I will go for the MWD option next to test it out.

Profit favors the prepared

Marl Xun
Xun Armaments Corporation
#10 - 2011-11-03 20:24:44 UTC
Scrapyard Bob wrote:
The web trick doesn't work on station undocks as your ship has a hefty inertia vector that has to be beaten into submission as you slew around towards your outbound vector.


You can stop your ship after it undocks and then do the same trick you do at a stargate. With slow ships like orcas and freighters, that is faster than entering warp right after you exit a station and let your ships thrusters overcome your initial inertia and vector.
Marcus Gideon
Triglavian Assembly
#11 - 2011-11-04 15:31:06 UTC
Marl Xun wrote:
Scrapyard Bob wrote:
The web trick doesn't work on station undocks as your ship has a hefty inertia vector that has to be beaten into submission as you slew around towards your outbound vector.


You can stop your ship after it undocks and then do the same trick you do at a stargate. With slow ships like orcas and freighters, that is faster than entering warp right after you exit a station and let your ships thrusters overcome your initial inertia and vector.

If you're worried about getting undocked safely, especially with cargo, it's best to make an in-line BM. Someplace at least 150km, but preferrably much further and off grid, that is directly out the undock.

Then when the station kicks you into space, you're already accelerated to the -75%- needed to warp directly away from the station. If you try to stop/slow and align to a destination immediately, it'll just take that much longer.

With the undock BM, at least you will be away from cargo scanners and suicide gankers when you try to get aligned.
Scrapyard Bob
EVE University
Ivy League
#12 - 2011-11-04 15:51:06 UTC
In addition, you should keep your undock bookmarks in their own bookmark folder. Before undocking, right-click and "open group window" on the undock folder, put it somewhere convenient, leave it open and make sure that you sort in descending order on "# of jumps".

Undock, right-click the correct bookmark in the already open window, insta-warp. No need to fuss around trying to find empty space to go digging for your undock bookmark using the right-click menu.

I generally tell people to put their undock bookmarks at at least 1500km out. A lot of T1 frigates, such as the Vigil/Condor, can be rigged/fitted to go at least 3000 m/s so you don't even need an interceptor to make those. Just fit it for maximum straight-line velocity.

(Condor can go 4200 m/s at level V skills, the Vigil goes 5050 m/s at Vs, Executioner is about 4570 m/s and the Atron around 4530 m/s.)
Marl Xun
Xun Armaments Corporation
#13 - 2011-11-07 18:07:46 UTC
I saw this weekend when doing a Jita run that once I warped off grid, or at least 200-300 kms off the station from the undock point that everyone that was at the station disappeard from my overview.

So it may be possible to make it impossible for people at the station to find you once you warp away to a far enough distance.

Can anyone confirm that?
Velicitia
XS Tech
#14 - 2011-11-07 18:17:22 UTC
sort of impossible -- probes and D-scan will still see you.

If you can't see the station anymore (500+ km away I think), it's a pretty good bet that they can't see you (at least on overview/grid).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Scrapyard Bob
EVE University
Ivy League
#15 - 2011-11-07 19:09:42 UTC
Marl Xun wrote:
I saw this weekend when doing a Jita run that once I warped off grid, or at least 200-300 kms off the station from the undock point that everyone that was at the station disappeard from my overview.

So it may be possible to make it impossible for people at the station to find you once you warp away to a far enough distance.


Most grids are about 750km across (maybe 800-850) and the stations / gates are usually anchored in the middle of the grid. Except that people can do grid-fu and stretch the grid in strange ways.

500km would be a minimum distance for an undock bookmark and 3000-5000km is better. In a system like Jita or Amarr or Dodixie, you should have a minimum of 3 possible undock distances to choose from.

Except that since you're still within 0.5AU of the station, a combat scanner can find you and get a warp-in on you in under 10 seconds.

So don't think that just because you got off-grid that you're safe. You're not, but they do at least have to expend some time and effort to find you and get the battleships / battlecruisers out to you. Without the undock bookmark, you'll be wallowing within docking range of the station for many minutes while they bump you around and keep you from being able to warp off (re-docking is always an option). With the undock bookmark, you'll at least have some odds of having a corp member web you before they can probe you down.