![]() (Strictly speaking, velocity is a vector, so it has both direction and magnitude, but the game is really only concerned with its absolute value (i.e. In practice the game simulation is not perfectly accurate and it actually takes finite time to reach maximum speed to within whatever precision the simulation uses. Note that at V = V max, 1 - V / V max = 0, but ln 0 is undefined, so in theory it takes infinite time to reach maximum speed (technically, the limit of t V as V approaches V max is positive infinity). Where t V is the time to accelerate to velocity V in seconds. The following formula describes the velocity of a ship accelerating from a standstill after a particular time: The second uses a companion ship to activate multiple stasis webifiers on the aligning ship, decreasing its maximum velocity while keeping its current velocity the same, allowing it to enter warp more quickly. ![]() The first involves cycling a microwarpdrive once to quickly increase a ship's maximum and current velocity, then suddenly decrease its maximum velocity in the span of a few seconds. There are two methods by which the time to warp can be greatly reduced below its normal value. The time to warp can change depending on a ship's speed and alignment in relation to its destination at the time the command to initiate warp is issued. The "time to warp" from a standstill can be calculated for any ship using the formulas presented here (see the example below). To initiate warp travel, a ship must be aligned to its target and traveling at 75% of its maximum velocity or higher. Thus, a ship with a higher top speed will have a higher acceleration in ms^-2 but will take the same time to reach the speed required to use warp engines.Īccelerating to warp See also: Cloak trick Two ships with identical mass and inertial modifier but different top speeds will reach their respective top speeds in the same period. To demonstrate, here's an example of this exponential acceleration: So on a ship equipped with Nanofiber Internal Structure, for example, while both the inertia and maximum speed modifier make the ship accelerate in classical terms faster, only the inertia will make its relative acceleration faster, making it align to warp faster. On the other hand, the maximum velocity of a ship does not affect relative acceleration at all. The product of Mass and the Inertia Modifier gives the ship's agility which determines how quickly the ship accelerates (and thus how quickly it turns) lower values imply better acceleration and turning speed. The latter can be reduced with both skills and modules while mass can only be reduced in very specific circumstances (on the other hand, it may be increased by armor plates and active propulsion modules). The idea of acceleration = force/mass can be thrown away for now, because there are only two basic attributes which determine the relative acceleration (how quickly a ship accelerates to its maximum speed): Mass and Inertial Modifier. What decides how quickly a ship accelerates? The closer to the ship's top speed it is travelling, the faster it will decelerate. ![]() ![]() (In theory, the ship will never reach its top speed, however in reality, it won't take long to get so close to top speed that the difference is negligible and EVE rounds up the figure on the HUD.)ĭeceleration is simply acceleration in a direction opposed to the one and object is travelling in, i.e. In terms of kinematic motion, when the ship starts to accelerate it will quickly increase its speed, but as the speed increases toward the maximum, the acceleration decreases exponentially. How do ships in EVE accelerate and decelerate? 2 What decides how quickly a ship accelerates?.1 How do ships in EVE accelerate and decelerate?.
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