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EVE New Citizens Q&A

 
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Warp not continuing

Author
Bobo TheBuilders
Aliastra
Gallente Federation
#1 - 2014-06-20 00:23:17 UTC
Hi,
so i have a problem and i have no idea how to fix this
if i jump with a ship [for example a retriever] from From point A to point B
the distance is 50 AU
after 30 AU'S the ship stopped because limitation of cap
now problem is that:
a few weeks back the ship would continue automatically the warp to B point
now it's stopped and not auto continue
is there a way to fix this?

thanks to anyone who's answering
DeMichael Crimson
Republic University
Minmatar Republic
#2 - 2014-06-20 00:46:01 UTC
Forest Archer
State War Academy
Caldari State
#3 - 2014-06-20 01:28:48 UTC
Unless you are auto piloting you have to manually continue.

Always willing to help all you have to do is ask, though if you're in the other fleet I may not help the way you want. Just a heads up. Pub Channel: Lost Souls Trading Post

Webvan
All Kill No Skill
#4 - 2014-06-20 01:47:50 UTC  |  Edited by: Webvan
so 1. train skills mentioned above. 2. use auto pilot... no wait don't use auto pilot Blink Warp to 0 or set to jump.
Beyond that get one of these: https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Engineering_Equipment:Capacitor_Batteries
BAM! problem solved Smile ...again Lol
Well, there are other things you can do too, such as with engineering rigs, cap boosters, quite a few modules you can add low slot, mid as well as rig, whatever best fits your fitting plan.

I'm in it for the money

Ctrl+Alt+Shift+F12

Li Quiao
Imperial Academy
Amarr Empire
#5 - 2014-06-20 01:52:17 UTC
Forest Archer wrote:
Unless you are auto piloting you have to manually continue.


Incorrect. Whether you are proceding to your destination manually or under autopilot, if you run out of cap, you will be automatically rewarped to continue on to your destination.
Forest Archer
State War Academy
Caldari State
#6 - 2014-06-20 01:53:30 UTC
Li Quiao wrote:
Forest Archer wrote:
Unless you are auto piloting you have to manually continue.


Incorrect. Whether you are proceding to your destination manually or under autopilot, if you run out of cap, you will be automatically rewarped to continue on to your destination.

Really only ever had that happen with auto pilot but ok.

Always willing to help all you have to do is ask, though if you're in the other fleet I may not help the way you want. Just a heads up. Pub Channel: Lost Souls Trading Post

Netan MalDoran
Hail To The King
The Silent Syndicate
#7 - 2014-06-20 02:04:09 UTC
The last update rebalanced many ships including mining barges, your ship might now have a smaller capacitor giving you your warping problem.

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Webvan
All Kill No Skill
#8 - 2014-06-20 02:38:38 UTC
Forest Archer wrote:
Li Quiao wrote:
Forest Archer wrote:
Unless you are auto piloting you have to manually continue.


Incorrect. Whether you are proceding to your destination manually or under autopilot, if you run out of cap, you will be automatically rewarped to continue on to your destination.

Really only ever had that happen with auto pilot but ok.

Actually, warp to zero or selecting any range warp, you don't continue. Only under Jump or autopilot will it automatically rewarp if you fall short.

I'm in it for the money

Ctrl+Alt+Shift+F12

DeMichael Crimson
Republic University
Minmatar Republic
#9 - 2014-06-20 05:53:48 UTC
Webvan wrote:
so 1. train skills mentioned above. 2. use auto pilot... no wait don't use auto pilot Blink Warp to 0 or set to jump.
Beyond that get one of these babies: https://wiki.eveonline.com/en/wiki/Micro_Auxiliary_Power_Core_I
BAM! problem solved Smile
Well, there are other things you can do too, such as with engineering rigs, cap boosters, quite a few modules you can add low slot, mid as well as rig, whatever best fits your fitting plan. But the micro auxiliary power core is my fav where I can fit it below Battleship class, especially in frigs and such but fine in larger hulls too.

Are you sure you don't mean Power Diagnostic System ?

It not only increases amount of Powergrid, it also increases amount of Capacitor and Capacitor Recharge Rate, not to mention increased Shield HP's and Shield Recharge Rate as well. All versions of this module are used to help make ship fits Cap Stable.

Anyway, you mentioned Capacitor Boosters which is fine for sub warp speed but won't work during warp due to the OP's amount of available Capacitor being too small when initiating warp. However there are other Capacitor modules that will work, for example :

Capacitor Batteries

Capacitor Power Relays

There's more Capacitor modules available as well. You also mentioned Engineering Rigs which is a very good option. A lot of players use CCC Rigs (Capacitor Control Circuit) for dealing with Capacitor issues.

Anyway, the OP's issue is due to 1 of 3 things, insufficient skill training, using too much Capacitor before going into warp or the ship fit needs a larger amount of Cap Storage. My guess is it's skill related. Of course the only way to know for sure is to view the OP's Skill level and ship fit.


DMC
Webvan
All Kill No Skill
#10 - 2014-06-20 06:22:37 UTC  |  Edited by: Webvan
DeMichael Crimson wrote:

Are you sure you don't mean Power Diagnostic System

Yeah batteries would work better, though PDS I'm just not a fan of using them. They seem better in larger ships, but such as most Caldari ships there is no room to spare in low slots. In armor based ships, probably more likely.

I'm in it for the money

Ctrl+Alt+Shift+F12

Velicitia
XS Tech
#11 - 2014-06-20 09:27:10 UTC  |  Edited by: Velicitia
Webvan wrote:
DeMichael Crimson wrote:

Are you sure you don't mean Power Diagnostic System

nope nope, I'm sure I was mentioning the MAPC's, quite useful. I have T2 PDS' but rarely have use for them, regularly anyway. Even the generic MAPC 1 is very useful, even over the PDS II for me. The first time I used them was on the Buzzard, loading it with two PDS' but later saw some example fits for combat explorer buzzard fittings that used a single MAPC along with a MWD. Was wonderful little cloaky speed tank missile launching ECM jammer hacker explorer, and the MAPC provided the power to do it. Good times, those were the days pre-odyssey. But Ive tried both in other ships, like the hookbill and the T3 Tengu to name a couple more. Between PDS' and MAPC's I just found the latter more useful in overall ship fits where I could get the extra PDS benefits from elsewhere. But yeah for crossing systems to gate, they provide the power need, then other modules can always be fit for other benefits where needed. They are cheap enough to try both.



MAPC won't fix his problem of running out of Cap though -- it only adds PG Blink

OP's situation (using made up numbers)

- 50 AU warp
- requires 300 cap
- Retriever has 200 total available (either at 100%, or it's simply not full right now, because lazors/tank/whatever)
- Warps 30 AU, then has to recharge cap to make remaining 20 AU.
- Wants to warp 50 AU in one go.

Correct Fixes:
- Skills --> Warp Drive Operation (10% reduction in cap need / level) and Capacitor Management (+5% Max Cap / level)
- Modules (T1 / M0 stats used) --> Capacitor Batteries (+75 Cap for small, or +300 for a med, lg likely won't fit) and/or Power Diagnostic System (+4% cap) and/or whatever other lowslot cap mods there are.

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

Webvan
All Kill No Skill
#12 - 2014-06-20 09:54:13 UTC  |  Edited by: Webvan
Velicitia wrote:

Correct Fixes:
- Skills --> Warp Drive Operation (10% reduction in cap need / level) and Capacitor Management (+5% Max Cap / level)

And if you go back to my previous post, I already mentioned 1. train skills as mentioned above my post (I didn't feel the need to rewrite the previous post). Of course you need to train skills. As for PG, yeah pretty much on MAPC just with giving PG, had to recheck that with a frig. I usually toss in a cap battery with that, always the tight fit on most stuff I fit.

I'm in it for the money

Ctrl+Alt+Shift+F12

Li Quiao
Imperial Academy
Amarr Empire
#13 - 2014-06-20 13:39:52 UTC
Webvan wrote:
Forest Archer wrote:
Li Quiao wrote:
Forest Archer wrote:
Unless you are auto piloting you have to manually continue.


Incorrect. Whether you are proceding to your destination manually or under autopilot, if you run out of cap, you will be automatically rewarped to continue on to your destination.

Really only ever had that happen with auto pilot but ok.

Actually, warp to zero or selecting any range warp, you don't continue. Only under Jump or autopilot will it automatically rewarp if you fall short.


You definitely get rewarps outside of autopilot, 'cause I've done it, but I'm willing to accept that might be it. I've only run out of capacitor warping to from gate to gate, and if I'm warping to a gate it's always part of a jump command, not warp to 0.
Victoria Shi
Perkone
Caldari State
#14 - 2014-06-20 14:55:53 UTC
Wow to be honest I didn't even know this was a thing. You learn something new every day Big smile
Bobo TheBuilders
Aliastra
Gallente Federation
#15 - 2014-06-20 18:32:12 UTC
well thanks for the answers
although my question was simple then this
and all i wanted to know if it's a bug or not
in any case will check this
Webvan
All Kill No Skill
#16 - 2014-06-20 22:41:03 UTC
Li Quiao wrote:
Webvan wrote:
Forest Archer wrote:
Li Quiao wrote:
Forest Archer wrote:
Unless you are auto piloting you have to manually continue.


Incorrect. Whether you are proceding to your destination manually or under autopilot, if you run out of cap, you will be automatically rewarped to continue on to your destination.

Really only ever had that happen with auto pilot but ok.

Actually, warp to zero or selecting any range warp, you don't continue. Only under Jump or autopilot will it automatically rewarp if you fall short.


You definitely get rewarps outside of autopilot, 'cause I've done it, but I'm willing to accept that might be it. I've only run out of capacitor warping to from gate to gate, and if I'm warping to a gate it's always part of a jump command, not warp to 0.

You get them out of autopilot and Jump. Jump is just another form of autopilot, but it warps you to zero then waits for your next command on the other side of the gate. As for warp to 0 or warp to [range], I tested it with a breacher, drained it with MWD and a shield booster. As soon as the alarms went off, I punched warp to 0. As soon as it dropped out of warp I let it sit there until it recharged, which means it doesn't autowarp. Then I did it with the warp to [range] and it did the same.

So whatever the script does, when you have a jump in the que, it'll execute a False and attempt it rewarp [If then] until the end and it successful jumps which is the True. The jump command script the True is tied to the next gate, in the autopilot script the True is at the last gate in the que and then the script will End at the True on the last gate. The warp to zero and warp to distance may be a single script with a modifier, other than the other two as this one doesn't seem to have an [if then] to trigger a rewarp, it just does an End despite any variables.

I'm in it for the money

Ctrl+Alt+Shift+F12