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Item

Sensor Booster I

Sensor Booster · Module · Sensor Boosters

Market prices for Sensor Booster IBuild it: materials and costEverything in Sensor Booster

Volume
5 m³
unpacked
Packaged
5 m³
cargo space per unit
Mass
—
mass does not apply to this item
Radius
1 m
hull size in space
Portion size
1
units per reprocessing batch
Type ID
1973
as used by ESI

What the game says about it

Gives an increase to targeting range, scan resolution and sensor strength. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.

Attributes

The same numbers the game shows in Show Info.

Fitting

  • Powergrid Usage1 MW
  • CPU usage12 tf

Structure

  • Structure Hitpoints40 HP
  • Capacity1 m³

Capacitor

  • Activation Cost10 GJ

Heat

  • Heat Damage3.4 HP

Miscellaneous

  • Activation time / duration10 s
  • Charge sizesmall
  • Gravimetric Strength40%
  • Ladar Strength40%
  • Magnetometric Strength40%
  • Meta Level0
  • Overload Effectiveness Bonus15%
  • Radar Strength40%
  • Reload Time0 s
  • Required Thermodynamics Level1
  • Tech Level1
  • Used with (Charge Group)Sensor Booster ScriptSee all 3 compatible charges

Bonuses

  • Maximum Targeting Range Bonus25%
  • Scan Resolution Bonus25%

Skills needed to use it

Every skill with the skills it needs in turn - train from the bottom up.

2 skills in total · 1,915 skill points from scratch

Variations

The whole Sensor Booster I family, as the game's Variations tab lists it - by tier and meta level.

Tech I 3

Tech II 1

Faction 3

Storyline 1

Officer 8

What Sensor Booster I is built from

Manufacturing from Sensor Booster I Blueprint. Price the whole chain

1 unit per run
MaterialQuantity per runBuilt from something else
Tritanium5,030no - buy or mine it
Pyerite78no - buy or mine it
Isogen2no - buy or mine it

Goes into

Sensor Booster II

Sensor Booster I in EVE Online

This page is the dictionary entry: what the item is, what it weighs, how much room it takes in a hold and - when a blueprint exists - what goes into making one. The numbers come from the game's own data, so they change when CCP patches the game and not before.

Prices are deliberately somewhere else. What something costs is a question about one item in one place at one moment, and its market page answers it properly: best sell, best buy and every order we have stored, region by region.