The methods are presented in descending order of preference. Always use if Method 1 if it's viable and if not, try 2, etc.
Beginning steps necessary for all methods:
have all brackets showing and warp to a uni
imagine a straight line starting at the beacon running through the wormhole out into infinity (hereafter called the Line of Syzygy or LoS)
check for warpable objects on or near the LoS
Note 1: wormholes have a 3 km radius and a 5 km jump range, so you can enter them from anywhere within a 16 km-wide sphere centered on their icons. Therefore, the zone containing all viable "land-in-jump-range" warpables for any given uni is a straight-sided cone projecting from the beacon through the wormhole.
It's 16km wide at the wormhole plane and ~5 km wide at the beacon plane (since the beacon has a radius of 1 and ships are landed randomly around it ~2,500 m away).
Note 2: warp-in spots for Unis are always exactly 89 km from the hole's center at a slight downward angle (14° outside, 26.5° in).
Method 1: The Rare Jackpot Warpable
If there's a warpable on (or very near) the LoS:
simply warp straight from it to the uni at 89 km and you'll land in jump range.
a jackpot warpable (click to show/hide video)
setting an arbitrary Warp to Within distance (click to show/hide video)Immediately reset the default "Warp to Within" range to 0 after warping to the hole!
Method 2: Adjust a Warpable
If your only warpable is not sufficiently-near the LoS to land you in jump range:
warp to it and then back to the uni and save several BMs in rapid succession as you near the uni
you're looking to get one that's just offgrid, which is right around 10000 km (anything between there and ~13k can work)
sometimes grids still get stretched and you need to go further, but this is rare
once you have a nearby offgrid BM, MWD from it toward the LoS
when you've gone ~500 km, drop another BM, warp back to the hole and judge how far and in what direction you have yet to burn to line up your BM
repeat #3 (and maybe burn more or less if you're good at judginge spatial distances visually) until you get a roughly straight line between beacon, wormhole and BM
a lined-up BM made by burning (click to show/hide video)Note the other 3 BMs made during the burning process, and the beacon from which the initial BM was made.
Method 3: Ping Between Warpables
If no warpables are near the LoS:
look out towards the edges of the system for two warpables in front of the beacon and roughly on opposite sides of LoS
warp between them and drop BMs near the LoS as you cross it
warp from the BM nearest the LoS to the uni & use the above Adjust a Warpable method to get it closely aligned (if necessary)
Method 4: Just Burn It
If it ain't happening:
get in something fast (e.g. a 10 km/s Punisher) and burn out along the LoS for ~25 minutes until you leave the grid
Warnings:
you can be zapped by Drifters from 250 km
Drifters chase you at silly speeds and can then hang around on the grid for longer than normal, becoming a nuisance
this can be used to your advantage, too
Method 5: Microjump (DANGEROUS)
If you can't burn it, you can simply microjump straight from the beacon then burn into jump range.
Instead, I suggest you take a minute or two and set up to microjump directly into the jump sphere of the wormhole.
This only works if there's a warpable behind the Uni.
Any subcap can use a deployable MMJU. The MJFG/boosh of a CD can move itself and up to 25 subcups. Regular MJDs can be used by DST/BC/BS.
in a covert or instawarp ship, warp to something behind the beacon then warp from it to the uni at nonzero distances until you land 103-96 km from the wormhole
if you're uncomfortable estimating ranges, you can drop a boomkark very close to the uni to avoid long warps back and forth
use your tested warpable & warp range to take your MJing ship to the uni, align, MJ, and enter the hole
If you microjump to a wormhole from 105 to 89 km away (as per the overview), you'll land in jump range. Bear in mind:
you need time to align to the hole and to spool the microjump (5-12 s depending on skills/module)
you exit warp randomly placed on a 5 km-wide sphere centered on your warpin point
ergo, when warping to the beacon, your range to wormhole itself will randomly vary by ±0-2500 m
hence the 103 km max suggested landing range (you don't want to waste time slowboating closer)
you maintain pre-MJ velocity post-MJ, therefore:
it's better to land on the long side of the viable range (hence the 96 km miminum recommendation vs, say, 89)