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Ship falling out of warp slightly short of destination

Asked by [ Moderator ]

Usually when warping to zero an a gate my ship lands within jump range. Sometimes however it does not. Generally in these cases the ship will land a few hundred meters short of jump range. The same sometimes happens with docking range when warping at zero to stations. Anyone else experience this and know why it's happening? Can anything be done to prevent it? Is it a bug or is it an intended feature?

I am not talking about falling out of warp due to lack of cap.

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6 answers

5

stitcher [ Editor ]

this tends to happen if, for example, you warp to a stargate and arrive perpendicular to its longest axis. (perpendicular meaning "at a right angle to" like in a capital T)

Basically, the deviation on warping places you inside a cylindrical volume near your actual intended warp target. This is a rough guess, but I'd place that zone's length at about two thousand meters, and the radius at about one thousand.

Usually, this deviation doesn't make any difference, but sometimes, your landing point will be just outside the 2500m jump range of a stargate, or the 500m docking range of a station.

I don't think it can reasonably be called either a bug or a feature. It's just a product of the way warping works.

if you want to minimise the risk, try if possible to remember the orientation of what you're warping to. if you want to be absolutely certain that it will never happen, warp in parallel to your target's longest axis. Bear in mind though that taking the warp detour necessary to achieve this will take longer than just flying the three hundred meters or so and jumping normally. There are very few ships in the game that are simultaneously so fragile and so slow that being dropped a mere few hundred meters outside of jump range will result in death.

Your ship's size and mass have an effect as well - small ships are more likely to "fall short" than large ones because they decelerate faster, and are smaller, while larger, heavier ships will "coast" a bit further and their larger collision hull tends to wind up inside the catchment zone anyway.

NN comments
canhasgank
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Your last paragraph lends some merit to the impression I and others have that this usually happens in a pod (where it can be a real issue). 200m is enough time to get one-shot back to your clone station.

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4

enilahc

Usually your ships agility is such that you will be carried into jump range when landing slightly short. Pods and some small ships have such a high agility and will stop before they enter jump range.

NN comments
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3

darinas [ Moderator ]

This happens to me too, sometimes. You drop out of warp a few hundred meters from the docking ring, or a few meters outside the distance needed to click jump.

I assumed it was part of the game. Warping 85 AU across a system and expecting to land within a few meters is acceptable, if a bit inconvenient sometimes.

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3

gah'matar [ Moderator ]

Pods notice a lot more because they have almost zero inertia. Conversely, freighters should warp to 500m because they have so much inertia, they tend to bounce off of the gates.

NN comments
canhasgank
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That’s a good idea, I’ve certainly noticed my freighter bouncing off a few times.

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