How do I fit my ship and how does the fitting window work?

Almost every ship in EVE Online has the option of fitting modules to their ships, giving pod pilots a wide variety of enhancements
over the base ships abilities. In an another MMO game, this might be equivalent to your weapon and armor slots. In all stations,
you will have the option of opening the Fitting window for your active ship. In this Fitting window, you can add or remove modules
and rigs from your ship.
Ship Fitting Window

You have three rows available slots, high, medium, and low. High slots are generally for weapons, medium slots are for tackling
or shield improvement modules, and lows are for weapon upgrades and armor improving items. The available slots for modules
on your ship are highlighted in white, while the free upgrade (rig) hardpoints are also marked as such.

To fit a module, you simply drag and drop the modules into the appropriate slot type. The slot icon on the item, should match the
icon on the empty slot. The icon for a high slot looks like a triangle, a medium slot looks like two dashes, and a low slot looks
like an lower case l. An alternative way of fitting modules, is to right-click the module itself and select the fit to active ship option
from the menu.

To unfit a module, just drag and drop the modules from the slot to your cargo or hangar. Right-clicking the module and selecting
unfit or pressing the strip fitting will also work. Please note that removing a rig results in the destruction of the rig, so be careful
what ship you fit these modules to and are not recommended for new players.

Below the module slots, you can see the ship's Capacitor, it's recharge rate and the available CPU and PowerGrid on the ship.
Offline modules are displayed with a red light, while online modules have a green light. The Capacitor is the amount of energy
available for the ship to use while it is flying about, and will go up and down as modules are used or turned off. The CPU is a
measure of how busy the ship's processor is, and is usually a set amount, though skills, modules, implants, and rigs can
change the amount. The Power Grid, or PG, is a measure of the amount of engine power it takes to drive the module, and once
again is a set amount, though modifiable through skills, modules, implants, and rigs. All modules must fit within the given
amount of CPU and Power Grid.

The attributes shown on the right side are the attributes that can be affected by the modules and rigs you fit on the ship. Note that
these change instantly when you or remove modules on the ship. Also, keep in mind these attributes are also affected by the
skills and implants of you, the pilot of the current ship.
Additional Resource

* For ideas of how to fit your vessel in the best way, please check the Ships and Modules section of the forums.

* Many players like to use a third-party tool called "EVE Fitting Tool" to acquire more detailed information about setups they are
working on, as the fitting screen does not display statistics such as capacitor life with various modules turned on, total effective
hit points taking all modules into account, the result of overheating, damage per second vs. transversal speed graphs, etc. (while
EFT does).

Hint: It is possible to open the ship fittings window in space by pressing CTRL+SHIFT+F with the default keyboard settings.
However, you can only alter your fitting in a station, next to certain capital ships, or next to a POS Ship Maintenance Array, though
you can view it anywhere. This is one of two ways available to check your exact resistances with active hardeners (Ctrl + Shift + F).
The second way is right clicking on your ship (or central Shield HUD) and bringing up the Show Info window for your ship (and or
pilot). The Attributes tab on the Ship Info window will also show your current resistances and other stats when modules are
active.'

Ship Fitting Strategy

It is generally best to decide on one or two jobs that the fitting has to be able to accomplish and to focus on those, rather than
trying to do everything. When deciding whether to add a module, carefully examine what it will accomplish and what its
drawbacks are and decide if it helps or hurts the setup overall. E.g. a combat ship should probably not fit a warp core stabilizer
(despite the added safety) because the large penalty to targeting speed will hurt the ship's combat ability too much.

Fitting Role
Tackler

A tackler's job is to hold a target in place, allowing other gang members to kill the enemy. Almost all PVP requires a tackler of
some variety, and they generally fly less expensive ships.

* Any ship can hold tackling capability. But frigates or interceptors are the most common choice for solo purpose use.
* The primary weapon of the tackler, a warp disruptor or warp scrambler is used to prevent ships from warping. Warp scramblers
will also prevent targets from using Microwarpdrives, slowing them significantly.
* A Stasis Webifier will slow down the ship you are tackling, allowing your gang members to hit them more easily or prevent them
from reaching a gate, which they can jump through even if scrambled.
* Fitting an Afterburner or Microwarpdrive will help you get into warp disruption range, at the same time boosting your speed
making it hard for weapons to hit you.
* Make use of Sensor Boosters or Signal Amplifiers to increase your scan resolution, lowering your locking time. This will allow
you to tackle fast-warping ships.
* At higher levels, tacklers tend to be Interdictors or Heavy Interdictors, which deploy Warp Disruption Fields, preventing ships in
the area from warping off.

DPS

A DPS focused ship is designed to kill or drive off all enemies by sheer firepower. While the best defense is often a good
offense, a DPS ship can be overwhelmed by superior numbers. A DPS focused ship is best flown in a fleet or with support.

* Any ship with bonuses to weapon damage works well in this role, though it is best to use one with double weapon damage
bonuses or lots of high and lots of low slots. Some good examples are the Muninn or Harbinger.
* Lots of weapons.
* Lots of Weapon Upgrades.
* Large buffer tanks, allowing them to survive until the enemy is dead.
* These are not complicated ships.

Sniper

A sniper's job is to kill ships at a distance, usually preferably over 100 or 200km. These are best used in fleets as well.

* A ship capable of shooting long range weapons, and hopefully, with a skill bonus to long range. Examples would be a
Megathron or even an Eagle.
* Either point weapons (hybrid, laser, or projectile weaponry) or missiles (Cruise Missiles usually). Point weaponry is usually
preferred by fleet commanders as missile weapons take longer to reach their target. Missile boats generally shoot at secondary
targets.
* Weapon upgrades for their weapon of choice.
* Sensor boosters with the script for long range, if they get damped.

Solo PvP ship

This ship type can be complicated for new players, but can result in some of the best loot for a PVPer. You are risking your fit
everytime you go out, are facing large numbers of enemies at a time, but hopefully getting the helpless person out in the middle
of nowhere alone, and taking their stuff.

* These ships tend to be the force recons or stealth bombers, but really any quick ship can function as a solo PVP ship.
* If flying solo in PvP, you should fit a Warp disruptor or Warp scrambler as you will have no other ships to rely on for tackling.
* Maximizing your damage output is a priority. Different ammunition are more effective against different targets.
* (optional) Using electronic warfare modules is helpful in many solo situations. Tracking Disruptors and Remote Sensor
Dampeners can be used to great effect by one ship.
* These ships commonly use cloaking devices, especially that allow warping while cloaking, such as a Covert Ops Cloaking
Device II. Having the element of surprise makes it easier to pick off the enemy, one by one.

Gang support

Gang support can vary quite a bit, but always need a fleet to fly. These can provide things like extra speed to the entire fleet,
remote repairs to nearby or far away ships, or even electronic warfare options, preventing the enemy fleet for targeting. If you have
extra slots left over, these options are always welcome in a fleet battle.

* These are commonly battlecruisers or command ships with gang assist modules fitted. The assistance of a logistics ship is
never to be underestimated, though they are often called primary. Alternately, these can be electronic warfare ships, like the
Blackbird or Rook.
* Gang assist modules allow your fleet to boost the abilities of the entire fleet. Battlecruisers can fit one while Command Ships
can fit more. Running them boosts everyone in your system, so you usually travel in the thick of it. These types of setups usually
have somewhat of a tank and some pretty heavy damage modules as well.
* Logistics ships provide remote assistance, in the form of extra shields, armor, energy, or target linking. However, these ships
usually are heavily tanked.
* Electronic warfare ships lock enemies down through a variety of means. Sensor Dampening prevents the enemy from reaching
you, jamming prevents them from targeting anyone, tracking disruptors prevent them from shooting straight, and target painters
makes them easier to hit.

Tanker

A tanker's job is to survive the onslaught of multiple ships at the same time, allowing your gang members to either get the drop
on the enemy or drive them off.

* These are commonly ships with bonuses to shield or armor, such as a Drake or a Onyx. These are also commonly ships that
have very high shield regeneration rates, eliminating the need for cap.
* You'll need to increase your effective hitpoints. i.e: Extenders, plates, extender rigs, trimark rigs, resistances, damage control, or
Power Diagnostic Systems.
* These ships might use NOS to take energy from enemies, allowing them to run their tank longer.

Mission ship

These ships are the most specialized, and are best covered in other guides, such as the Missions Guide or Level 4 Mission
Guides.

* Each successive mission level is harder.

1. For level 1 kill missions, a frigate or destroyer is recommended.
2. For level 2 missions, a destroyer, cruiser, or assault frigate is recommended.
3. For level 3 missions, a battlecruiser or heavy assault cruiser is recommended.
4. For level 4 missions, a battleship or specialized battlecruiser/heavy assault cruiser is recommended.

* Fit an armor repairing or shield boosting / passive shield regenerating tank while running missions. Having a large effective
hitpoints tank is not usually that helpful in PVE.
* If you ask your agent for mission details, you will see what kind of NPCs you will fight. Fitting resistances against the damage
type that these NPCs use will be very helpful.
* Consider using long range weapons in missions, for example artillery rather than autocannons and cruise missiles rather than
torpedoes. You will save time by eliminating the need to approach the enemy, and many enemies in higher level missions will
stay at large ranges.
* If you need extra speed in missions, use an afterburner, as a microwarpdrive will not work in a deadspace.

Filling up the rest

Once you fit your ship with one purpose in mind, you often yourself with some slots empty. If that happens, try to fit it with a
secondary role. For example:

* PvP : Add some EWAR capability, some tackling gear, something to boost your Effective Hitpoints, or just boost your speed to
get away easier.
* PvE : Increase your damage against the chosen rat target, or increase your tank against that rat type. Alternately, add some
modules that will make your overall income increase, like a tractor beam or a Salvage I module.

Resource requirements

Early on, you won't have the skills to fit the best equipment on your ship. Here are some pointers on getting around this.

* Tech 2 gear is expensive and requires significant skill points to fit. You could try to use some lower cost tech 1 named gear
instead of tech 2, just to try modules out. The lower level tech 1 gear tends to have lower requirements, use less CPU/PG, and
cost less, though the best named module is usually two to three times as expensive as a tech 2 module.
* At first, always aim at what a ship is good at, rather than making it something it is not. For instance, armor tanking a raven is
usually a bad idea due to it's limited low slots, but shield tanking it is great due to it's great number of medium slots.
* If you find yourself short on CPU or Power Grid, you can fit a Co-Processor I, Reactor Control Unit I, Micro Auxiliary Power Core I
(or MAPC), or a Power Diagnostic System I. There are some ships that need these items commonly, but on others, it's a sign of a
bad fit.
* Increase the skills you use on almost every ship, as they will always reward you. Some examples are Engineering, Electronics,
Weapon Upgrades, Navigation, and Spaceship Command. Of course, doing the Learning skills first always help as well.


'Hint: Consider fitting a damage control, especially if you are still a fresh pilot, or you are trying out something for the first time(e.g.
level 4 missions). They are cheap, only take one low slot, the fitting requirements are minor, and it is the single best thing that
can be done for any ship's effective hit points, as they especially increase your hull's resistances.
Common Rookie Mistakes
"Don'ts" for new players

* DON'T fly what you can't afford to lose. You will lose ships.
* DON'T fly what you can't afford to lose. Seriously, it doesn't matter, you will lose them.
* DON'T try to do two redundant things at the same time because you usually do both things badly. Some common examples
include:

* Using both a shield and an armor tank, which uses both all your medium and low slots. One or the other is fine.
* Mixing gun types - e.g. Rails and Blasters, which makes you terrible at both close and long range combat!

* DON'T over-stack modules that are affected by the stacking penalty. (ie: Five Gyrostabilizers) After about three modules, you no
longer gain much increase by adding additional modules.
* DON'T ignore the ship's initial bonuses and how to take advantage of them. Try to fit the right racial weapons, work with the
ship's bonuses, and don't fight what doesn't fit. Ships with few of medium slots shouldn't shield tank, and ships with few low
slots shouldn't armor tank. For Example: Fitting Beam Lasers onto a Rifter, shield tanking an Abaddon, or putting a capital ship
weapon on a battleship.
* DON'T fly around in low sec if you don't know what you're doing. You will lose ships eventually. Stay in .5 or above systems until
you feel comfortable going out there. If you do, try it in t1 ships with t1 modules.
* DON'T fly around in null sec if you don't know what you're doing. You are most likely going to run into a Heavy Interdictor or Warp
Disruption Field of some kind.

"Always" for new players

* ALWAYS read up on how to fit ships. If you rely on other people to make the mistakes, then you don't have to.
* ALWAYS be brave enough to try new setups. If you don't think something isn't working well, try something different. You can use
EFT to try a new fitting virtually, or if you want to try it in person, get on the beta server, Singularity and fly it for real.
* ALWAYS have a skill training. Maybe consider using a program like EVEMon to remind you when skills are finishing, but if you're
going to sleep for the night, set a longer term skill, like Learning V. If you're going to Ibiza for holiday, maybe set Battleship V.
* ALWAYS align towards a safe place if you are in immediate danger. Warp in, select a distant object, hit the align button, and
THEN open up on the enemy. This goes for PVE or PVP adventures, align so you can quickly warp off if there is a problem.
* ALWAYS get as much information about your enemy as possible. Having good intel is a way to tell what they are going to do
next. This can involve checking guides on how to do missions or having a shared security channel open at all times.