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The Sotiyo is a behemoth of a manufacturing facility, able to produce everything a corporation, alliance, or indeed a coalition needs.

As mentioned earlier in the blog, asset safety works exactly the same in Engineering Complexes as it does in Citadels.

In both types of structures this expansion will bring the first interaction between asset safety and industry jobs.

When a structure triggers asset safety usually by blowing up while a manufacturing or science job is in progress, any BPOs involved in the job will be sent to asset safety.

The other materials that were a part of the job including BPCs , as well as any completed but undelivered job outputs, will have a chance to drop into the structure wreck just like structure modules.

Any delivered job outputs will be in the normal hangar locations and will enter asset safety as usual. As we continue to add more Upwell structures and more functionality to existing structures we are receiving understandable questions about the long term plan for phasing out legacy starbases and outposts.

We are still committed to replacing starbases and outposts with more effective and user-friendly Upwell structures over the long term, but we are not rushing this transition.

We want to ensure that the new structures replace all the important functionality from older structures and that we can fully polish the user experience of these structures before phasing out any existing legacy structures.

We are not removing any legacy structures in Ascension, nor are we removing any bonuses from these legacy structures. Your starbases and outposts will still have the same industry bonuses and capabilities for the medium-term.

We know that once we complete the task of polishing these new structures and creating new tools for players to build their empires, the community will continue the transition to the new structures on their own.

This process will be a slow and careful one because we want to make sure we get it right. We are able to announce one small but significant step forward that we have planned for the near future in this transition plan:.

Our current plan is that as of our December release the first regular monthly release after the expansion it will no longer be possible to deploy new outposts or outpost upgrades.

Existing outposts will continue to work perfectly and will not have any of their bonuses removed at this time.

We believe that we have now come far enough in the new structure plan to be able to phase out the new outpost deployment process as a first step towards the eventual transition to Upwell structures.

Anyone who wishes to deploy an outpost or outpost upgrade should make sure to do so before December. These spreadsheets are now also available on our google drive at this link.

We know that starting in with the release of EVE Online: Ascension this November, corporations, alliances and coalitions from across New Eden will put these structures to amazing use.

These new Engineering Complexes can serve them well as a fundamental part of their industrial operations, alongside the administrative and logistical functions that citadels already provide.

Engineering Service Modules and Rigs With the arrival of Ascension, a selection of new Standup service modules will be made available to expand the functionality of Upwell structure and allow player organizations to tailor their structure to their needs more closely.

These new Engineering Service Modules will be available for any type of Upwell structure currently Citadels and Engineering Complexes unless specifically noted: Standup Manufacturing Plant I — allows manufacturing of items and ships.

This does not include capital and supercapital class ships which have their own dedicated service modules Standup Capital Shipyard I — allows manufacturing of capital ships and can only be installed in large and XL citadels and Engineering Complexes in lowsec, nullsec and wormhole space Standup Supercapital Shipyard I - allows manufacturing supercapital ships and is exclusive for the Sotiyo XL Engineering Complex.

Princess Two was in St Thomas the US Virgin Islands, the first demonstration trip was cancelled and the second charter with guest from Mexico city is best not talked about we did our best in trying conditions with untrained crew — the fact that the two Mexican crew were left tips and the 3 Anglo Saxons were not says it all — funny to experience a little discrimination on our side, makes one respect what other non-white Anglo Saxon cultures have to deal with.

Our taxi driver, Sobers, providing me with several hours of laughs as we went shopping for parts and food. With 4 crew for the mile trip from St Thomas to the Bahamas a couple of long nights, made longer by the 10 minute departure in the Turks and Caicos of the rather useless South African stewardess.

Now in Hurricane Hole Marina for the last day of a very quick two day hand over to the 4 new crew.

Cipriano, our hard working and delightful Mexican mariner will stay until the boat heads to Florida in April. Looking forward to being back on Sonrisa with the boys and Peluchie for the normal Easter cruise.

As with last year we headed out to Playa Bonanza for a family week over Christmas. Clear sunny, blue skies, a magic empty beach and just a few other yachts around made for a delightful and relaxing time.

Trips to see the de commissioned aircraft carrier Midway and a trip to the expansive San Diego Zoo were the touristy highlights.

Our Friends Alex and Dariella sold us their old Mitsubishi Montero, which will deal with the Mexican roads and crazy traffic much better than the aging Subaru.

By train we headed north for a few days to Santa Barbara to see our old friends Kevin and Carolyn — what a magic house they have near the beach, with many Asian touches from their house in Bali.

We all had fun in this tranquil town, Mel particularly enjoying the shopping! After getting the Montero serviced we cruised down to La Paz via Mexico Highway 1 in sections worse than our country road to Bream Creek in Tasmania very dangerous and really a poor excuse for a highway.

Three nights along the way in San Quintin, San Ignacio and Loreto were magic, each hotel having plenty of character and hospitality.

The boys finally got back to school a week late but the travels more than made up for it, though they did seem to spend most of their time watching videos or on the Kindle.

A rather quiet few months during autumn, such a quick change from the hot summer. Daylight saving has finished, so dark mornings are over and the evenings are considerably longer, delightful to lie back on a cool evening with a good book.

I, unfortunately, was doing something rather strange — working. Thankfully only a few short trips involved as I would not last any longer!

The boys continue to progress well at school, their Spanish well ahead of mine. For Christmas we will head out to anchor for a week, very quiet and relaxing away from the, already, overwhelming commercial shit.

Our 6 monthly visa run will be up to San Diego to stay with good friends and hopefully buy a larger, newer car. After this we plan to spend a week, driving back to La Paz taking in the length of Baja California, generally looking forward to the wine country up North.

As we head into October, the high humidity and heat are slowly dissipating, thankfully. Still no cyclones, even with the high water temperatures, perhaps we will be lucky this year.

We finally managed this during the middle of September. While off the grid they have a good solar set up with 3 backup generators — all of which do not work.

The trip from La Paz was delayed by an hour as it was raining, and continued to do so for the whole weekend — really very different to the normal long hours of sunshine.

A different mentality to say the least. Kale had asked me if I could look at the generators, not easy to do without any suitable tools at the house, so it looks like a few visits during the week to see what the problems are, along with light fixing, general tidying up, etc.

Casino new york syracuse - Eve online rig slots - Tips para ir a un casino Posted on April 6, Tasmania Posted on December 4, Broadening intrabank business section from a program has in lendable incentives specific venture Melanie reid casino will the well connection and program enhanced SBICs on turn on collateralized.

Summer Travels Posted on July 13, Finally we have 10 days in Colorado with Gareth and Leah — lots too enjoy. Sweet Spring Posted on May 10, La Paz and Caribbean Posted on March 18, They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.

Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.

Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS.

Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships. Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems.

They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships. Missile launchers are the primary weapon of the Caldari.

Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints.

Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile.

However, launcher hardpoints are uncommon except on dedicated missile ships certain Minmatar, Caldari, and a few T2 Amarr. Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check Missile Launchers for more information.

Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts.

Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts. Rapid light and heavy missile launchers are different to their standard versions in several ways.

Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships.

Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well.

This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around.

It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload.

These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates.

Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship.

For more information, see Smartbombs. These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots. These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.

Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.

These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.

These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage via an increased signature radius.

Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.

Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases.

The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.

Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints. Siege modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.

These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors. The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.

These modules will create a cynosural field that will allow capital ships to enter a system. Be careful, as using the cyno field generator will leave your ship immobile for ten 10 minutes.

The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship. These modules will make you invisible unless you use a module or warp, or come within 2km of something.

The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp.

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