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Ships & Modules

 
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Ships

Author
Lazeysun Azaph
Ministry of War
Amarr Empire
#1 - 2011-12-24 06:23:34 UTC
What skill do i need to train to get more Capacitor power on my kestrel frigate fighting ship, i am only able to use 3 of my availble 4 missles launcher spaces. jw.
Thanks :D
Archare
Aliastra
Gallente Federation
#2 - 2011-12-24 06:40:21 UTC
Lazeysun Azaph wrote:
What skill do i need to train to get more Capacitor power on my kestrel frigate fighting ship, i am only able to use 3 of my availble 4 missles launcher spaces. jw.
Thanks :D

Capacitor power? or CPU to fit on the missile launchers?

For Capacitor (ie. energy to activate modules like afterburners and shield boosters) training your energy management and energy systems operation skills will give you more cap and recharge.

For CPU to put modules on your ship, Electronics will give you 5% more cpu per level. Also Electronic Upgrades skill are the prerequisite skill for co-processors, which are low slot modules that give a bonus to a ships CPU. Lastly the skill weapons upgrades will reduce the amount of cpu required to fit missile launchers and other weapon systems on a ship.
Tash'k Omar
Indefinite Mass
#3 - 2011-12-24 06:46:15 UTC
Archare wrote:
Lazeysun Azaph wrote:
What skill do i need to train to get more Capacitor power on my kestrel frigate fighting ship, i am only able to use 3 of my availble 4 missles launcher spaces. jw.
Thanks :D

Capacitor power? or CPU to fit on the missile launchers?

For Capacitor (ie. energy to activate modules like afterburners and shield boosters) training your energy management and energy systems operation skills will give you more cap and recharge.

For CPU to put modules on your ship, Electronics will give you 5% more cpu per level. Also Electronic Upgrades skill are the prerequisite skill for co-processors, which are low slot modules that give a bonus to a ships CPU. Lastly the skill weapons upgrades will reduce the amount of cpu required to fit missile launchers and other weapon systems on a ship.


What he said.

Also, if you have any missile launcher rigs on your ship, training Launcher rigging to level 3 can help you squeeze a tiny bit of extra CPU out of your fits.
Alara IonStorm
#4 - 2011-12-24 06:49:32 UTC  |  Edited by: Alara IonStorm
Capacitor has nothing to do with fitting Launchers. Capacitor is the dial on the bottom of your screen that dictates how much energy you have for, active repair, afterburners, target painters, hardeners, warp scramblers and other such modules that require energy to run.

You are ether thinking of CPU.

Skills:

Electronics (Increase Base CPU by 5% per-level)
Weapons Upgrades (Lowers Launcher CPU Requirements 2%)

Modules:

CPU Co-Processor (Increases CPU by % specified)

Or Power Grid.

Skills:

Engineering (Increase Base Grid by 5% per-level)
Adv. Weapons Upgrades (Lowers Launcher Grid Requirements 2%)

Modules:

Reactor Control Unit (Increases Powergrid by 10% T1, 15% T2)
Power Diagnostics (Increases Grid by 5% as well as buffs to Cap and Shield)
Micro Aux Powercore (Increases Grid by amount specified +10 T1, +12 T2 +13 Faction)
Lazeysun Azaph
Ministry of War
Amarr Empire
#5 - 2011-12-24 07:04:21 UTC
Archare wrote:
Lazeysun Azaph wrote:
What skill do i need to train to get more Capacitor power on my kestrel frigate fighting ship, i am only able to use 3 of my availble 4 missles launcher spaces. jw.
Thanks :D

Capacitor power? or CPU to fit on the missile launchers?

For Capacitor (ie. energy to activate modules like afterburners and shield boosters) training your energy management and energy systems operation skills will give you more cap and recharge.

For CPU to put modules on your ship, Electronics will give you 5% more cpu per level. Also Electronic Upgrades skill are the prerequisite skill for co-processors, which are low slot modules that give a bonus to a ships CPU. Lastly the skill weapons upgrades will reduce the amount of cpu required to fit missile launchers and other weapon systems on a ship.


well thanks, btw i am new so what does CPU help with
Lazeysun Azaph
Ministry of War
Amarr Empire
#6 - 2011-12-24 07:09:23 UTC
what does power grid do?
Alara IonStorm
#7 - 2011-12-24 07:17:44 UTC
Lazeysun Azaph wrote:

well thanks, btw i am new so what does CPU help with

Fitting.

Most Modules have a CPU Cost and an Power Grid Cost.

To Function on your ship the entire combined amount of both the CPU and Powergrid of your total modules must be under or at the max amount of CPU and Grid your ship has.

Example

[Drake, Brawl Drake]
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II
Damage Control II

Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Warp Scrambler II
Stasis Webifier II

Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
Small Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Warrior II x5

This Ship has with all relevant CPU and Power Grid skills trained: 656.25 CPU and 1062.5 Powergrid.

The fit I posted takes 647.5 CPU and 1083.55 Powergrid. The modules are above the Grid the ship has to offer so not all of them can be online therefore the fit can not be used. The Module I Bolded (Power Diagnostic System I) gives me 5% Powergrid bringing it to 1115.63 allowing me to online every module.
astara989
Caldari Provisions
Caldari State
#8 - 2011-12-24 07:22:16 UTC
You guys got trolled good.
Alara IonStorm
#9 - 2011-12-24 07:24:23 UTC  |  Edited by: Alara IonStorm
astara989 wrote:
You guys got trolled good.

Answer all posts like you mean it because you never know when you are helping people.

Sharing is of course Caring.
Lazeysun Azaph
Ministry of War
Amarr Empire
#10 - 2011-12-24 07:27:46 UTC
Alara IonStorm wrote:
astara989 wrote:
You guys got trolled good.

Answer all posts like you mean it because you never know when you are helping people.

Sharing is of course Caring.


LOL, thank you so much :D
Archare
Aliastra
Gallente Federation
#11 - 2011-12-24 07:41:06 UTC
All modules that you fit on a ship have powergrid and CPU requirements for them to work on the ship. Taking your kestrel for example if you look at it's base attributes it has 150 cpu points and 30 powergrid points(PG for short). Now the previously mentioned skill of electronics for each level it will give you 5% more cpu. So if you trained it to level 3 your kestrel would have 172.2 points of CPU (150 * 1.15= 172.2).

Now a standard missile launcher I uses 25 CPU and 8 PG so fitting 4 of them would require 100 CPU and 32 PG . Now again the previously mentioned skill of weapon upgrades will reduce the CPU requirements, but the ship has 150 base cpu which means it has enough to fit the 4 launchers. However your ship only has 30 base PG while you need 32 points in order to put that 4th launcher on your kestrel. In which case to increase PG on a ship there are skills you can train for just like for CPU.

Engineering is the first basic fitting skill which increases a ships PG by 5% per level, and is a prerequisite for many other useful combat skills. Training this to level 2 will give you 33 PG on your kestrel giving you enough to fit 4 launchers.

There are also other secondary skills as well that reduce the amount of PG that a module requires. For weapons that is Advanced Weapon Upgrades (AWU for short) which requires weapon upgrades trained to level 5. This reduces the power grid that weapons require by 5% per level. There also are skills that do the same for other classes of modules such as Shield upgrades, which reduces the PG requirements of shield extender/recharger modules.

Lastly you can use modules to boost the a ship's CPU or PG. For CPU you can use co-processors, and for PG there are reactor control units and power diagnostic systems. Also ship rigs can be fitted to increase power grid (ancillary current routers) or reduce CPU fitting requirements at the expense of powergrid for turret based weapon systems ([weapon type] Algid Administration Units)