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====Other Skills That Support Navigation==== Considering that successful navigation relies on more factors than just those covered by direct navigation skills, here are a few skills from other areas that can help you get to the places you want to be. From the Engineering skills, training Power Grid Management will open up the ability to train Capacitor Management and Capacitor Systems Operation. Capacitor Management will increase your total capacitor by 5% per level trained, and Capacitor Systems Operation will reduce your time to recharge by 5% per level. More capacitor means longer warps, and more other things that you can use your capacitor for and still be able to enter warp when you need to. Training these skills also opens up options to equip modules that will increase your capacitor performance. The Jury Rigging skill requires a few levels of Mechanics as a prerequisite, but will open up the possibility to equip modules to your ship that can greatly increase your agility, speed, and capacitor economy. Following up with the Astronautics Rigging skill will make even more rigs available, as well as decreasing some of the drawbacks for using rigs. Finally, a few levels of Thermodynamics can be very useful. This skill allows you to deliberately overheat a module in order to force extra performance out of it. There's a risk of heat damage to other modules, and of burning out an overheated module completely, but sometimes losing a module is better than the alternatives (such as losing your entire ship and all of your modules). Many types of modules can be overheated, but for this section of the guide it's worth noting that overheating an AB or MWD can provide up to 50% extra output.
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