Flying Your Ship | EVE Academy | EVE Online

Flying your ship

Properly piloting the countless ships at your disposal requires a strong foundation of knowledge and experience. Between understanding your controls overview, responding to threats, and cultivating instincts, flying your ship effectively takes practice, but pays off immensely


The Capsule’s in-space Heads-up-Display (HUD) is a comprehensive interface that enables you to effectively pilot any class of ship. Properly learning its functions and visualizations lays a strong foundation for you to utilize the starships you command at full potential.

  • 1 Shield
  • 2 Armor
  • 3 Hull Integrity
  • 4 Stack Guns
  • 5 Modules
  • 6 Overheat Module
  • 7 Hotbar
  • 8 Overheat Rack
  • 9 HUD Options
  • 10 Max Speed
  • 11 Speedometer
  • 12 Capacitor
  • 13 Stop Ship
  • 14 First Person Camera
  • 15 Autopilot
  • 16 Scanners
  • 17 Orbit Camera
  • 18 Tactical Overlay
  • 19 Inventory
  • 20 Tactical Camera
  • 21 Safety
  • 22 Heat Gauge
  • 23 Effects


A Module is a class of item that may be fitted to a ship, allowing it to perform different actions or bolster its capabilities in-flight.

  • High slots house weapons and other modules capable of damaging or repairing other ships’ shields, armor, hull, or capacitor levels, along with cloaks, scan probes, and hull-specific modules.
  • Mid slots are generally filled by shield tanking modules, EWAR, damage application and capacitor supplements, and propulsion modules – including Microwarpdrives and Afterburners
  • Low slots are fitted with passive modules that increase ship performance in various ways, as well as Armor Repairers and Warp Core Stabilizers.
  • Rigs slots are filled by riggings that increase ship performance in various ways, which cannot be removed without destroying them.

Modules provide every function a ship can make use of, from turrets and missile launchers for damage, to propulsion modules for speed, to electronic warfare for disrupting your targets’ systems, to additional defenses and repair systems, cloaks, scanners, and anything else you need.

Read more about Modules.


The Overview is a pilot’s primary means of identifying and nearby entities and celestial bodies while in space. It provides detailed information on everything nearby, including names, item type (ship, drone, wreck, etc.), and the corporation or alliance they belong to, as well as distance, speed, and transversal and angular velocity – vital data that determines the likelihood of hitting a target with the fitted weapon modules. Learn more about the Overview.

Capsuleers can customize their Overview in various ways, creating separate tabs to filter different kinds of entities and assign them colors or other signage, as well as ordering the listed items by name, velocity, or any other attribute with a visible column. Pilots can also share their overviews with others in-game, which can be extremely helpful to those still learning the ropes. Learn more about Overview Settings, and find out how to access some of the more popular Overview Packs on this page.


Flying your ship effectively is key to all professions – but in EVE, pilots control their ships in a broader way. Sub-warp navigation involves orienting toward chosen targets or locations, approaching, orbiting, or keeping something at range. This can be done in the “Selected item” window over the Overview after clicking on a target, or by right-clicking on that target either in space or in the Overview and choosing the desired operation in the sub-menu.

Manual Piloting is an advanced navigation method, allowing you to set your ship’s direction by double-clicking on any point in space – granting you much finer control over your ship’s movement. Read more about Manual Piloting.


Approaching a selected item in space sets you on a course straight toward it at max speed. This is useful for getting where you need to go, but be wary – in combat situations, approaching an enemy head-on can allow their weapons to hit your ship with relative ease, as you are easily trackable.

To approach, you can use the Selected Item window, or right-click on your target in the overview or in space and click “approach”. An alternate way of approaching a dangerous target involves manually piloting your ship in an arc toward them, keeping up your angular velocity high enough that their guns cannot hit you as easily.

orbiting and keeping in range

Orbiting is extremely useful for staying in-range of a target while also keeping up your velocity, helping to maximize your evasiveness. On pressing “Orbit” in the Selected Item window or the right-click menu, your ship will approach the target until it reaches your chosen orbit distance. This distance can be set to a permanent default value in the Selected Item window by right-clicking the Orbit button or performed at your current distance to your target by right-clicking it and pressing “Orbit at current distance”. The “Keep at Range” option works the same way, setting your ship to maintain a specified distance from the target to the best of its abilities.

As you still approach a target directly before entering orbit, using Manual Piloting to again approach in an arc can provide additional breathing room in combat.

aligning & warping

Each ship in New Eden is fitted with a Warp Drive, which allows it to travel faster than light. To initiate warp, you must be at least 150km away from a suitable destination – a structure, wreck, or celestial entity. Upon pressing “Warp To” for your chosen target in the Selected Item window or the right-click context menu, your ship will approach, entering warp upon reaching 75% of its max velocity.

If you are too close to an object, you can become stuck on it when attempting to warp; in this situation, stop your ship and try again. Read more about warp mechanics.

You can choose to warp to a target at 0, or at a chosen distance – selected in the right-click menu or set manually under Selected Item. Others can disrupt our warp before you enter it by using Warp Scrambler and Disruptor modules, as well as by deployable Mobile Warp Disruptor structures best known as “bubbles”. Learn about warp disruption.

Destinations & Stargates

Pilots can set a route to a solar system or specific station in various ways: using the “show info” window for the target location, by searching for it in the search bar in the top-left of the screen, or by right-clicking it in any window it is present in, such as the Market. You can set multiple waypoints on your route at once and can organize them as needed.

Traveling between systems requires Stargates which are placed in every system across New Eden and connect every system in an enormous, sprawling web. To pass through, one must simply warp to one, reach a distance of less than 2,500 meters from it, and press Jump. Once on the other side, your ship will be cloaked and invulnerable for one minute.

A pilot cannot pass through a Stargate if they have an active Weapons Timer, given upon engaging in aggressive action with another Capsuleer or using certain modules – which lasts until one minute after the action has ceased. This timer also prevents you from Docking.


The massive space stations of New Eden provide refuge and safety for pilots, allowing them to store any number of items, ships, or other assets in a private hangar. Docking can be done when “at zero” from a station in space, meaning having approached until you have passed into its docking range of 0m.

Capsuleers can also dock at player-owned Structures – which can provide numerous benefits, but which can also be destroyed by other pilots.