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MJD Triangulation Guide w/Calculator

Author
Ravasta Helugo
Republic University
Minmatar Republic
#1 - 2013-09-03 21:45:40 UTC  |  Edited by: Ravasta Helugo
This is a fairly short guide, but it addresses an issue I personally was having, and I hope it might address the issue for others as well:

The Micro Jump Drive module is an amazingly useful piece of kit. After a short spool time, the MJD propels your ship forward 100km, disregarding points and bubbles (though not scrams.) This has great potential utility, particularly in missions, but the inflexible nature of the 100km jump distance means that applying that potential requires a bit of math.

The situation: You want to jump to the next gate while clearing a room. That gate is 50km away from you. You are limited to jumping in increments of exactly 100km. What do you do?

You make an Isosceles Triangle. You know the base of the triangle (the distance you are trying to traverse) as well as the length of both sides (100km, the distance you will jump.) That is all that is required to calculate the angle at which you need to jump.

Do that here: http://www.visualtrig.com/Angles.aspx

Now, bring up your tactical display, and view the segment between your ship and your destination as the x axis. Manually adjust the pitch of your ship to approximate the angle you are trying to replicate. In this example, you are trying to jump at an angle of 75.5 degrees. Precise measurements are nearly impossible, so eyeball it and jump.

Now, if your jump angle was precise, you should be exactly 100km- and one more short jump, away from your intended destination!

... You aren't, are you? That's ok, I never am either, and that doesn't hurt your timing whatsoever. If your initial jump is +/- 3 degrees off of your intended angle, you will land within 10 km of your target distance (100km), but as long as you're +/- 6 degrees (which is quite easy) you will be within 20km. Assuming a ship speed of 100m/s, you can expect to travel 17km before your cooldown expires (180 seconds.) So burn towards or away from your target, until you are exactly 100km away. Then, align and hit your Jump again. You are now at your intended destination.

To summarize, as long as you can, with the provided calculator and a bit of practice, approximate an angle within +/- 5 degrees, then you can jump precisely to any known-distance point on grid within 3 minutes and 18 seconds. With the proposed Marauder changes, that time for Marauders will be 1 minute and 8 seconds.

Thanks for reading, and I hope you found this informative and helpful. It was my first attempt at a guide. I hope it encourages you to try out a MJD on a mission fit in the future. The combined utility of escaping NPC points and traveling quickly to distant (and not so distant) points in space gives this module tons of potential. I hope I helped you unlock some of it.
Ravasta Helugo
Republic University
Minmatar Republic
#2 - 2013-09-03 22:51:12 UTC
Doublepost.
dethleffs
Immortalis Inc.
Shadow Cartel
#3 - 2013-09-04 11:21:57 UTC
heh, thats quite nifty.
gomlee
Junkyard crew
#4 - 2013-09-05 01:20:10 UTC
do mission rats warp disrupt or warp scramble??
Ravasta Helugo
Republic University
Minmatar Republic
#5 - 2013-09-05 01:23:35 UTC
gomlee wrote:
do mission rats warp disrupt or warp scramble??

They only disrupt, so the MJD essentially removes all risk from mission running.
Maximus Aerelius
PROPHET OF ENIGMA
#6 - 2013-10-01 10:38:42 UTC
A very nice article, +1 for you my good man.
Arec Bardwin
#7 - 2013-10-04 22:38:27 UTC
Thanks for a useful post. I still suck at determining the angle, although the tactical overlay makes it slightly easier.

One thing you could do to improve your result is to take into account that the distance to the gate (as seen on overview) is not the distance to the gate itself, but to the closest position you can activate the gate. Activation distance usually is rather large (10 km from the gate itself?), so adding 10 km to the distance seen in overview will give you a better margin of errror when adjusting the angle.
Ravasta Helugo
Republic University
Minmatar Republic
#8 - 2013-10-22 01:07:30 UTC
Arec Bardwin wrote:
Thanks for a useful post. I still suck at determining the angle, although the tactical overlay makes it slightly easier.

One thing you could do to improve your result is to take into account that the distance to the gate (as seen on overview) is not the distance to the gate itself, but to the closest position you can activate the gate. Activation distance usually is rather large (10 km from the gate itself?), so adding 10 km to the distance seen in overview will give you a better margin of errror when adjusting the angle.

Great point!