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AB cycle time with Afterburner V and server ticks.

Author
Rawketsled
Generic Corp Name
#1 - 2016-01-06 01:28:26 UTC
Afterburner V reduces an afterburner's cycle time to 7.5 seconds. When it comes to module activation, however, server ticks are quantised to the whole second.

What's the true cycle time of an afterburner? Or am I completely misunderstanding how things work?
Paranoid Loyd
#2 - 2016-01-06 02:01:29 UTC  |  Edited by: Paranoid Loyd
This may give you some clarity.

My understanding is, if there is an event driven from the time, it will round up to the next tick as that event does not get triggered until the next tick. However if you are only calculating the AB cycle then the half seconds apply. For example, if you run your AB for one cycle and initiate warp while in that cycle or before it, then you will warp on tick 8. However if you run your AB for three cycles and turn it off during the third cycle you will warp on the 23rd tick. I could be wrong it's rather difficult to test as latency comes into play. (Yes, I ignored the fact most ships would warp before the third cycle for the sake of the example)

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Moonlit Raid
Doomheim
#3 - 2016-01-07 19:12:45 UTC
Rawketsled wrote:
Afterburner V reduces an afterburner's cycle time to 7.5 seconds. When it comes to module activation, however, server ticks are quantised to the whole second.

What's the true cycle time of an afterburner? Or am I completely misunderstanding how things work?


Once it's on it's on. It will run it's exact cycle time until it's deactivated. Server ticks only really affect the initial activation of a module. For example sake, your afterburner has a cycle time of 99.5 seconds. you activate it and the module will be active from the start of the next tick, any conditions that will deactivate it and the module will continue it's cycle to the end of the 99.5 seconds then deactivate. Exceptions that will end a modules cycle early are gates, wormholes and docking. In the case above you could activate warp, and when you reach correct align and 3/4 speed you will enter warp with the module still active at which point it will deactivate and continue to the end of it's cycle.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Rawketsled
Generic Corp Name
#4 - 2016-01-07 22:54:37 UTC
The reason why I'm asking is for align-time.

We all know a single cycle of a prop mod can be a good way to quickly get a slowly aligning ship into warp. I'm after the science of AB calculations.

Loyd's link to TMC explains that aligning to warp is rounded up to the next server tick. It basically doesn't matter if the AB rounds up or not; the bottleneck is set elsewhere.

If you are pulsing your AB, AND can get your ship to 75% max velocity with Afterburners IV trained, training it to V won't improve your align speed. If you need two cycles of the AB, then Afterburners V will save a single second... but at that point you'd want to consider fitting a MWD instead.