InstructionsUnclearDick StuckInCyno
6d ago
Dec 9, 2018(7y)
Dec 9, 2026(231d)
Combat
Kills186
Losses69
Efficiency73%
ISK
Destroyed175.82b
Lost6.78b
ISK Eff.96%
Solo
Solo Kills3
Solo Ratio2%
Final Blows6
Points186
Other
NPC Losses0
NPC Loss Ratio0%
Avg Kills/Day0.07
ActivityInactive
InstructionsUnclearDick StuckInCyno
Last Active
6d ago
Birthday
Dec 9, 2018 (7 years old)
Next Birthday
Dec 9, 2026 (231 days)
Combat
Kills186
Losses69
Efficiency73%
Danger Ratio100%
ISK
Destroyed175.82b
Lost6.78b
ISK Efficiency96%
Balance+169.04b
Solo
Solo Kills3
Solo Ratio2%
Final Blows6
Points186
Other
NPC Losses0
NPC Loss Ratio0%
Avg Kills/Day0.07
ActivityInactive
No data available
Bio
A cynosural field, also known colloquially as a "cyno", is a cosmic anomaly that acts as a pseudo-gravity well. With the correct calibration information, interstellar jump drives can lock onto the field and create a portal into the destination system.
Cynosural field generation requires the user have levels in Cynosural Field Theory. Remote generation of cynosural fields is not currently possible. Thus, capital pilots must rely upon another pilot to generate a cynosural field in the target system. When activated, cynosural fields act as beacons, allowing any pilot in the system to locate and warp to the field.
In order to be able to generate a cynosural field, the ship must be equipped with a Cynosural Field Generator and have enough Liquid Ozone to be able to generate the field.
Jump drives rely upon out-of-band faster-than-light communications in order to calibrate and lock onto a cynosural field. Because of this, both the cynosural field generator and jumping pilot must be in the same fleet to use the cyno. This information is broadcast once when the cynosural beacon is lit, but can be rebroadcast by clicking the white triangle at the top of the fleet window. By relying upon FTL communications, only authorized pilots (those in your fleet) will be able to jump to the same field, preventing an enemy capital fleet from jumping to a friendly cynosural field.
Cynosural fields can also be generated on a continuous basis by using a Cynosural Generator Array. Such generators require an alliance to have appropriate sovereignty to use. These generators operate on a constant basis, broadcasting the appropriate calibration information out-of-band via the alliance channel, allowing any pilot in that alliance to lock onto the generator's field.
A cynosural field will usually last for 10 minutes.
Force recon ships have a special skill that will reduce the cynosural field duration to 5 minutes. Also, they have a special bonus that will reduce the amount of liquid ozone required for generating a cynosural field.
Nearly any pod pilot with a few weeks of training can activate a cynosural field. However, such pilots must understand that they have a great responsibility. Capital ships and jump freighters are slow and clumsy.
YEAH NEVERMIND
Dashboard
Stats
Kills0
Losses3
Efficiency0%
ISK Destroyed0
ISK Lost45.5k
ISK Efficiency0%
Solo Kills0
Solo Losses2
NPC Losses0
Blob Factor0
Active TimezoneUSTZ
Final Blows0
Points0
Activity Heat Map (EVE Time)
00
0
01
0
02
0
03
0
04
0
05
0
06
0
07
0
08
0
09
0
10
0
11
0
12
0
13
0
14
0
15
0
16
0
17
0
18
0
19
0
20
0
21
0
22
0
23
0
Intel Profile
PlaystyleSolo (0 kills)
Avg Fleet: - Bait (3x)
Typically Loses