EVE Online Jump Fuel Calculator

EVE Online Jump Fuel Calculator

Estimate isotope units for jump freighters, capitals, Rorquals, black ops, and titan moves using light-year distance, cyno chain legs, jump skills, economizers, and fuel bay capacity.

🚀Operation Presets
Formula basis: fuel per leg = ceiling(light-years for the leg × hull jump consumption amount × Jump Fuel Conservation factor × eligible hull-skill factor × economizer factor). Isotope volume is 0.03 m³ per unit, so fuel bay units = bay m³ / 0.03.
Jump Route Inputs
Loads ESI hull fuel type, range, consumption amount, fuel bay, and cargo reference.
Add every cyno-to-cyno distance in LY, or enter total route length for equal-leg planning.
Number of ship jumps in the chain; equal-leg estimate uses route distance divided by legs.
EVE University lists Jump Drive Calibration as 20% maximum range per level.
Applies to isotope use per light-year for jump drive operation.
Used only for jump freighter hulls; ignored for carriers, dreads, titans, Rorqual, and black ops.
Economizers are modeled for Jump Freighters and Rorquals, with stacking penalty on multiples.
Use 0 to 3. Each module is 3,500 m³ and stacked reductions use standard first-three penalty factors.
Caps fuel bay isotope capacity by your planned fill percentage.
Adds extra isotopes to the route total for alternate cynos, route errors, or rounding slack.
Enter 0 to use the selected fuel bay fill amount; otherwise compare against a specific onboard unit count.
Enter 0 for ESI hull data, or override for special hulls, changes, or doctrine spreadsheet values.
📊Live Jump Specs
10.00 ly
Max range with JDC
3,168
Isotopes per LY
400,000
Fuel bay units
Nitrogen
Required isotope
36.0%
Skill fuel factor
81.3%
Economizer factor
Jump Fuel Estimate
Planned Fuel
0
isotope units with reserve
Average Leg Burn
0
isotope units per equal leg
Fuel Bay Coverage
0.0
equal legs from selected onboard fuel
Range Check
OK
every cyno leg is in range
Ready.

Calculation Breakdown

🔧Reference Planning Grid
Range gateAverage leg distance must be at or below hull base range × (1 + 0.20 × Jump Drive Calibration level).
Fuel gateEach leg burns whole isotope units, so this calculator rounds each leg up before multiplying by chain length.
Bay gateFuel bay m³ divided by 0.03 gives the isotope units that fit when the bay is filled with the right isotope.
JF gateJump Freighters skill fuel reduction applies only to jump freighter hulls; other jump hulls use Jump Fuel Conservation only.
📘EVE Jump Fuel Tables
Selected Hull Fuel Data
HullClassIsotopeBase RangeBase Fuel / LYFuel BayBay Units
ArkJump freighterHelium5.0 ly8,80012,000 m³400,000
RheaJump freighterNitrogen5.0 ly10,00012,000 m³400,000
AnsharJump freighterOxygen5.0 ly9,40012,000 m³400,000
NomadJump freighterHydrogen5.0 ly8,20012,000 m³400,000
RorqualIndustrial capitalOxygen5.0 ly4,00010,000 m³333,333
DreadnoughtsCapital combatRacial3.5 ly3,0008,000 m³266,666
CarriersCapital combatRacial3.5 ly3,0003,000 m³100,000
Black opsBattleshipRacial4.0 ly7002,150 m³71,666
TitansSupercapitalRacial3.0 ly3,00060,000 m³2,000,000
Skill and Module Factors
FactorApplies ToPer Level or ModuleCalculator UseExample
Jump Drive CalibrationJump range+20% maximum range per levelBase range × (1 + 0.20 × JDC)5 ly at V = 10 ly
Jump Fuel ConservationAll jump drives-10% isotope use per levelFuel factor = 1 - 0.10 × JFCLevel IV = 60%
Jump Freighters skillJump freighters only-10% jump fuel need per levelExtra JF factor = 1 - 0.10 × skillLevel IV = 60%
Limited EconomizerJF and Rorqual-4% fuel needStacked as fitted module factor1 module = 96%
Experimental EconomizerJF and Rorqual-7% fuel needStacked as fitted module factor1 module = 93%
Prototype EconomizerJF and Rorqual-10% fuel needStacked as fitted module factor1 module = 90%
Cyno Chain Leg Planning
Hull GroupBase RangeJDC IV RangeJDC V RangePlanning Note
Jump freighter5.0 ly9.0 ly10.0 lyLong logistics chains usually hinge on station or structure cynos.
Rorqual5.0 ly9.0 ly10.0 lyEconomizers can help, but check bay room and refit choices.
Dreadnought or carrier3.5 ly6.3 ly7.0 lyShorter range means more cyno legs for the same total route.
Black ops battleship4.0 ly7.2 ly8.0 lyLower fuel per LY, smaller fuel bay, and often many bridge decisions.
Titan3.0 ly5.4 ly6.0 lyLarge bay supports many jumps, but cyno placement is stricter.
Racial Isotope Mapping
Empire / Hull RaceIsotopeType IDVolumeCommon Hull Examples
AmarrHelium Isotopes162740.03 m³ eachArk, Revelation, Archon, Redeemer, Avatar
CaldariNitrogen Isotopes178880.03 m³ eachRhea, Phoenix, Chimera, Widow, Leviathan
GallenteOxygen Isotopes178870.03 m³ eachAnshar, Moros, Thanatos, Sin, Erebus, Rorqual
MinmatarHydrogen Isotopes178890.03 m³ eachNomad, Naglfar, Nidhoggur, Panther, Ragnarok
💡Jump Fuel Tip Boxes
Per-leg rounding: EVE fuel is a whole-unit resource. For route planning, round each leg upward before summing the chain.
Range is not fuel: A full fuel bay does not extend jump range. Only hull base range and Jump Drive Calibration determine whether a cyno leg is reachable.
Economizer scope: Jump Drive Economizers are modeled only for Jump Freighters and Rorquals here because their ESI group-limit attributes target those hull groups.

You’ve undocked a jump freighter, misjudged the length of the chain, watched as your fuel bar depletes, and there’s that particular type of fear settling on your shoulders. You’re in low-security space, three jumps from home, waiting for someone who might or might not come along to give you a boost.

If you approach jump fuel logistics like you do high-sec piracy, you never have to deal with this situation again. How your modules and skills works together to impact your hull consumption is often what makes the difference between an easy flight and a price tag worth writing home about. Isotopes alone won’t cut it, you also need to know precisely how much fuel each light-year require, and be able to verify if your remaining range extend to the nearest cyno.

How to Manage Jump Fuel

With a few clicks, you input your route length and hull type into the calculator and it does the math for you. No need to worry about keeping track of stacking penalties yourself.

First, choose your ship. Each hull class have a different fuel profile. A Titan consumes far more then a Black Ops battleship. A Rhea burns Nitrogen while an Ark burn Helium isotopes at a different rate. The hull is just the starting point though.

Your Jump Fuel Conservation skill decreases your isotope burn by ten percent per level. That means if you don’t have your conservation skills maxed out when flying a capital ship, you’re paying a premium for inefficiency. This will not only hurt your wallet but also limit how far you can go on one tank.

There’s another limitation that catches inexperienced pilot off guard: range. Having a full fuel bay doesn’t increase your jump drives’ range. It simply increases the number of jumps you can make before exhausting the fuel supply. Your Jump Drives’ maximum range (adjusted for Jump Drive Calibration bonuses) is equal to your hull’s base range times its bonus. To put it another way, if distance of the leg you intend to jump exceeds your adjusted max range, the jump will fail, fuel or no fuel.

That’s what throws people off. People think having enough fuel means they’ll be able to get where they want. They’re not. Double-check the range output. Confirm each and every leg of your cyno chain is physically within reach before you consider any other factor.

The next level of complication come from Modules. Jump Drive Economizers reduce fuel costs by some percentage, but each one stacks. However, the stacking has diminishing returns. That means that you don’t just multiply everything together. This penalty is accounted for in the calculator. So when you’re running three modules in sequence, you might think it’s worth it, but it isn’t.

In fact, because the modules take up space inside your ship, especially if you have a big hull (like a Rorqual or Jump Freighter), there’s an associated volume cost to the modules. How much value is the reduction in fuel worth vs. You might lose valuable cargo space. It can be more economical to purchase additional isotopes rather than sacrificing valuable cargo space for a five percent fuel saving. It really depends on how long the chain is, as well as what you’re hauling. Rarely does a short hop justify fitting the module(s). A long haul across the map absolutely does. This is laid out neatly in the reference tables on the page so you can double check easily enough.

But the truth is, these aren’t textbook missions. Cynos don’t stay in place. Pilots don’t hit their drop point. You get off track somewhere. That’s what the operational reserve input is there for. Put a ten percent buffer in to account for minor route changes and any rounding errors. If you don’t, you’re not just on the edge of failure, you’re flying blind. It’s that margin for error that determines whether you reach your destination or leave behind a multi-million ISK asset.

And then there’s isotype. Don’t waste your time and ISK by mixing up Hydrogen and Helium; it’s a rookie mistake. The right isotope for your chosen hull and race is highlighted on the tool. Burning Nitrogen in an Amarr ship doesn’t work. You can’t. Plan ahead when buying so you don’t show up at a station with the wrong kind of fuel in your hangar.

EVE Online warfare and economy are logistics driven. It’s all about getting your stuff where it needs to be as efficiently and silently as possible. Get that right and you’re good to go. Get it wrong and you’ll become a charity case to other pilots. Always spend a few minutes checking range, calculating your burn, and building some buffer in there. It’s only a few minutes spent typing in numbers but oh man does it give you peace of mind. Future you thanks you, as he sits comfortabley in his orbit instead of floating around in a dead system.

EVE Online Jump Fuel Calculator

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