dimanche 6 juillet 2008

EVE Researche and manufacture guide

Guide by: GC13

E-mail: Grand_Commander13@hotmail.com

Table of Contents

I. Introduction

  1. To get things started...
  2. Version history
  3. Terminology
  4. The anatomy of a blueprint
  5. Obtaining a blueprint
  6. Using your blueprints

II. Navigating the Interface

  1. Jobs
  2. Blueprints
  3. Corp Blueprints
  4. Installations

III. Research

  1. Introduction to research
  2. Vital skills
  3. Material Research
  4. Time Efficiency Research
  5. Copying
  6. Invention

IV. Manufacturing

  1. Introduction to manufacturing
  2. Vital skills
  3. Getting started in manufacturing

I. Introduction

1. To get things started...

This guide was written by GC13. Do not try to steal it and post it as your own. If you want to post this guide on your site, then feel free to. However, e-mail GC13 to tell him you're doing it (make sure to include "Science and Industry Guide" in the subject). Not only can he then verify that you are giving him credit for his work, but he can also e-mail you every time the guide is updated (nothing annoys GC13 more than out of date copies of guides floating around the internet).

If you have any questions or corrections, then e-mail GC13 (again, make sure to include "Science and Industry Guide" in the subject).

This guide is available as a .pdf and .txt here, and other guides are available as well.

2. Version history

01-10-2007: Some Invention information clarified, re-inserted the language warning that the interface can only see previously used blueprints, removed reference to BPCs with unlimited runs.

10-15-2006: Added preliminary Invention section, made various editations, and reflected changes made in recent patches.

07-07-2006: Made final corrections and modifications and added formula for mineral cost in manufacturing. Final planned editation until the Kali expansion.

04-23-2006: Added note about blueprints with different Base Time Wasteage Factors. Reflected fact that it is now possible to cancel jobs. Covered roles needed to perform research/manufacturing jobs for your corporation.

02-23-2006: Added the first data about Tech 2 research and production. Various clarifications.

02-03-2006: Added information on obtaining blueprints, and a general section on using them. Added Deliver to the list of terminology.

01-25-2006: Guide is put up, basically complete but lacking information about Tech2 production.

3. Terminology

First off, some simple terminology that will be used throughout the guide:

BPO: Blueprint original. Can be improved with research, and never runs out of licensed production runs.

BPC: Blueprint copy. Cannot be improved with research, and has a limited number of production runs.

Licensed production runs: How many more times a blueprint can be used to produce an item.

Lab slot: Any assembly line used for Material Research, Time Efficiency Research, or Copying.

Factory slot: An assembly line used for Manufacturing.

ML: Material Level. Increased by performing Material Research.

PL: Productivity Level. Increased by performing Time Efficiency Research.

Run: A single usage of a blueprint, be it increasing the ML or PL by 1, copying it once, or manufacturing one run's worth of items (this is shown under the blueprint's Attributes tab by the name of "Produces:") with it.

Job: What gets submitted to the assembly lines. Consists of a certain number of runs, ranging from one and going to as many runs as you can complete in thirty days (the time limit for a job). A job can be canceled once you accept the quote the installation gives you. However, this results in you losing everything except for the blueprint (no partial progress is given to research or construction, and minerals spent on construction are lost), so be very careful.

Deliver: Finishing a job. When a job is finished, the blueprint and finished goods are still nowhere to be found until you go to the Jobs tab of the Science and Industry interface, find the "Ready" job, and deliver it. This will place the blueprint and the goods in your hangar at the station you installed the job at (or, in the case of a job using your corporation's blueprint, will put the blueprint back where it started and will place the goods where you told it to put them).

4. The anatomy of a blueprint

Attributes:

Manufacturing Time: The amount of time it would take somebody with level 0 in the Industry skill to build one run with this blueprint.

Manufacturing Time (You): How long it would take you, with your current Industry skill level, to build one run with this blueprint.

Material Level: How many levels of Material Research that have been done on this blueprint.

Wastage Factor: The extra minerals it takes to make items with this blueprint, expressed as a proportion of what a perfect build would require.

Research Material Time: How long it would take someone with level 0 in the Metallurgy skill to perform one level of Material Research on this blueprint.

Research Material Time (You): How long it would take you, with your current Metallurgy skill level, to perform one level of Material Research on this blueprint.

Research Copy Time: How long it would take someone with level 0 in the Science skill to make a blueprint copy from this blueprint with the maximum number of allowed licensed production runs.

Research Copy Time (You Per Single Copy): How long it would take you, with your current Science skill, to make a blueprint copy, per production run in the job you have installed.

Produces: What you get when you perform a single run of this item in Manufacturing. Expressed as "Item name [number of items]". Most items only give one item per run, but most ammunition gives one hundred.

Copy: Whether or not this item is a blueprint copy. Blueprint copies cannot be used in lab slots.

Research Productivity Time: How long it would take someone with level 0 in the Research skill to perform one level of Time Efficiency Research on this blueprint.

Research Productivity Time (You): How long it would take you, with your current Research skill level, to perform one level of Time Efficiency Research on this blueprint.

Productivity Level: How many levels of Time Efficiency Research that have been done on this blueprint.

Licensed Production Runs Remaining: How many more runs of Manufacturing this blueprint can be used for. Says "Infinite" for BPOs.

Bill of Materials:

Skills: Lists any skills you need to perform either manufacturing or research (specific to the tab) on this blueprint. Tech 1 stuff does not have any skill requirements, while Tech 2 requires level 5 in the job-specific skill (Metallurgy for Material Research, Research for Time Efficiency Research, Science for Copying, and Industry for Manufacturing) as well as certain skill levels in R&D skills applicable to that blueprint.

Materials: Lists what it takes to perform one run of manufacturing or research (again, specific to the tab) on this blueprint (note that only tech level 2 blueprints need any materials to be researched). Unless you have Production Efficiency 5, it will display two values: "You" and "Perfect" here. The "You" value shows what it would take you to make a single run with the blueprint, while the "Perfect" value shows what somebody with Production Efficiency 5 needs. Note that this value's name refers to your skills, and not the Material Level of the blueprint.

Tech 2 production will require R.Dbs for research and copying, R.A.M.s for manufacturing, and various consumer goods for both. Various components are used in constructing T2 ships, and Morphite and various reactions (produced at starbases with moon materials) can also be used to manufacture any T2 stuff.

5. Obtaining a blueprint

The easiest and most common way to get a blueprint is to buy the un-researched BPO off of the market. You can easily get any tech level 1 blueprint this way, and there is an unlimited stock of them. Certain blueprints are not sold by NPCs in certain regions, so the blueprint may be marked up by a player reseller depending on where you are. A good way to be safe is to buy the blueprints for ships in a region belonging to that ship's race (buy Caldari blueprints in Lonetrek or The Forge, for example).

If there are no NPC blueprint sellers in your region and you want to find out for certain where you can buy a given blueprint, go to the Item Database and find the blueprint you want (either by navigating to it starting with the Manufacture and Research category, or going to the item you want to build then clicking on the link to the blueprint). Once at the blueprint's entry, click on the NPC Market tab to be shown what NPC corporations are buying and selling the blueprint. Once you know who is selling it, you can search for the corporation in-game using the Corporation search feature available on the People and Places button. Check the corporation's Settled Systems tab to find the station nearest you, then fly there to claim your blueprint.

You can get BPCs for special ships (such as the Worm or the Caldari Navy Raven to name two) from agent offers (for the faction navy ships), or from doing certain complexes or killing special random NPC pirate spawns (for the pirate faction ships like the Worm).

There is also the possibility of buying off of escrow. Usually you'll just find short-run BPCs for ships (and sometimes ammo), but it's worth a shot if you want to make yourself or a friend a ship, but don't want to buy the BPO for it. To tell if a blueprint on escrow is a copy or an original, first right-click the entry and Inspect Merchandise. Don't bother using Show Info on the blueprint, as it won't give you information about that specific blueprint. Instead, look at the values in the columns on the table that popped up. A copy will have "No" in the "Original" column and a numerical value in the "BPRuns" column. Likewise, an original will say "Yes" in the "Original" column and have "Unlimited" written in the "BPRuns" column. Also make sure you check the Material Level and Productivity Level columns to see if the seller is telling the truth about the research he's done. Be very wary of scams; people will often try to pass copies as originals, or tech 1 blueprints as tech 2 blueprints that have been "accidentally" priced cheaper than they normally go for. If you don't take the time to check the information, you may fall for an easily-avoidable scam.

Finally, there is a trading channel for blueprints.

In order to obtain a tech level 2 BPO, you need to participate in the BPO lottery. I won't go into any sort of detail here, as there is an excellent guide to this (and the R&D agents which facilitate it) on the Eve forums here . Still, let it suffice to say that a very limited quantity of tech level 2 BPOs are distributed via this lottery, meaning they are very expensive to purchase (the only way to get them is in the lottery, or to buy them from people who won the lottery).

6. Using your blueprints

As with most things in Eve, right-clicking on your blueprints opens many doors. Right-clicking on any blueprint gives you the option to initiate any job with the blueprint. Once you choose the kind of job you want to start, it will then ask you to choose which assembly line you want to use. If the installation you want to use is at a station, you need to choose an installation at the same station the blueprint is in. If the installation is at a starbase, you can choose any starbase in the same solar system as the blueprint, so long as you are allowed to use that starbase and your blueprint is located in your corporation's hangar at a station.

It doesn't matter if you are using the blueprint while it's in your Items window at a space station, in your Assets window, or in the Science and Industry window: you need to right-click the blueprint to do anything with it.

It is also worth noting that after you submit a job, the server has marked down when the job will finish, and improving your skills (such as Industry for a manufacturing job) will not affect the time to finish that job.

II. Navigating the Interface

The Science and Industry window has a lot of people confused, but at its heart it is very simple and intuitive. This interface is used to review what research and manufacturing jobs you have done, are currently doing, or are finished and waiting to be delivered.

TAB 1: Jobs

Here you have a few filtering options. The default should be on the "show less options" choice, which allows you to sort by the kind of Activity the job is, the State the job is in, and the Owner of the job. Selecting "show more options" opens up the ability to sort by the Creator, the Range, and the From/To dates (From Date and To Date do not seem to work at the moment).

These options give you great power in sifting through your past and current projects.

Activity allows you to choose whether you want to search for projects in Manufacturing, Material Research, Time Efficiency Research, Copying, or All activities.

State allows you to choose between Pending, In Progress, Ready, Delivered, or Any Active state. Pending projects are still in the queue, and work has not started on them yet. Projects that are In Progress are just what they say they are. Projects that are Ready are finished, and waiting for you to Deliver the blueprint and/or product. The Delivered option will show all projects that you have completed, and serves as a useful history tool.

Owner allows you to sort between jobs that are being done by you for you ("Me"), and by you for your corporation ("My Corporation"). Any job you start using a blueprint you use that is being stored at one of your corporation's hangars (but NOT your own hangar at a station where your corporation has an office) will show as being owned by "My Corporation".

Range allows you to choose whether you want to see jobs from the current station, solar system, constellation, or region.

From Date and To Date are useful for checking old jobs starting at the from date and ending at the to date (make sure you set State to Delivered though).

Once you find a job, clicking on it will display at the bottom of the screen the Activity, State, Time Till Completion (to the second), Output Location (where you installed the job), and Output Type (what you get when it is done, such as "1 unit of Rifter"). For research jobs, it will show at the right the starting and ending ML (listed as ME) or PL, or how many copies with how many runs you are making.

TAB 2: Blueprints

For those with the Scientific Networking and Supply Chain Management skills, this is where the investment in those skills pays off. When you first open up the Blueprints tab, you are greeted with a list of the stations in the region that you have blueprints at. The bar for each station shows the station's name along with how many blueprints you have there and how many jumps away it is.

Expand a station to be greeted by a full list of all of your blueprints there. It shows their picture, gives the item name, tells what group (Frigate Blueprint, Missile Blueprint, etc...) the blueprint is in, whether or not the blueprint is a copy, its Material Level and Productivity Level (ML and PL), and (if the blueprint is a copy) how many runs are remaining on the copy.

The bottom of the screen tells you how many manufacturing and research jobs you can have active at any given time, as well as the range on your remote manufacturing and researching ("limited to stations" or "limited to 5 jumps" for instance).

You can start any job on any blueprint here by right-clicking on it just as you would at a station and choosing the kind of job you want to start. From there, it will prompt you to pick an installation (more information on that at the Installations tab), how many runs you want the job to go for, and allow you to change the input and output hangars.

Note that any blueprint that has not been used (copying, research, or manufacturing) cannot be "seen" by this tab, so they cannot be used remotely until you have been at the same station as the blueprint, right-clicked on it and chosen an activity to use it for, and gotten the game to try to send you to the quote screen. Note that this means it works just fine even if you choose an installation in a different system (which will make the blueprint viewable by this tab, but cannot start a job); all that matters is that it try to generate a quote.

Also note that (so long as you have Scientific Networking for research jobs, or Supply Chain Management for manufacturing jobs) you can do the same thing by locating your blueprint via the assets window, and right-clicking on it from there. You still need to be in the same region as the blueprint to start a job, however.

TAB 3: Corp Blueprints

This tab functions exactly like tab 2, except it shows blueprints in hangars rented by your corporation. Any jobs you start up from this tab (or, to be more precise, any jobs started up when the blueprint is in a corporate hangar) will show up under "My Corporation" for the "Owner" sorting option.

In order to start jobs for your corporation, you need the "Rent Factory Slot" role for Manufacturing jobs, or the "Rent Research Slot" role for any of the research jobs. The "Factory Manager" role is also necessary. The minerals the manufacturer wishes to use must also be in a corporate hangar that the manufacturer has full access to (both query and take).

TAB 4: Installations

When you want to use a blueprint, you will inevitably be sent here to select the assembly line you want to use for the job you have chosen to perform.

Here you will find two of the same options that you also found on Tab 1, and some new ones. The Activity and Range options are the same as they were before. You can use the Location option to indicate whether you only want assembly lines located in stations, in assembly arrays, or either. You can select whether you want the assembly line to be Public, Personal, or belonging to your corporation. Finally, you can choose what Production Category and Production Group you want to be able to build. A Production Category is something broad, like Ships, while a Production Group is more specific, like Cruisers. All stations can Manufacture almost everything you could want, so simply selecting "All" will suffice for now (they can't produce everything, however; you need special facilities to manufacture things such as Titans, for instance).

After you have queried the database for a list of installations meeting your specification, you can select a station with the assembly lines on them in the top table, and a list of the assembly lines at that installation will appear in the table in the lower portion of the window. You can sort the assembly lines by time until the slot's queue is empty (basically, this is how long it would take a job installed in that slot to even get started), install cost (the base fee you pay regardless of how long you are using the slot for), hourly rate, time multiplier, and material multiplier. At any given installation, the fees and multipliers should all be the same. Also, all stations should have a 1.0 time and material multiplier. Starbase structures have bonuses here, and will show up as a number below 1.0. A 0.9 time multiplier, for instance, means it only takes 90% as long to do the same job.

The three research options only require that the slot be able to make Blueprints, so you can filter out all the Manufacturing lines but show all three kinds of Research assembly lines by choosing "All activities" along with the "Manufacture and Research" Production category and the "Blueprints" production group.

You can only use a blueprint in an installation on the same space station the blueprint is located at (or, in the case of a starbase installation, at a starbase in the same system that the blueprint is located in your corporate hangars at a space station or when the blueprint is at the starbase itself).

Very often people experience a problem on the Installations tab where after choosing an installation, they do not see a list of assembly lines. This is usually because the portion of the window devoted to installations is stretched to take up almost the entire window, and the assembly lines section (which should normally be below the installations list) doesn't have any room to be displayed. To fix this, simply go down to the point on the window where it stops listing installations, left-click (before you click, your cursor should be changed to two arrows, one pointing up and the other pointing down) and hold, then drag the segment's border upwards. A list of assembly lines should become visible.

III. Research

1. Introduction to research

What is research, exactly? It does not really produce anything itself, yet is very valuable for those who do the production. Research is the fine, fine art of making it quicker, cheaper, and easier to manufacture the goods that the manufacturers (of which you may be one) build. Every blueprint benefits from being researched, and important blueprints can be heavily researched, then copied and distributed to corporation members and allies. All you need for this is one skill (Science), and an assembly line of the appropriate type. Are you interested? Then read on.

There are four ways you can use a lab slot on a blueprint: Material Research, Time Efficiency Research, Copying, and Invention. The first two improve a blueprint original, the third duplicates it, while the fourth can actually turn a tech one blueprint copy into a tech two blueprint copy.

Material Research

Improves the Material Level of a blueprint, making it cost fewer minerals to build with.

Time Efficiency Research

Improves the Productivity Level of a blueprint, decreasing the amount of time it takes to make an item.

Copying

Duplicates a blueprint, leaving you with the original you copied, and a copy with a limited number of runs, and a Material Level and a Productivity Level equal to those of the original.

Invention

Required datacores and a data interface, and has a chance to turn a tech one BPC into a tech two BPC.

2. Vital skills

While you only need a single skill at level one (the generic "Science" skill) to operate a lab slot, there is a variety of skills that makes your research faster and easier, or lets you use more lab slots simultaneously.

Science (Rank 1)

5% reduction in time it takes to copy a blueprint per level.

*No prerequisites.

You need Science at level 1 to use any lab slots at all, though it does not give any bonus to maximum research jobs after that. Any dedicated researcher will want to raise it to level 4, as that is a prerequisite for Metallurgy.

Metallurgy (Rank 3)

5% reduction in time it takes to conduct Material Research per level.

*Requires Science to be at level 4.

A very important skill considering the importance of Material Research. It is highly recommended to take this skill to level 4 or 5.

Research (Rank 1)

5% reduction in time it takes to conduct Time Efficiency Research per level.

*Requires Science to be at level 3.

Not as important as Metallurgy, given the lower level of importance placed on Time Efficiency Research. Still, if a researcher plans on performing Time Efficiency Research, then taking Research to at least level 3 is recommended.

Laboratory Operation (Rank 1) and Advanced Laboratory Operation (Rank 8)

Both allow the operation of one extra lab slot per level.

*Laboratory Operation requires Science to be at level 3.
*Advanced Laboratory Operation requires Science to be at level 3 and Laboratory Operation to be at level 5.

Very important for a researcher. Laboratory Operation at level 4 should be enough for the needs of most researchers, but busy ones always have the option to advance it to level 5 and take a few levels of Advanced Laboratory Operation.

Scientific Networking (Rank 3)

Allows the operation of lab slots from ranges greater than just the station you are currently in. At level 1, the range is any lab in the same solar system as you. At level 2, the range changes to any lab within five jumps of your present location. After that, the range continues to double until at level 5 you can operate any lab in the region.

*Science needs to be at level 3 and Laboratory Operation needs to be at level 4.

This is a skill with a non-essential function, and a hefty 6.75 million ISK price tag. Still, it can be very convenient, as it allows you to locate all of your blueprints at a station in low-security space (with lower lab fees and shorter queues), where you can research them remotely and then make copies to take from the station if you need to manufacture with the blueprint.

3. Material Research

Most of the research performed on blueprints is Material Research (which is why almost all Material Research assembly lines, even those in the depths of low-security space, have a queue at all times). Quite simply, Material Research makes a blueprint cheaper to build with. Every blueprint has a "wastage factor" which increases the mineral cost to manufacture items with it beyond the mineral cost listed on the eve-online.com item database (which lists the perfect mineral requirements). For almost all blueprints, the base wastage factor is equal to 0.1, meaning that it takes 10% extra minerals to manufacture the item (note that some blueprints have a base wastage factor of 0.05).

So if material research is so great, how are you supposed to get any important research done with these long queues? Well, unfortunately the only option you have at this time is to select the slots with the shortest queues and let your job wait its turn in line. If you don't want to do the research yourself, there's also the option of buying researched BPOs or BPCs from other players, but this means you'll pay a premium for the research. Still, it can be worth it if you want a blueprint in action immediately. Other options are hiring somebody with a laboratory array at a starbase to do it, or later launching your own starbase (this would cost hundreds of millions of ISK though, so is not for new players).

Material Research decreases the wastage factor. The formula for the reduction means that your returns decline quickly. First, the formula for determining the blueprint's wastage factor:

Wastage factor = Base Wastage Factor / (1 + ML)

This means at a Material Level of one, you've already cut the wastage factor in half. By the time you are up to 4 ML, your wastage factor is only 0.02. Once you get up to 9, it's only 0.01. Note that in order to halve the wastage factor again, you need to double the current ML and add one.

For instance at a ML of 9, you are only wasting 1% of the perfect mineral requirements. To only be wasting 0.5% of the perfect mineral requirements, you need to add another 9+1 to the ML, for a final ML of 19. The math here holds true, since 10% / (19+1) = 0.5%.

Note that those first nine levels of Material Research saved you an average of 9% / 9 levels = 1% per level. Those next ten levels (on their own) only saved you another 0.5%, divided by ten, for a total of 0.05% per level (or: 1% of what your first level of Material Research saved). These declining returns mean that after researching the first few levels on a blueprint and drastically lowering your mineral costs, you are left researching several levels (very easily twenty or more) to make one run of the blueprint cost one less unit of tritanium to build. Just be aware of this when deciding how long to research your blueprints.

In addition to the rapidly declining gains, there is a very finite amount of good that any amount of research you can do. Why research the ML to 100 when the blueprint is perfect (no more minerals can be saved) at a ML of 21?

To find the ML of a blueprint past which there is no gain to be had from doing Material Research, go to the Item Database on the official web site and look at the mineral requirements. These are the amount of minerals it takes to make an item with Production Efficiency 5, and a blueprint with a perfect ML. Take that number, divide by 5, and round down. That is the highest level that Material Research can have any effect on the blueprint's waste material usage. You can use this same principle to find the ML at which any mineral has zero waste.

Desired ML = (Amount of specific mineral at perfect build) / 5 (round down)

For instance, to make one run of Small Lead Charge S takes 106 tritanium, 1 mexallon, and 2 isogen. 106 / 5 = 21.2. Rounded down, that equals 21: that blueprint's perfect level of material efficiency.

(Note that the actual formula requires you to multiply by the base wasteage factor and then multiply by two. For most items this means you divide by five, but those items with a BWF of 0.05 require you to divide by ten.)

4. Time Efficiency Research

Time Efficiency Research is often neglected. For instance, many of the blueprint copies you find on escrow have a ML above 20, yet their PL is still zero. It is also very easy to find an open assembly line for Time Efficiency Research (though in high-security space it will still be expensive, since the costs for all lab slots at the same station are the same) at any time and any place you choose. This is a bonus you should take advantage of: Time Efficiency Research works exactly like Material Research, except it reduces the time to manufacture (though its level for "perfection" would be different). Also, the "base time wastage factor" for most blueprints is 0.25, meaning each blueprint takes 125% as long to manufacture with as it theoretically should.

Time Wastage Factor = Base Time Wasteage Factor / (1 + PL)

Since the Productivity Level formula is the same as the Material Level formula (except with a different Base Wastage Factor), the declining returns are exactly the same: in order to halve the time wastage factor again, you need to double the current PL and add one.

For tech 2 missiles, the base time wasteage factor is equal to 1/249, meaning there is almost nothing to be gained by performing Time Efficiency Research on them. Components required for tech 2 production use 1/14, and there are a few other blueprints that use different numbers. Still, most blueprints use 1/4 (or 0.25).

For the curious, it may be interesting to know that while time waste can be expressed in the same terms as material waste, it is actually stored by the game as the proportion of the base time (in this base, "base time" actually means time to build at a PL of zero) that is a result of waste. For most items this is 0.2.

5. Copying

When you copy a blueprint, you choose how many copies you want to make, and how many licensed runs you want to make. The end result when you deliver the job will of course be equal to the number you put into the "copies" box, and each of them will show as having a number of "licensed production runs remaining" equal to the number you put in the "licensed runs" box.

Unlike a blueprint original, which can be used any amount of times (they always show "Infinite" for "licensed production runs remaining"), a blueprint copy will disappear when it has no production runs left (though this was not always the case; BPCs with zero runs remaining still exist). Also, a blueprint copy cannot be put into a lab slot, so you can neither improve its ML and PL, nor can you copy it.

While this limits BPCs, it also makes them very valuable. You can copy blueprints and give the BPCs to lower-level members of your corporation so that they can build with them, and you do not need to worry about them running off with a valuable BPO. Also, copying and selling ship blueprints on escrow is very popular (as escrow is flooded with these at any given time).

6. Invention

Invention is the process through which a scientist can take a BPC for a tech 1 item (125mm railgun i, for instance), use up some new items called "datacores" (more on them in the next paragraph), and turn it into a BPC for the corresponding tech 2 item (in our example it would become a BPC for a 125mm railgun ii). If there are multiple tech 2 versions of an item (ships being the guilty party here), the version that is given with a successful usage of Invention would be determined randomly.

So what are these Datacores? They are just a new way of spending those research points you have accumulated with your R&D agents. It is a tradeoff; you can still hold onto hope that you will win a tech 2 BPO, or you can reduce your chance at winning and get a sure thing in the form of Datacores which are needed for Invention. Every item being Invented needs two kinds of Datacores, one for each of the skills needed to build the tech 2 item. In the case of our 125mm railgun, we would need Datacores from an Electromagnetic Physics agent and from a Mechanical Engineering agent.

BPOs do not become involved in Invention at all. You cannot use a tech 1 BPO (except to make BPCs with), and you cannot get a tech 2 BPO through this procedure (the tech 2 lottery remains the only way of doing that).

Unlike all of the other science and industry options, Invention involves chance. That is to say, you are not guaranteed a tech 2 BPC automatically when you start an Invention job. Improving your skills and adding actual examples of the tech 1 item to be used up by your Invention job (adding a better tech 1 item gives a better improvement, for instance a 125mm prototype i gauss gun will give you better odds at succeeding than adding a 125mm 'scout' i accelerator cannon) can make success more likely, but cannot give you a 100% chance.

You also have the option of using another new item: a Decryptor. Decryptors are also consumed at the end of a job, but modify the job somehow, with bonuses and penalties to the job.

The final new item being used for Invention is the Data Interface. There are twelve different Data Interfaces, and they mix a race (Amarr, Caldari, Gallente, Minmatar) with an item-type ("regular" for Inventing modules, "ship" for Inventing ships, and "tuner" for Inventing rigs). To use these, you will need the correct racial encryption skill ("*Race* Encryption Methods").

When the job is done, everything except your Data Interface is used up and if you are lucky you have a brand new tech 2 BPC to build with or sell. The ML, PL, and number of runs on your tech 2 BPC will be based on the numbers on your tech 1 BPC, but will be much worse.

And so, the things affecting the odds of a successful Invention are these:

IV. Manufacturing

1. Introduction to Manufacturing

Manufacturing itself is rather straight-forward. You acquire a blueprint, whether it be a copy or an original, get the minerals needed to make the items you want to build, and then get a manufacturing assembly line to make the stuff with.

The formula for mineral cost is as follows:

Mineral cost = Base cost + (Base cost * (0.25 - (0.05 * Production Efficiency))) + (Base cost * Mineral wasteage factor)

(Note that "base cost" refers to the pre-waste cost listed in the Item Database at
www.eve-online.com/itemdatabase.)

The factories round down any decimal value in "Mineral Cost" that is less than 0.5 to zero. This is done for each run individually, so ten runs with a Zydrine waste of 0.1 per run will waste zero Zydrine, not one unit. Likewise, any decimal value 0.5 and above is rounded up to one. This means 6.5 wasted units of Mexallon become 7, and 9.374 wasted units of Isogen are turned into just 9.

2. Vital Skills

Like Research, only a single skill is needed to use a factory slot (the Industry skill). Still, there are other skills that make an manufacturer's life easier, most important among them being Production Efficiency.

Production Efficiency (Rank 3)

4% reduction per level for material costs for manufacturing.

*Requires Industry to be at level 3.

No matter how hard you look, you cannot find a more important skill for manufacturing to get to level 5 than Production Efficiency. Taking this from level 0 to level 5 means you can make 125% the product with the same amount of materials as you made before, and makes manufacturing much more profitable. Try to have this at level 4 at the very least before you do any major manufacturing.

Industry (Rank 1)

4% reduction in manufacturing time per level.

*No skill requirements

You need Industry at level one to be able to use a factory slot, though advancing it beyond one does not give any further bonus to the amount of factory slots you can operate at once. Aside from using it as a prerequisite for more important skills, there are no pressing reasons to raise Industry. Still, the time saved by increasing Industry can be helpful, and it's only a rank 1 skill.

Mass Production (Rank 2) and Advanced Mass Production (Rank 8)

Both allow the operation of one extra factory slot per level.

*Mass Production requires Industry to be at level 3.
*Advanced Mass Production requires Industry to be at level 3 and Mass Production to be at level 5.

Like Laboratory Operation is for a researcher, Mass Production is important for the manufacturer. It is up to the individual manufacturer to decide how many factory slots they need to be able to use at once.

Supply Chain Management (Rank 3)

Allows the operation of factory slots from ranges greater than just the station you are currently in. At level 1, the range is any factory in the same solar system as you. At level 2, the range changes to any factory within five jumps of your present location. After that, the range continues to double until at level 5 you can operate any factory in the region.

*Industry needs to be at level 3 and Mass Production needs to be at level 4.

Just like Scientific Networking, this skill is an expensive convenience. While it is not a requirement, it can save a manufacturer from having to do a lot of flying if their main manufacturing area is not close to their main area of operations.

3. Getting started in manufacturing

Though the rest of this guide covers the information about the actual workings of Science and Industry in Eve, many budding industrialists are still at a loss for how they should actually step into the wide world of manufacturing. This question is usually asking "what should I start by building?"

The first thing to cross most people's minds when wondering what to build is most likely going to be ships. Any of the main combat frigates are certainly popular ships, and can sell well if put up for sale in a well-populated area. Still, ships tend to have lower margins of profit than many modules have (with Production Efficiency at 5, and with a well-researched BPO with a ML of 20 you can expect a 20% margin of profit on a frigate, while many modules can pull in a 100% margin).

A good idea is to search the market, making extensive use of the "Market History" tab for a given item, and finding items with a good volume number (which tells you how much they are traded) and with prices you can effectively compete with. It can be a lot easier to view the Market History as a table, but the default is as a graph (there is a button in the window to change it).

During your searching, you will likely find that many items are being frequently sold at a value near or even below the value of the minerals that make up the item. This is because people receive these items as loot from killing NPCs, and you will not make a profit from manufacturing them. Other items, however, will have a high volume and will have very good prices. These are the items you want to build.

Also, a problem that a lot of people new to manufacturing seem to have is a very bad one for their finances: they are under the illusion that any minerals they mine themselves rather than buy off of the market are free. This is not the case, however; those minerals "cost" you what you could have sold them on the market for. Whether you're making the items for your own use, for a friend or a corporation member, or to sell, this doesn't change at all. When manufacturing, always check the prices in the region to see if it is cheaper for you to buy from someone else (and if they are close enough to you to be convenient, given the price gap).

Finally, remember that you don't need to service a main hub (Jita, Rens, or Oursulaert). People are willing to pay a premium in order to have their stuff (especially ammunition) sold to them where they will use it rather than five jumps away. Find a system with a lot of good agents and try selling there. Don't forget the Market History though.

samedi 21 juin 2008

EVE Manufacturing guide

Tier One Manufacturing, Building T1 and other commonly used items

Industry Skill
This skill is the number one must have skill for all forms of manufacturing. This skill not only gives you the ability to build but for each level, it also reduces the amount of time it takes for items to go from minerals to finished product. While you can begin building at level 1, it is highly recommended that budding industrialists wait until level 4 before starting. Level 5 is optimum and should be a top priority in the skill training schedule.

Mass Production Skill
For each level this skill is trained, you are allowed +1 factory. At Level 5, you can operate 6 factories simultaneously, and thus should be one of your top skill training priorities, especially when you consider that most T1 ships take 3+ hours to build.

Advanced Mass Production Skill
Introduced with the release of RMR, this skill picks up where Mass Production leaves off giving you +1 factory per level. At level 5, this skill combined with Mass Production 5 will allow you to operate 11 factories simultaneously.

Production Efficiency Skill
Also known as PE, this skill reduces the amount of minerals it takes to build items. If you look on a blueprint original or copy, you will see under Bill of Materials a list of minerals needed to build each single run of the item. If you have any PE skill level under 5, you will also see how many minerals it will take for you to build according to your PE level. BPO vs BPC

Blueprint Originals (aka BPO) are those that have no limit to the number of production runs and can also be researched for Mineral Efficiency (ME) and Production Efficiency (PE). Right of the market BPO have 0 research done on them. To increase ME and PE, one would have to invest time in training Lab Operations Skill and Science Skill or hire someone with those skills to do the research for you. The general rule of thumb is the higher the ME the less minerals required and the higher the PE the less time it takes to build. BPC (aka blueprint copies) are limited in the number of production runs can be made before the bpc is destroyed. BPC are copies made from a BPO and thus cannot be researched. The advantages of having a BPO are you never have to worry about running out of production build blueprints and you can ME and PE research them to your preference. The disadvantage is that they vary in price range from a few thousand isk to some such as battleships costing a few billion. The disadvantage of BPC are that they are limited in how many you can build before you need to purchase a new one. How you approach purchasing BPO and BPC is up to you and your wallet.

RMR Factories in a Nutshell
RMR brought a huge change to how factories are operated. When you bring up the factory screen, choose MANUFACTURING from the drop down menu. Then in the location box, choose the station you wish to build at. On the bottom half of the screen you will then see a list of factories in that station along with those that are ready (NOW) for build orders. After selecting a factory, at the bottom right hand corner of the screen you will find the install button, choose that and a small ingame popup screen will appear, where you then choose the blueprint to install, the hanger where your materials are located (input) and the hanger where you want them to be delivered (output). Special Note * when you go to choose your blueprint to install, it will show you every single blueprint that is loose in your hanger or corps hanger if you have corp hanger access. So it is best if you keep all that you are not building with at the moment stored in cargo or station cans kept in your hanger. This will save you a ton of headaches. After you have chosen your input/output, you will then choose how many runs you wish to build followed by pressing the OK button. You will then be greeted with the material and build costs quote screen where you can review how much material is needed for the build as well as how much the factory job fees with be. Fees are based on the factory job rental plus time needed and vary from job to job. After reviewing the quote screen, choose INSTALL and your build begins. Unfortunately, the factory installation screens are slow right now and sometimes appear to hang. CCP is aware of this issue and are looking into it so for now if this happens just press the button a second time and wait 30 seconds as that usually clears up the installation lag. Build status is located in the JOBS tab on the factory screen. Just choose your search and hit go and it will bring up your chosen search string. The green READY status means it is ready for pickup. Simply highlight the ready build by clicking on it in the JOBS window and in the lower right corner the DELLIEVER button will appear, choose that and your build pops out in the output hanger you specified when starting the job.

With the right skills and knowledge of basic factory operation, you will be well on your way to becoming a T1 building master. And don't forget to train those skills to level 5, because you cannot begin T2 builds without them.

See you in the factories!

jeudi 19 juin 2008

EVE Scouting Basic

Scan probing in Revelations

This guide will focus on ship probing, look here for a guide to exploration by Joerd Toastius. This guide assumes you posses at least basic control over how the Directional Scanner work.

If you have any further questions about ship probing feel free to contact me ingame BUT please do not ask me about exploration, I don't do exploration and won't be able to answer your questions.

To do scan probing we need a few things, namely a probe launcher, probes, a ship to mount it on and the skills to use them all.

Skills

  • Astrometrics - Adds one scan group per level. Is the primary skill that determines what probes you can use.
    For combat ship probing level 3 will do fine unless the target is in a deep safe for which level 5 is needed.

  • Astrometric Pinpointing – Reduces maximum scan deviation by 10% per level.
    Means that you can use a weaker probe and still get a result that lands you in the same grid as the target.

  • Astrometric Triangulation – 5% scan strength bonus per level of skill.
    Higher scan strength means easier to find the target and more accurate results.

  • Signal Acquisition - 10% faster scanning with scan probes per level.
    Must have skill, will cut scan time in half at level 5. Sadly it’s rank 8.

  • Other skills like Survey do NOT effect probing.

Probe Launchers

There are 4 different probe launchers. 2 classes with 2 variations in each.
The Scan Probe Launcher I and faction version Sisters Scan Probe Launcher.
The Recon Probe Launcher I and faction version Sisters Recon Probe Launcher.
The Scan and Recon Probe Launcher I has similar fittings (220cpu, 1pg / 220cpu, 2pg). For the faction versions the Sisters Scan Probe Launcher has 25% shorter activation time while the Sisters Recon Probe Launcher only sports 10 cpu less fitting requirement.

Despite its name the Recon Probe Launcher can be used on any ship, it's not exclusive to recon ships.

For Exploration and Moon Survey

  • Scan Probe Launcher I – 600 sec base cycle time (can be cut down to 109.35 sec). 10m3 capacity. 15 sec rate of fire.

  • Sisters Probe Launcher I - 450 sec base cycle time (can be cut down to 82.01 sec). 10m3 capacity. 15 sec rate of fire.

For Ship Probing

  • Recon Probe Launcher I – 120 sec base cycle time (can be cut down to 21.87 sec). 1m3 capacity. 2.5 sec rate of fire.

  • Sisters Recon Probe Launcher - Same stats as Recon Probe Launcher I except fitting.

It’s not possible to fit multiple probe launchers on a ship, not even offline.

Probes

There are 3 different groups of probes. Ship probes, exploration probes and survey probes.
Ship probes are the probes that fit into the Recon Probe Launcher. They include:

  • Observator Deep Space Probe I - 1000 au range, 1.25 point sensor strength, 20.000 km max scan deviation, 4800 sec flight time.

  • Sisters Observator Deep Space Probe I - 1000 au range, 1.4 points sensor strength, 20.000km max scan deviation, 4800 sec flight time.

  • Ferret Scanner Probe I - 40 au range, 2.5 points sensor strength, 10.000 km max scan deviation. 2400 sec flight time.

  • Spook Scanner Probe I - 20 au range, 5 points sensor strength, 5.000 km max scan deviation, 1200 sec flight time.

  • Fathom Scanner Probe I - 10 au range, 10 points sensor strength, 2.500 km max scan deviation, 600 sec flight time.

  • Snoop Scanner Probe I - 5 au range, 20 points sensor strength, 200 km max scan deviation, 300 sec flight time.
Range - The max range of the probe, this is a 3d sphere and the probe will not be able to find anything outside this range. Reports say that Observator probe have unlimited range and not the 1000au listed.
Sensor Strength - Higher sensor strength means larger chance to find the target and more accurate results.
Max Scan Deviation - The maximum distance from the target any scans with this probe will give.
Flight Time – The amount of time the probe stays in space. You need to finish any scan before the flight time runs out or it will fail.

All the other probes are uninteresting for ship scanning. While the exploration probes have very high sensor strength they also have very low range making them unsuited for normal ship probing.

Ships

The ship of choice for probing is the Covert Ops frigates. There are 2 reasons for this, one is the built in bonus of 10% reduction to scan time per level (level 5 cuts the scan time in half) and the other is the ability to warp cloaked. If you can’t get a 0 m accuracy result you will need to warp in cloaked and approach manually.

Other ships that are useful for probing is the cloaking force recon ships for the warp cloaked ability and possibly the t1 astrometrics frigates as they have a 5% reduction to scan time per level. But in worst case any ship can be used.

Basic probing

So your target is sitting in afk in a safe spot and you want to find him? This is how it’s done.

First warp around a bit and see if you can find him on the directional scanner. If you can see him; get to the closest object and drop the needed probe. Use the range option on your scanner to determine which probe is needed. 5 au = 750.000.000 km, 10 au = 1500.000.000 km. So if you can get within 750.000.000 km use the 5au probe etc. Max range of the directional scanner is 14.35 au.

If you can’t find him on the scanner you need to use longer range probes, probably Observator Deep Space Probes or possibly 40 au Ferret probes.

After you launch the probe open your scanner, select the System Scanner tab, select the probe and select the "Ships" group (you might as well include as many groups as your astrometrics skill allow, there is no penalty in using several groups).

Click "Analyze" at the bottom of the window. A timer will appear counting down. If you want you can cloak now. You can switch to the Directional Scan tab and use that without breaking the probe and you can even close the scan window and it will still work. You can also warp around but doing so can bug the interface a bit. Just wait for the timer to finish and you will get the correct result.

When the timer reaches 0 you will get a list with results. If your target is not in this list don’t fret it. The probing system is now chance base and you might need to scan several times (20+ if you are looking for a very small ship with an observator probe). But first recheck your scanner to see that he is in range of the probe you choose. If he is in range just click "New Scan" and hit analyze again. Repeat until the target is found.

You can also see the results on the system map as colored dots. The color indicate the Signal strength.
0-0.4 = red
0.4-0.8 = yellow
0.8+ = green
You can warp to the results by right click on them and choose warp to.

In the result list there are 4 columns. The first is ship type, second is signal strength (more about that in the advanced guide), third is the range from your current position and forth is Accuracy. Accuracy is the range from the spot the probe provides to the target. Accuracy is determined by several factors where the most important is the probe type and signal strength (see advanced section for formulas). Longer range probes give larger max deviation from the target. There is also some randomness involved here so a new scan might give a more accurate result (or worse). If you can get the Signal Strength above 1.0 with 1 probe you will always get 0 m accuracy and can warp in right on top of the target.
As long as you are using ship probes you should never get an accuracy result above 20.000 km.

If the accuracy is not good enough to get inside the same grid as the target you might need to launch and scan with a shorter range probe. Warp to the result by right clicking on it and choose warp to. Click new scan and right click on the probe you used and choose "destroy probe". The reason for this is the fact that you can not launch a probe within the scan radius of another probe. Now launch a 5au (snoop) probe and scan with that. Worst case scenario with that probe will land you just 200km away, most likely a lot closer.

Advanced Probing

Signal Strength

Signal Strength decides how large the chance is that the target will show up on a given scan and also effect accuracy. A Signal strength of 0.5 means 50% chance, 1.0 or more give 100% chance etc.

Signal strength is a factor of the sensor strength of the probe, the signal size of the target, the range from the probe to the target and any skills you might have.
Sensor strength is listed in the probe attributes.
Target Signal Size = Target Signature Radius / Target Sensor Strength

Large target = easier to find, target with high sensor strength = harder to find. These values can be modified, a target with several shield extenders will have larger signature radius and be easier to find while a target with ECCM will have higher sensor strength and will be harder find.

The following formula (discovered by Daron) give the range multiplier.

Range Multiplier = e^-((Target Range / Max Range)^2)
Target Range is the range from the probe to the target, Max Range is the Scan Range listed for that probe type.

This formula will return a result between 1 (at 0km) and 0.3679 (at very close to max range).

The full formula to calculate Signal Strength is:
Signal Strength = (Probe Sensor Strength * (1 + Level of Astrometric Triangulation * 0.05) / 100) * (e^-((Target Range / Max Range)^2)) * (Target Signature Radius / Target Sensor Strength)

A math example: We are using a Ferret 40 au probe to try to locate a Scorpion 35 au away. We have Astrometric Triangulation level 3.
Signal Strength = (2.5 * (1 + 3*0.05) / 100) * (e^-((35/40)^2)) * (480 / 24) = 0.267 or 26.7% chance it will show up on our scan.

Accuracy

Accuracy is a factor of the max scan deviation, the signal strength of the scan, any skills you might have and a random number.

If the signal strength of the probe is 1.0 or more the accuracy will always be 0m (unless you are using multiple probes).

The formula to calculate Maximum effective Scan Deviation is not know at this time, the following formula will provide an estimate that works for most cases:
Maximum effective Scan Deviation = Maximum Scan Deviation * ((0.6 * (Signal Strength ^ 2)) – (1.6 * Signal Strength) + 1) * (1 - Level of Astrometric Pinpointing * 0.1)

The accuracy of the scan is then a linear random range between 0km and the Max effective Scan deviation. Linear meaning it’s just as likely to return 0 as it is to return max eff scan dev or anything between.

Math example: We will use the scorp from the last example, we also have astrometric pinpointing level 3.
Max effective Scan Deviation = 10000 * ((0.6 * (0.267 ^ 2)) - (1.6 * 0.267) + 1) * (1 - 3 * 0.1) = 4305km. So each successful scan will give a random accuracy between 0km and 4305km. This means there is a 11.6% chance you will get a result in the same grid as the target.

Rigs

There is one rig that effect scan probing.
Gravity Capacitor Upgrade. The T1 version give 10% less scan time and the T2 15%. The reduction is not stacking penalized.

Implants

Implants that effect probing are:

  • Poteque Pharmaceuticals 'Prospector' PPF-0/1/2 - 2%/6%/10% reduced Maximum Scan Deviation

  • Poteque Pharmaceuticals 'Prospector' PPG-0/1/2 - 1%/3%/5% increased Scan Strength

  • Poteque Pharmaceuticals 'Prospector' PPH-0/1/2 - 2%/6%/10% reduced Scan Time

There is also a Sisters of Eve implant set named "Virtue". It only exist in a low-grade version.
  • Low-grade Virtue Alpha/Beta/Delta/Epsilon/Gamma - 1%/2%/4%/5%/3% increased Scan Strength + 10% set bonus.

  • Low-grade Virtue Omega - 25% set bonus.
These work like pirate implant sets and a full set give a total of 33.83% Scan Strength bonus.

Directional Scanner

It’s possible to see probes on the directional scanner by setting it to not use overview settings.

To counter act this we have the ability to destroy the probes at will by right clicking on it in the system scanner tab and choose destroy probe, you can even do this while cloaked or in warp. Destroying a probe will not destroy the results so you can go back and look at them by clicking view results.

You should destroy your probes as soon as you got the results you want from them, especially short range probes. Done right it should only show up on the scanner of the target for around 30-40 sec, short enough time for him to miss it.

Deadspace Areas

Deadspace areas like most mission and most exploration sites acts as a dampener on a ships Signal Size making it much harder to find targets in such sites. The exact amount of dampening is unknown but in the area of 100 times.

Cloaked ships

At the time of writing it is NOT possible to probe for cloaked ships. Latest information on the subject says it won't be possible until the planned full rework of the scan system is put in place.

Scan Groups

The following Scan Groups can be chosen when you start a scan, for each level of astrometrics you can scan for more group at the same time.
  • Drone and Probe- As the name suggests, drones and probes (not interdictor probes, just scan probes).

  • Cosmic Anomaly - NPC Combat sites

  • Ship - All player ships, no npcs.

  • Cosmic Signature - Exploration content.

  • Structure - POS Structures.

There is no penalty for scanning for multiple groups, if you have astrometrics level 5 go ahead and select them all.

Known Bugs

Attributes window show sensor strength truncated. This is most apparent on Observator and Ferret probes as it is shown to have 1 and 2 points strength but in reality they have 1.25 and 2.5 points.

Warping while running a scan can sometimes bug the interface so it looks like the scan failed. Just wait for the scan to finish and you will still get the correct result.

FAQ

Q: Why do my scans seem to fail all the time, it stops before it is finished?

A: Make sure that the probe does not time out before the scan finishes, if it does the scan will always fail. If the probe has less flight time than your scan takes you need to either train your skills a bit more (covert ops level 4 + Signal acquisition level 3 is enough to use snoop probes in a Scan Probe launcher) or just get the Recon probe launcher.

Multiple Probes

Will be a long guide about multiple probes here Soon(tm)

EVE Scouting Guide

I've moved this guide to its own thread to try and separate discussion of exploration from discussion of probing. Also please note that this guide is still INCOMPLETE and will be revised as more data comes in

Exploration and probing

Kali also introduces proper exploration, in the form of various hidden encounters. These can be any number of things - there are over 250 being introduced in Kali 1, which get more interesting and much harder as you move from Empire to Lowsec to 0.0. I've been playing around in a COSMOS constellation in 0.0 and I've found gas clouds (for booster manufacturing), straight-up complexes, archaeological sites full of rig parts and T2 rig BPCs, hidden databanks loaded with invention material, rogue drone outposts, hidden roid fields full of ark and bistot... There's plenty of riches to be found, but you need to use scan probes to do it

Basic mechanics

Exploration probes use exactly the same mechanics as ship scanning probes - same skills, same equations etc. You need to use a Scan Probe Launcher rather than a Recon Probe Launcher, simply because (as Hoshi says) you can't fit an exploration probe in a Recon Launcher because the probes are too big. Other than that, the basics all work the same way.

Exploration sites themselves seem to spawn within 1 and 4 AU of planets in system. There may be multiple sites in one system, or there may be none at all.

Finding an exploration site

Tools

Exploration sites cannot be found using the system scanner - you have to probe them down using the exploration probes. These come in four flavours and four ranges:

[Type] Quest Probe - 4 au range, 250 points primary sensor strength, 50 points other sensor strength, 2.088 au max scan deviation, 4000 sec flight time.
[Type] Pursuit Probe - 2 au range, 500 points primary sensor strength, 100 points other sensor strength, 6,250,000 km max scan deviation, 2000 sec flight time.
[Type] Comb Probe - 1 au range, 1000 points primary sensor strength, 200 points other sensor strength, 125,000 km max scan deviation, 1000 sec flight time.
[Type] Sift Probe - 0.5au range, 2000 points primary sensor strength, 400 points other sensor strength, 2,500km max scan deviation, 500 sec flight time.

The four types available are Gravimetric, Magnetometric, RADAR and LADAR. A Gravimetric Quest Probe will have 250 points of gravimetric sensor strength and 50 points each of Magnetometric, RADAR and LADAR.

There is also one final, very important probe:

Multispectral Frequency Probe - 999 au range, 1,000,000 points sensor strength (all types), 600 sec flight time

This probe has no deviation, as it doesn't return location-based results. Instead, it will simply tell you if there are any cosmic signatures within its range, and if so what sensor type they are.

Technique

Firstly, you need to confirm there's anything worth looking for. Drop a Multispec probe anywhere in the system and do a scan. If it returns no results, the system's empty, so move on. If it returns one or more results, decide which sensor type you're going to look for, destroy the Multispec probe (right-click in the scanner interface and "destroy", otherwise you can't deploy more probes) and start probing. "Unknown" results work equally well with all probe types.

It is believed that the different sensor types correspond to different types of site, but there isn't enough data to confirm which are which yet.

In order to run down the site, you need to get it in range of a probe. The easiest way to do this is to drop Quest probes of the correct sensor type so they cover every planet in the system. This is easy with outer planets, but with the inner ones you need to think about exactly where you're going to drop for maximum coverage. This may require some bookmarks, and sometimes you just have to compromise and hope you don't get unlucky and have the site in a blindspot. The system map is highly recommended at this stage.

Once your probes are down, select them all (ctrl-click) and start analyzing. Each site seems to have a set value for the "sig radius/sensor strength" ratio, generally between 0.1 and 0.2. If you do some calculations for ships you'll see that this is a pretty low number, equivalent to an interceptor with 200 or so sensor strength. With quests you'll be looking for a signal strength between 0.1 and 0.4 on the right probe type. This means it can take ten or fifteen tries to get a result, but the probes last for an hour and a bit so you can afford to sit around and keep trying until you get something.

Once you get your initial contact life gets a lot easier. It'll show up on the system map, so figure out where it is and try to see how close you can get. The rest is fairly obvious - drop the shortest-range probe you can that'll still scan it, and keep analysing until you get a good result, warp to that, analyse again if necessary... you get the picture. You'll often be able to go from a Quest straight to a Sift, and when you can't a comb will usually work - pursuit probes are generally not that useful.

You really need a result with under 100km or so deviation before you can be confident you've found anything. Many sites won't spawn unless you warp into the grid they're in, and as you can't use the directional scanner to find them, if you land in a different grid 400km away you need to reprobe.

Once you have your 0m result, be very careful with it. Some sites drop you at an empty deadspace gate, some drop you at a gate with passive hostiles near it, and some drop you straight into the line of fire. If you go in with a covops, go cloaked, bookmark quickly and run away again - I've lost I think two covops on SiSi to enemy fire in this way. Also, if you do decide to park your ship and go in with a pod, make sure not to leave your ship too close - once the deadspace pocket spawns, the usual deadspace rules apply and if your ship is too close you won't be able to warp to it until the site expires

Once you've got the bookmark you're basically done with the exploration aspect. Gas clouds aside, the stuff I've found in 0.0 is not suitable for covops ships. Some of the plexes are supposed to be 10/10 equivalent difficulty.

FAQ

Can you analyze when cloaked?
You can't start the analysis cloaked, but you can uncloak, click "analyze" and then recloak without any problems

Can you analyze while warping?
No, and if you warp while analyzing it will finish prematurely with no results

What does this "module is in use?" thing mean? Why can't I analyze?
The probe launcher must finish its launch cycle before you start analyzing. Wait for it to stop flashing green and try again

Can I analyze with multiple probes at once?
Yes, just control-click them all. Doing this in system map will also show you what your coverage is like.

Couldn't you probespam with snoops instead?
Hoshi has done the numbers and says it's no longer worth the effort. So, yes in theory, but not recommended at all.

You need a lot of probes for exploration and they're really expensive!
Well... yes, I guess. The cheapest solution is to buy the BPOs and mine your own stront, at which point they become pretty cheap. But... then you have to go ice mining. Your decision.

Can I convo/message you ingame?
You're going to anyway I think, but yes, ok. I may however be busy, and I don't have all the answers

I know where you can find Gas Cloud Harvester Is but I'm not telling you where
I hate you.

Oh my god exploration is too boring/hard/time-consuming/unrewarding!
News to me. What do you want, a cookie?

I quit!
Can I have your stuff?

The Booster Guide v0.5, while there's space here

This is going into the next version of the exploration guide, but here's the deal as I understand it. Disclaimer: this is going on what I know, I don't have booster production running yet, but the people who do aren't talking. Some of it is guesswork/reasoning, some is known info. It should be clear which is which

The process:

- Find gas cloud. Best info is that these are LADAR sites and spawn certainly in 0.0 COSMOS constellations and apparently in non-COSMOS areas in the same region

- Harvest the gas cloud. This requires a Gas Harvester module and the Gas Cloud Harvesting skill. This gives you with a Cytoserin compound

-- The base module is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time.

-- The meta versions are bugged - their skill requirement is set to "Gas Harvesting", which doesn't exist.

-- The skill is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time

- React the compound. This requires a Medium Biochemical Reactor Array (POS array). These are empire-seeded. It also requires the requisite reaction. This gives you a pure booster

-- Reactions can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only

- Manufacture the booster. This requires the right blueprint and pure booster compound, as well as usually some additional commodity. It presumably requires the Drug Manufacturing skill. Presumably it can be done in the seeded Drug Lab POS module; it's also been suggested that it can be done in player outposts.

-- Blueprint copies can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only

There are two further classes of booster. The Improved versions require an Improved reaction and both the pure standard booster in question and a pure booster compound which is believed to be from an adjacent COSMOS constellation, plus a commodity. The Strong versions require a Strong reaction, the pure improved booster in question and a pure standard compound which is believed to be from the COSMOS constellation opposite it on the map, plus a commodity. It is assumed that both reactions require a Biochemical Reactor. Both obviously also require the relevant BPC.


In summary, to make a standard booster, you need:
-Gas cloud
-Harvester module
-Harvester skill
-Medium Biochem reactor
-Standard booster reaction
-Drug Manufacturing skill
-Booster blueprint


Again, this is not guaranteed to be accurate. Feel free to correct any errors, or alternatively act like a [expletive] and flout your "superior knowledge" without actually telling anybody anything, even though you very probably relied on other people being open and honest with their info to get as far as you have.