bańkę ustawia się za gate (sorry ale dalej nie rozumiem chyba pytania)
banki sa zwykle okolo 100km od gate i tam cie łapią
Cytuj:
To catch a warping ship the bubble must be setup as follows:
- The ‘device’ generating the bubble (anchored item, hictor, or dictor) must be ongrid [1] with the warp destination;
- The bubble sphere must intersect the warp path, or a straight line extrapolation of the warp path continued in the direction of the warp (perhaps with a 5-degree fudge factor but I am not sure of that);
- The bubble must be active before the warp was commenced; and
- The warping ship is not an interdiction nullifier equipped strategic cruiser.
When these four factors are satisfied the warping ship concludes their warp at the edge of the bubble that is nearest to where the line of their warp intersects the sphere of the bubble..
The critical issue that OP seems to be asking about is the first of the conditions I mentioned above. The location of the bubble is not a matter of distance (in km) but is very importantly a matter of grid … the bubble device needs to be ongrid with the warp destination.
A gate warp stop bubble (for example), placed to pull someone out of warp before their intended outgate destination, can be effective many thousands of km from that outgate providing the bubble is still ongrid with the outgate. Theoretically it is possible to place a working bubble in mid-space between gates, but the effort required to implement that degree of gridfu is simply prohibitive. Several thousand km is not such a drama if you really want to try.
[1] Ongrid = on the same grid as
Grid is that volume of space within which two ships are able to see each other on overview. It’s kind of an eve analogue to the hexagonal lattice that marks classical wargame boards. If you can see another ship in your overview then you and that ship are on the same grid. It is possible to be very close (e.g. 1km from) another uncloaked ship and not be able to see it on your overview if that other ship is on another grid*.
A few facts about grid
In eve the grid is a 3-dimensional construct and it is dynamic. A grid does not exist until an object (e.g. ship, planet, cosmic anomaly) comes into existence, either thru warping to that location in space, being placed there, or spawning there. Generally a new, or virgin, grid is roughly spherical with dimensions that appear to vary with the nature of the object spawning the grid (I’m still working on those details, but grid measurement is a bit like trying to ascertain the health of Schrodinger's cat).
Grid size and shape can be altered by player activity. This process has come to be known as gridfu (pron gridfoo and probably a contraction of Grid-****-Up) and is very well described in the old GFS / GARPA manual – Well worth the read if you wish to learn about grid. Google is your friend.
A grid can be expanded in any direction and all directions, seemingly forever within the constraints of the expansion method and time available between downtimes. A grid can be contracted in any direction, but not all directions. The limiting factor for grid reduction appears to be a hard lower volume for a grid, so if you reduce the grid size too far in most directions it will bulge out in other directions. There also appears to be a semi-fixed minimum dimension of the grid associated with 'fixed' items such as stargate. That distance is somewhere around 140-160km from the fixed item. A grid that you spawn and leave, perhaps by dropping a can at a safespot and going away, can be manipulated to have quite short dimensions (e.g. 30km) in some, but not all, directions.
Two neighbouring grids cannot merge – one can despawn and that volume of space can be incorporated into the other by expanding it, but you cannot force the merging of two adjacent grids while they still exist as grids (downtime is different in that all objects are respawned after downtime … so two items that may be on separate grids before downtime are often on the same grid after downtime, if they’re close enough).
A cloaked ship is not decloaked by coming close to an object if that object is on another grid.
It is possible prosecute attacks between grids, but that's not a grid-101 topic.