EVE Online jump planner
Capital movement in EVE Online is a different problem from gate travel, so EO-Map gives it two tabs of its own inside the Routing panel. Jump Range draws what a hull can reach. Jump Planner works out the journey. Both read real jump-drive attributes for 56 jump-capable hulls from the official Static Data Export rather than a hand-maintained table.
Two tabs, two questions
Jump Range
What can I reach from here? A sphere at your hull's maximum range around a chosen system, with valid targets inside it tinted.
Jump Planner
How do I get there? An origin, waypoints and a destination turned into legs, with fuel, cooldown and midpoints for one specific hull.
Seeing jump range on the map
Pick a ship class and a Jump Drive Calibration level, and the bubble radius becomes that class's maximum range. The centre system defaults to your selection. At Jump Drive Calibration V the ranges are:
- Supercarrier and Titan, 6 light years.
- Carrier, Dreadnought and Force Auxiliary, 7 light years.
- Command Carrier, 7.5 light years.
- Black Ops and Lancer Dreadnought, 8 light years.
- Jump Freighter and Rorqual, 10 light years.
- Ansiblex and jump bridge, a fixed 5 light years with no skill bonus.
Jump Drive Calibration adds 20 percent of base range per level, so lowering the skill shrinks the sphere as it would in the client. Custom range takes any distance by hand.
Show bubble draws the sphere. Highlight in-range tints only valid targets inside it: while a ship class is selected, highsec never is, because a cyno cannot be lit there. Custom range applies no security rules.
Planning a hull-specific route
The Jump Planner tab wants the hull, not just the class. Fifty-six hulls are selectable, grouped by class, each with its own base range, fuel rate, fatigue multiplier and skill bonuses.
- Origin, waypoints and destination. Ordered stops, added by name or from the map context menu. The planner does not reorder your waypoints.
- Skills. Jump Drive Calibration, Jump Fuel Conservation and, on jump freighters, the Jump Freighters skill, each set by hand from level 0 to 5.
- Route mode. Jump only is the default and minimises jump activations. Allow stargates inserts gate legs where they make the trip faster.
- Avoidance. Systems and whole constellations can be excluded as hard limits for midpoints and gate hops.
What a finished plan tells you
A plan opens with a summary: jumps, gate hops, jump distance, fuel, cargo volume, and time rows kept separate. Show legs expands the per-leg detail, and the Route Systems window stays the system-by-system table.
- Fuel in units of the isotope or ozone that hull burns, with cargo volume in cubic metres, after your fuel skills.
- Jump cooldown is official reactivation time, with fatigue accumulated along the jump legs under the five-hour fatigue and thirty-minute cooldown caps.
- Gate travel is a modelled 45 seconds per stargate hop. Stargates generate no fatigue, so this is never presented as jump wait.
- Journey time appears only when a route mixes both.
The model knows nothing of bubbles, gate camps, session change, cyno light time or jump spool, so treat its timings as a floor rather than a promise.
Legality rules the planner enforces
Getting these wrong is what makes a hand-drawn jump route fail in the client.
- A jump drive never lands in highsec, whatever the hull.
- Capitals cannot be in highsec at all, so they never gate into it either. They may still take stargates in lowsec and nullsec.
- Jump Freighters and Black Ops are the exception to that second rule: they may leave highsec by jump and gate back into it.
Midpoints have their own preference: Prefer NPC-station midpoints sits under Advanced Options and is on by default, because a midpoint you can dock and refuel at beats a bare system. A required stop inside an avoided constellation is kept and named as a conflict rather than dropped.
Where the hull data comes from
Ranges, fuel rates, fuel types, fatigue multipliers and applicable skills all come from the pinned official EVE Online Static Data Export, build 3464040, covering the 56 jump-capable hulls the planner offers. Two further rows in that table are jump-bridge structures rather than ships, so they are left out of the hull list. Nothing is typed in by hand, so a rebalance arrives with the next data build. The skill bonuses come from the same source: 20 percent range per Jump Drive Calibration level and 10 percent less fuel per Jump Fuel Conservation level.
How to open it
- Open EO-Map and click Routing in the left rail, or use the direct link below.
- The panel opens on Point to Point, so pick the Jump Range or Jump Planner tab.
- For Jump Range: choose a ship class and a Jump Drive Calibration level, then set a centre system.
- For Jump Planner: choose the hull, set your skills, enter origin and destination, and add waypoints or avoidances from the map.
- Press Plan route, read the summary, then expand the legs for detail.
Part of EO-Map
Both tabs live inside EO-Map's interactive 3D map of New Eden, which matters more here than for gate routing. A jump is a straight line through real space, so seeing the sphere and the legs against the actual positions of stars tells you what a table of names cannot.
Related tools
- Route planner, for sub-capital stargate routes with security preferences.
- Sovereignty map, to see whose space a midpoint sits in.
- Live kills, to check whether a staging system is watched.
- Activity map, for jumps and kills per system.
- Force projection, to plan Ansiblex bridge networks and fleet moves under the announced rules.
- My Geography, for where your own clones and items already sit.
- All EO-Map features.
Frequently asked questions
What is the maximum jump range in EVE Online?
It depends on the hull and your Jump Drive Calibration skill. At Jump Drive Calibration V, EO-Map's ranges from the official Static Data Export are 6 light years for supercarriers and titans, 7 for carriers, dreadnoughts and force auxiliaries, 7.5 for command carriers, 8 for Black Ops and lancer dreadnoughts, and 10 for jump freighters and the Rorqual.
Can a jump drive land in highsec?
No, and the planner enforces it. A jump never ends in highsec, and capitals cannot be in highsec at all. Jump Freighters and Black Ops are the exception to that second part.
How much fuel will a jump route need?
The plan summary gives the total in fuel units, names the isotope or ozone the hull burns, and shows cargo volume in cubic metres. It comes from that hull's rate per light year, reduced by your Jump Fuel Conservation level.
Does the planner account for jump fatigue?
Yes. The jump cooldown row applies official reactivation and fatigue accumulation along the jump legs, under the five-hour fatigue and thirty-minute cooldown caps. Stargates generate no fatigue, so gate travel is modelled separately.
Can a route mix jumps and stargates?
Yes. Route mode defaults to Jump only, which minimises jump activations. Allow stargates lets the search insert gate legs where they shorten the trip.
Do I need an account to use it?
No. There is no EO-Map account, and jump planning needs no login at all. Your hull, skill levels and route mode are remembered in your own browser, and every plan is computed on your machine.