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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=137.229.21.95</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
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	<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/wiki/Special:Contributions/137.229.21.95"/>
	<updated>2026-10-29T19:57:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=System_Signal_Sources&amp;diff=34354</id>
		<title>System Signal Sources</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=System_Signal_Sources&amp;diff=34354"/>
		<updated>2016-08-23T23:48:17Z</updated>

		<summary type="html">&lt;p&gt;137.229.21.95: Added &amp;#039;inhabited&amp;#039; to nav beacon entry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While [[Supercruise|supercruising]] through a system various signal types can be seen overlaid on the view of space. These may be designated any of the following types:&lt;br /&gt;
&lt;br /&gt;
* [[Conflict Zone]] - can spawn as Low or High Intensity&lt;br /&gt;
** Created during [[Influence#Civil War|Civil War]] or [[Influence#War|War]]. You can temporarily align yourself to one of the factions and will receive combat bonds for the destruction of enemy ships.&lt;br /&gt;
** The amount you get from each combat bond depends the ship you destroyed&lt;br /&gt;
** (assuming one spawns) Earn 50,000 CR for routing a capital ship&lt;br /&gt;
&lt;br /&gt;
* [[Powerplay]] Conflict Zones:&lt;br /&gt;
** [[Military Strike]]&lt;br /&gt;
*** [[Zachary Hudson]] or [[Denton Patreus]] [[Expansion]] special conflict zone.&lt;br /&gt;
** [[Crime Sweep]]&lt;br /&gt;
*** [[Arissa Lavigny-Duval]]&#039;s [[Expansion]] special conflict zone.&lt;br /&gt;
** [[Resistance Pocket]]&lt;br /&gt;
*** [[Archon Delaine]] [[Expanson]] special conflict zone.&lt;br /&gt;
** [[Violent Protest]]&lt;br /&gt;
*** [[Simguru Pranav Antal]] [[Expansion]] special conflict zone.&lt;br /&gt;
&lt;br /&gt;
* [[Checkpoint]]&lt;br /&gt;
** Spawns during Civil Wars with one party being a controlling minor faction.&lt;br /&gt;
&lt;br /&gt;
* [[Nav Beacon]]&lt;br /&gt;
** These locations are located close to the primary star of every inhabited star system. These locations spawn a variety of NPCs. The most commonly spawned NPC types are traders, freighter convoys, smugglers, bounty hunters, pirates, wanted, and security vessels.&lt;br /&gt;
&lt;br /&gt;
* [[Resource Extraction Site]]&lt;br /&gt;
** The rewards here are higher but equally the NPC&#039;s are harder than the Nav Beacons. You DO NOT need to join a faction here. You simply target other ships, scan them and if one of them is wanted you take them out and, if they have cargo, steal their haul which you can sell on the black market. These areas, along with Nav Beacons, are full of pirates and bounty hunters. A Resource Extraction Site outside of a planetary ring is far less likely to contain NPCs.&lt;br /&gt;
&lt;br /&gt;
* [[Unidentified Signal Source]]&lt;br /&gt;
** What is found in these locations varies. They may contain squadrons of pirates, large &#039;wanted&#039; cargo vessels (which you can destroy and steal the cargo without becoming wanted yourself) and sometimes just empty space with low value cargo laying around. Typically these areas have more than one bad guy, so you can visit these locations without being attacked (as long as you don&#039;t have cargo) and have a look around, but bounty hunting or piracy at these sites may require a combat focused ship due to the random nature of the encounter (there may be Anacondas!).&lt;br /&gt;
** Assassination missions require you to visit these sites in order to locate the target. Usually you will find a damaged trade convoy that will tell you the last known location of the target, but are usually no more specific than a system.&lt;br /&gt;
&lt;br /&gt;
* [[Weak Signal Source]]&lt;br /&gt;
** Weak signal sources *tend* to imply that few vessels are present. These most times contain [[Salvage|salvageable cargo]], almost always illicit and must be sold at black markets. Some missions require you to investigate these sites and locate specific items adrift in space.&lt;br /&gt;
* [[Strong Signal Source]]&lt;br /&gt;
** Strong signal sources *tend* to imply that many vessels are present. Be aware of elevated risk when investigating strong signal sources. Flying as a wing may help: there’s normally safety in numbers.&lt;br /&gt;
* [[Seeking Luxuries]]&lt;br /&gt;
** Traders in large freight ships can be found here. They will purchase any luxury goods (currently only [[Performance Enhancers]]) you have in your cargo bay.&lt;br /&gt;
* [[Seeking Meds]]&lt;br /&gt;
** At this location, [[Basic Medicines]] are sought and can be sold for a good price. &amp;quot;Seeking Meds&amp;quot; appear, if a faction is in state &amp;quot;Outbreak&amp;quot; (see also [[Faction State]]).&lt;br /&gt;
&lt;br /&gt;
* [[Convoy Beacon]]&lt;br /&gt;
** Much like conflict zone where trade convoys have been interdicted and attacked&lt;br /&gt;
* [[Debris Field]]&lt;br /&gt;
** Lots of debris can be found here.&lt;br /&gt;
&lt;br /&gt;
*[[Seeking Weapons]]&lt;br /&gt;
**Sometimes seen near conflict zones and in systems in a state of War or Civil War. Similar to &#039;Seeking Meds&#039; only in this case weapons are the items being sought. Further investigation is needed to ascertain if armour and all weapon types can be sold at these locations&lt;br /&gt;
*[[Seeking Foods]]&lt;br /&gt;
**Minor factions affected by [[Famine]] are looking for [[Food Cartridges]] here.&lt;br /&gt;
*[[Salvageable Wreckage]]&lt;br /&gt;
**Contains canisters to be salvaged.&lt;br /&gt;
*[[Distress Call]]&lt;br /&gt;
**At the location of a distress call there will be one ship that is attacked by various other ships, who will immediately turn towards the new target and attack it.&lt;br /&gt;
**It may also be a debris field and a black box recovery being done by Internal Security Service.&#039;&lt;br /&gt;
**It may be a trader that has run out of fuel and needs help.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>137.229.21.95</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Silent_Running&amp;diff=31003</id>
		<title>Silent Running</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Silent_Running&amp;diff=31003"/>
		<updated>2016-05-20T18:59:41Z</updated>

		<summary type="html">&lt;p&gt;137.229.21.95: /* Heat Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Silent Running&#039;&#039;&#039; mode can be activated to reduce the visibility of a ship to others, allowing it to remain undetected and making it harder to be targeted.&lt;br /&gt;
&lt;br /&gt;
The visibility of a ship depends on its heat signature - that is the amount of heat that it generates. A high heat signature means that the ship will be easier to see on the sensors of other ships and can be detected from further away.&lt;br /&gt;
&lt;br /&gt;
== Heat Management ==&lt;br /&gt;
All powered ship modules (including the reactor) generate heat. When a module&#039;s thermal limit is exceeded, heat is transferred from it to the ship’s cooling system which radiates the heat away from the ship via cooling vents. If more heat is being generated than radiated the excess heat will build up in the modules, causing overheating. When heat levels exceed set thresholds some modules may automatically turn off or begin to suffer fatigue damage. Excessive heat puts a strain on the ship’s atmosphere control (reducing the capability of life support modules). Further increase in heat directly impacts the pilot and crew’s ability to function and will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
Most ships have articulated heat vanes which can be raised, significantly increasing heat dissipation from the ship. However, such activity normally affects the flight model of the ship and always increases the ship’s thermal signature whilst active. Heat stored in a ship’s cooling system generates a thermal signature for the ship, a high signature making it easier for other ships to locate using heat-based sensors and for heat-tracking weapons to lock-on.&lt;br /&gt;
&lt;br /&gt;
== Engaging Silent Running ==&lt;br /&gt;
When silent running is engaged, shields immediately go offline (and won&#039;t recharge until silent running is disengaged), and the cooling vents of the ship shut, preventing any heat from escaping from it. Heat signature dramatically reduces causing the ship to become more difficult to detect on the scanners of any nearby ships. The less heat a ship generates and the further away it is from another ship the more effective this will be.&lt;br /&gt;
&lt;br /&gt;
Heat generated by any active ship systems and modules starts to build up inside the ship, causing the ship&#039;s temperature gauge to rise.&lt;br /&gt;
&lt;br /&gt;
Using systems that generate heat (such as firing energy weapons) while in silent running will cause the ship to show up on other ship&#039;s scanners.&lt;br /&gt;
&lt;br /&gt;
The heat signature may be reduced even further while in silent running by switching off additional ship modules (even including life support). The total current heat output of active systems on the ship can be seen on the Modules section of the right-hand systems panel, and individual modules can be switched off and on from this screen.&lt;br /&gt;
&lt;br /&gt;
To go totally dark (i.e. completely off scanner), the ship must generate virtually no heat (to the point where it is so cold that ice forms on the cockpit canopy), with weapons stored in their bays and engines turned off.&lt;br /&gt;
&lt;br /&gt;
Silent running never, by itself, hides a ship completely from the scanner. It will make the ship appear as a &amp;quot;ghost&amp;quot; or &amp;quot;vague&amp;quot; contact though, so people will know something is there but they won&#039;t be able to lock on to it.&lt;br /&gt;
&lt;br /&gt;
== Heatsinks ==&lt;br /&gt;
{{Main|Heat Sink Launcher}}&lt;br /&gt;
Heat sink modules can be fitted to hard points. When activated (i.e. fired), a heat sink module flushes the cooling system’s heat into a heat sink which is then ejected from the ship. This will cause a blip to be generated on the scanners of any nearby ships. Ejected heat sinks can also be used as a form of chaff to confuse heat tracking missiles.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&#039;&#039;(This info needs to be cleaned up and the info put into the above...)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From Sandro Sammarco  (Lead Designer- Elite: Dangerous)&lt;br /&gt;
&lt;br /&gt;
Just thought maybe I could help out with explaining &amp;quot;rigged for silent running&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ship heat: As you power draw increases (from turning on modules that require power), your power plant generates heat inside the ship. This is represented by the heat bar to the left of your sensor disc.&lt;br /&gt;
&lt;br /&gt;
The effects of heating up your ship are that eventually some systems might shut down and the ship will start taking damage - effectively cooking itself.&lt;br /&gt;
&lt;br /&gt;
Separately from this, your ship has a signature, which describes how visible you are to other ship&#039;s sensors. As heat is radiated out, your signature increases. This radiation rate is not the same as your internal ship heat, though obviously there is a direct connection. The hotter your ship is, the more heat it&#039;s radiators put out, and the bigger its signature.&lt;br /&gt;
&lt;br /&gt;
When you rig for silent running, you close off your ship&#039;s radiators. Your ship still generates heat and cooks, but to other vessels it appears cold. As part of silent running you also turn off shields as the context is that these effectively radiate heat directly.&lt;br /&gt;
&lt;br /&gt;
So how does signature work? Well, the smaller your signature, the closer a ship has to be before its sensors will detect you as a fuzzy contact (where the sensor marker flickers and moves around) and then as a resolved contact.&lt;br /&gt;
&lt;br /&gt;
You can gain a similar benefit that silent running gives you by manually turning off modules. Your power plant runs cooler so less heat is generated and radiated. However, unless you basically turn off everything (including life support) the effect will be less effective.&lt;br /&gt;
&lt;br /&gt;
There are two caveats to silent running benefits:&lt;br /&gt;
&lt;br /&gt;
A) when your ship gets very close to another vessel its sensors will be able to detect you even if you are rigged for silent running. This auto-resolve distance is normally around two to three hundred metres.&lt;br /&gt;
&lt;br /&gt;
B) ships can be fitted with more powerful sensors that increase the distance that they can detect you, and that can push the auto-resolve distance out to around five hundred metres or more (good sensors are the silent runner&#039;s worst nightmare).&lt;br /&gt;
&lt;br /&gt;
All this being said, silent running can be used during combat, but it&#039;s a very dangerous gambit. Missiles, turrets and gimbal-mounted weapons *do* use signature to determine when they can lock on, so going silent can often make them lose lock until you are very close. In fact, if you rig for silent running and you&#039;re not within auto resolve distance then an aggressor will not even be able to target you to check your shield/hull status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Silent running is certainly most effective at range, of course, out beyond the auto-resolve distance.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to note that we specifically did not want a &amp;quot;cloak&amp;quot; stealth ability that was indefinite, which is why silent running has various limitations.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>137.229.21.95</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Railgun&amp;diff=30047</id>
		<title>Railgun</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Railgun&amp;diff=30047"/>
		<updated>2016-05-19T18:15:26Z</updated>

		<summary type="html">&lt;p&gt;137.229.21.95: ROF 0.5/s = 2 seconds between shots and ROF 0.6/s = 1.67 seconds between shots, not half a second.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Railgun Ingame.png|300px|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{quote|Railguns require the trigger to be held to charge the weapon before firing. The weapon will fire automatically when the charge is complete, but fail to fire if the trigger is released early. Rail slugs are effective at ship hull penetration.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Railgun&#039;&#039;&#039; is a very powerful electromagnetic projectile weapon. It requires a large amount of power to use it, compared to other weapons, but can cause a devastating amount of damage to the target. This weapon has a high heat signature when used. &lt;br /&gt;
&lt;br /&gt;
Railguns are available as fixed mounted only weapons and they take 1.67 (C1) and 2 (C2) seconds to charge and fire, thus it can be very difficult to hit specific ship subsystems. However, their exceptional penetration allows them to hit subsystems even if punching through the wrong side of a hull in most cases. The effective damage of this weapon varies considerably based on shot placement, but generally they do either high damage to a ship&#039;s subsystem or hull.&lt;br /&gt;
&lt;br /&gt;
==Munitions==&lt;br /&gt;
Spent ammunition must be replenished once used. Any station equipped with a &amp;quot;Re-arm&amp;quot; service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services.&lt;br /&gt;
&amp;lt;!-- Tested ? on ?, 2015--&amp;gt;&lt;br /&gt;
Each shot costs 200 CR per unit.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass&amp;lt;br&amp;gt;(T)&lt;br /&gt;
! Integrity&lt;br /&gt;
! Power&amp;lt;br&amp;gt;Draw&lt;br /&gt;
! Weapon&amp;lt;br&amp;gt;Mode&lt;br /&gt;
! Damage&amp;lt;br&amp;gt;Type&lt;br /&gt;
! Damage&lt;br /&gt;
! Armor&amp;lt;br&amp;gt;Pen&lt;br /&gt;
! ROF&lt;br /&gt;
! DPS&lt;br /&gt;
! Thermal&amp;lt;br&amp;gt;Load&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Clip Size&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;Maximum&lt;br /&gt;
! Value&amp;lt;br&amp;gt;(CR)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || D || 2.00 || A || 1.150 || Fixed || Thermic Kinetic || 6 || A || 0.6 /s || 4 || 3 || 1 || 30 || 51,600&lt;br /&gt;
|-&lt;br /&gt;
| 2 || B || 4.00 || A || 1.630 || Fixed || Thermic Kinetic || 7 || A || 0.5 /s || 4 || 5 || 1 || 30 || 412,800&lt;br /&gt;
|}&lt;br /&gt;
* Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an &amp;quot;out of 10&amp;quot; scale thus the values for these sections should be assumed as approximations.&lt;br /&gt;
&lt;br /&gt;
==Purchase Locations==&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center; display: inline-table;&amp;quot;&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! System&lt;br /&gt;
! Station&lt;br /&gt;
|-&lt;br /&gt;
| 1 || D || Borr || Armstrong City&lt;br /&gt;
|-&lt;br /&gt;
| 1 || D || Witchhaul || Hornby Terminal&lt;br /&gt;
|-&lt;br /&gt;
| 1 || D || Aphra || Beckman Terminal&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|D&lt;br /&gt;
|V1688 Aquilae&lt;br /&gt;
|Thompson Terminal&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|D&lt;br /&gt;
|Negidals&lt;br /&gt;
|Dalmas Hub&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|D&lt;br /&gt;
|Eravate&lt;br /&gt;
|Cleve Hub&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|D&lt;br /&gt;
|LHS 142&lt;br /&gt;
|Vo Dock&lt;br /&gt;
|-&lt;br /&gt;
| 2 || B || Aphra || Beckman Terminal&lt;br /&gt;
|-&lt;br /&gt;
| 2 || B || Negidals || Dalmas Hub&lt;br /&gt;
|-&lt;br /&gt;
| 2 || B || Bhritzameno || Feynman Terminal&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|B&lt;br /&gt;
|Liaedin&lt;br /&gt;
|Peters Station&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|B&lt;br /&gt;
|LTT 15278&lt;br /&gt;
|Zholobov Enterprise&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|B&lt;br /&gt;
|Montet&lt;br /&gt;
|Seddon Gatewa&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|B&lt;br /&gt;
|LHS 142&lt;br /&gt;
|Vo Dock&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|B&lt;br /&gt;
|31 Aquilae&lt;br /&gt;
|Compton Hub&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|B&lt;br /&gt;
|Quan Gurus&lt;br /&gt;
|Russel Dock&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|B&lt;br /&gt;
|Olgrea&lt;br /&gt;
|H.G. Wells Terminal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*  This list requires expansion&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Railgun1sheet_copy.JPG|Concept Art&lt;br /&gt;
wpn_c1_rail.png|Class 1 Railgun&lt;br /&gt;
wpn_c2_rail.png|Class 2 Railgun&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WeaponNavbox}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>137.229.21.95</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Detailed_Surface_Scanner&amp;diff=39335</id>
		<title>Detailed Surface Scanner</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Detailed_Surface_Scanner&amp;diff=39335"/>
		<updated>2016-04-28T23:21:58Z</updated>

		<summary type="html">&lt;p&gt;137.229.21.95: /* Purchase Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DetailedSurfaceScanner Ingame.png|320px|thumb]]&lt;br /&gt;
{{quote|Advanced stellar body scanner used during exploration.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Detailed Surface Scanner&#039;&#039;&#039; will give a pilot info on the composition of a moon, planet, star, or other stellar body and also data such as orbital distance and orbit time.&lt;br /&gt;
&lt;br /&gt;
A [[Discovery Scanner]] is &#039;&#039;required&#039;&#039; for this module to be useful; both modules must be present on the ship for this one to provide information. Use of this module increases the amount of credits that can be earned in stellar cartography by about 30%,{{Cite}} and is considered essential for any pilot wanting to use exploration as their primary source of income.&lt;br /&gt;
&lt;br /&gt;
In order to use this module a pilot must select the unexplored entity from their navigation panel then fly to within range (varies due to entity diameter) just as with scanning with the discovery scanner and as such does not need bound to a firing group.&lt;br /&gt;
&lt;br /&gt;
The scan will take from 35 seconds down to 15 seconds depending upon the range at which the entity is scanned, 35 seconds for maximum range down to a minimum of 15 for close range. This difference in scan times may make it worthwhile to get closer to an entity being scanned to save a few seconds but risks the pilot being caught in the entity&#039;s gravity well.&lt;br /&gt;
&lt;br /&gt;
Upon completion of the scan the pilot will receive a message confirming the detailed scan.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;article-table sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Rating&lt;br /&gt;
! Mass (T)&lt;br /&gt;
! Value (CR)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || C || 1.30 || 250,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Purchase Locations==&lt;br /&gt;
{| class=&amp;quot;article-table sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! System&lt;br /&gt;
!&lt;br /&gt;
! Station&lt;br /&gt;
!Release&lt;br /&gt;
|-&lt;br /&gt;
|Abukunin&lt;br /&gt;
|&lt;br /&gt;
|Reilly Hub&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Amphisatsu&lt;br /&gt;
|&lt;br /&gt;
| Watanabe Terminal&lt;br /&gt;
| R1.03&lt;br /&gt;
|-&lt;br /&gt;
| Asellus Primus&lt;br /&gt;
|&lt;br /&gt;
| Beagle 2 Landing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aulin&lt;br /&gt;
|&lt;br /&gt;
| Aulin Enterprise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AZ Cancri&lt;br /&gt;
|&lt;br /&gt;
| Fisher Station&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BD+26 2723&lt;br /&gt;
|&lt;br /&gt;
| Vinogradov Colony&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chandra&lt;br /&gt;
|&lt;br /&gt;
|Laplace Station&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Chemaku&lt;br /&gt;
|&lt;br /&gt;
| Crampton Port&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HR 1064&lt;br /&gt;
|&lt;br /&gt;
|Clark Terminal&lt;br /&gt;
|2.0.06&lt;br /&gt;
|-&lt;br /&gt;
| FK5 2550&lt;br /&gt;
|&lt;br /&gt;
| Wundt Gateway&lt;br /&gt;
| Gamma 1.05&lt;br /&gt;
|-&lt;br /&gt;
| Frendian&lt;br /&gt;
|&lt;br /&gt;
| Santos Installation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| G 180-18&lt;br /&gt;
|&lt;br /&gt;
| Hale Port&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| G 205-47&lt;br /&gt;
|&lt;br /&gt;
| Bain Horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Herthans&lt;br /&gt;
|&lt;br /&gt;
| Henry Vision&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jen Elabog&lt;br /&gt;
|&lt;br /&gt;
| Sarich Port&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jolagro&lt;br /&gt;
|&lt;br /&gt;
|Gentle Survey&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|Kokojawa&lt;br /&gt;
|&lt;br /&gt;
|Tayler Enterprise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lave&lt;br /&gt;
|&lt;br /&gt;
| Lave Station&lt;br /&gt;
| R1.01&lt;br /&gt;
|-&lt;br /&gt;
|Lalande 27055&lt;br /&gt;
|&lt;br /&gt;
|Ostrander Orbital&lt;br /&gt;
|R1.2&lt;br /&gt;
|-&lt;br /&gt;
| Leesti&lt;br /&gt;
|&lt;br /&gt;
| George Lucas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LHS 2771&lt;br /&gt;
|&lt;br /&gt;
| Sarafanov Vision&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LHS 3447&lt;br /&gt;
|&lt;br /&gt;
| Dalton Gateway, Worlidge Terminal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LHS 3505&lt;br /&gt;
|&lt;br /&gt;
| Olivas Station&lt;br /&gt;
| R1.03&lt;br /&gt;
|-&lt;br /&gt;
| LT5449&lt;br /&gt;
|&lt;br /&gt;
| Binet Port&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mariang&lt;br /&gt;
|&lt;br /&gt;
| Mrkos Colony&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| NLTT 51200&lt;br /&gt;
|&lt;br /&gt;
| Strekalov Colony&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Panitollemi&lt;br /&gt;
|&lt;br /&gt;
|Hartlib Platform&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tauerni&lt;br /&gt;
|&lt;br /&gt;
| Rushworth Port&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Thrutis&lt;br /&gt;
|&lt;br /&gt;
| Kingsbury Dock&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tilian&lt;br /&gt;
|&lt;br /&gt;
| Keeler Rest&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yulandh&lt;br /&gt;
|&lt;br /&gt;
| Burners-Lee City&lt;br /&gt;
| R1.1&lt;br /&gt;
|-&lt;br /&gt;
| Uriburni&lt;br /&gt;
|&lt;br /&gt;
| Popovich Horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EGM 823&lt;br /&gt;
|&lt;br /&gt;
|Cabral Terminal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CF 464&lt;br /&gt;
|&lt;br /&gt;
|Bartini Enterprise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|133 G. Canis Major&lt;br /&gt;
|&lt;br /&gt;
|Dorsett Horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Altair&lt;br /&gt;
|&lt;br /&gt;
|Solo Orbiter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cupis&lt;br /&gt;
|&lt;br /&gt;
|Armstrong Station&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Yembo&lt;br /&gt;
|&lt;br /&gt;
|Naddour Terminal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Groombridge 34&lt;br /&gt;
|&lt;br /&gt;
|Jones Estate&lt;br /&gt;
|R1.3&lt;br /&gt;
|}&lt;br /&gt;
Sol Mars high{{EquipmentNavbox}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>137.229.21.95</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Discovery_Scanner&amp;diff=38734</id>
		<title>Discovery Scanner</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Discovery_Scanner&amp;diff=38734"/>
		<updated>2016-04-28T23:17:20Z</updated>

		<summary type="html">&lt;p&gt;137.229.21.95: /* Outfitters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Discovery Scanner&#039;&#039;&#039; is a unit that fits inside of an internal compartment and allows you to scan for unknown astronomical objects within a certain radius of your ship.&lt;br /&gt;
&lt;br /&gt;
All vessels come with a basic discovery scanner fitted as standard however there are 3 levels of Discovery Scanners:&lt;br /&gt;
* Basic Discovery Scanner - Has a 500 LS range and costs 1,000 CR&lt;br /&gt;
* Intermediate Discovery Scanner - Has a 1,000 LS range and costs 505,000 CR&lt;br /&gt;
* Advanced Discovery Scanner - Has a system-wide range and costs 1,545,000 CR&lt;br /&gt;
All 3 levels of Discovery Scanners are Class 1 units that can be equipped to any size of internal compartment.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The Discovery Scanner needs to be assigned to a fire group and can be triggered in both super cruise and normal space. The assigned control to trigger the scanner must be held down in order to charge the unit. It will tell you when the scan is complete. In addition, if you pass extremely close to an astronomical body it will automatically discover the object.&lt;br /&gt;
&lt;br /&gt;
As the basic/intermediate scanners have a limited range you will not necessarily find all the astronomical bodies by triggering it just once. (The advanced scanner will discover everything). You may need to scout the system to discover additional astronomical bodies. This can be achieved by traveling very fast (over 30c is best) and looking for moving objects from your side/top windows on the static backdrop. When you see moving objects, head towards them until you get them within the maximum range of your scanner and trigger it to discover them.&lt;br /&gt;
&lt;br /&gt;
Once you discover the objects they will initially appear in your Navigation panel as &amp;quot;UNEXPLORED&amp;quot; (discovered but not scanned) and you will need to get close enough for your ship to automatically scan them to get further information. The distance you need to get to the object in order for the automatic scan to begin depends on its size. Stars may be automatically scanned from over 1,000 LS away but small moons may require you to be within 10 LS or even closer. Once you are close enough and have the &amp;quot;UNEXPLORED&amp;quot; object selected you will see it begin scanning and the name will eventually change from &amp;quot;UNEXPLORED&amp;quot; to a more appropriate name based upon its position in the system. You will also see further information on the body in the system map.&lt;br /&gt;
&lt;br /&gt;
Although not necessary, it is beneficial to also have the [[Detailed Surface Scanner]] to maximise your profits as this gains additional information such as the atmosphere type and composition of the astronomical body. &#039;&#039;&#039;(You need both, not one or the other).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Outfitters ==&lt;br /&gt;
&#039;&#039;&#039;Basic Discovery Scanner&#039;&#039;&#039;&lt;br /&gt;
* Basic one comes pre-installed in every ship&lt;br /&gt;
&#039;&#039;&#039;Intermediate Discovery Scanner&#039;&#039;&#039;&lt;br /&gt;
* LaLande 29917 - Hopkins Hanger&lt;br /&gt;
* BD+65 210 - Stefanyshyn-Piper Port&lt;br /&gt;
* Wolf 417 - Egan Port (@Beta3.01)&lt;br /&gt;
* Logoni - Knight Platform (@Beta3.04)&lt;br /&gt;
* Popovich Horizons - Uiburni&lt;br /&gt;
* Lawson Orbital - LHS 3447&lt;br /&gt;
* [[Eravate]] - Cleve Hub/Ackerman Market&lt;br /&gt;
* Panoi - Garan Hub&lt;br /&gt;
* Brani - Akiyama Market&lt;br /&gt;
* Leesti - George Lucas&lt;br /&gt;
* Chemaku - Crampton Port&lt;br /&gt;
* HIP 96854 - Dowie Port&lt;br /&gt;
* Mokosh - Lublin Orbital&lt;br /&gt;
* Epsilon Indi - Mansfield Orbiter&lt;br /&gt;
* Yakabugai - Serebrov Station&lt;br /&gt;
* Maridal - Vonaburg Port&lt;br /&gt;
* Sanuma - Dunyach Gateway&lt;br /&gt;
* Hixkaramu - Heng Orbital&lt;br /&gt;
* Chimba - Hurley Port&lt;br /&gt;
* Saktsak - Bursch Enterprise&lt;br /&gt;
* Jonia - Pribylov Port&lt;br /&gt;
* Altair - Solo Orbiter&lt;br /&gt;
* Witchhaul - Hornby Terminal&lt;br /&gt;
* Cocassetsa - Shukor Instalation&lt;br /&gt;
* Shosuke Hub - Alpha Caeli&lt;br /&gt;
* EGM 823 - Cabral Terminal&lt;br /&gt;
* Rauta - Giruad Station&lt;br /&gt;
* Abukunin - Reilly Hub&lt;br /&gt;
* Nal Yea - Karl Diesel Installation&lt;br /&gt;
* LHS 3317 - Smith Hub&lt;br /&gt;
* Nornari - Semeonis Orbital&lt;br /&gt;
* Kokojawa - Tayler Enterprise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Discovery Scanner&#039;&#039;&#039;&lt;br /&gt;
* 39 Tauri - Porta&lt;br /&gt;
* G 180-18 - Alexandria Gateway (Beta 3.04)&lt;br /&gt;
* Aulin - Aulin Enterprises&lt;br /&gt;
* Frey - Garratt Station&lt;br /&gt;
* Jonia - Pribylov Port&lt;br /&gt;
* Popovich Horizons - Uiburni&lt;br /&gt;
* Leesti - George Lucas&lt;br /&gt;
* Maridal - Vanaburg Port&lt;br /&gt;
* [[Eravate]] - Cleve Hub/[[Eravate/Ackerman Market|Ackerman Market]]&lt;br /&gt;
* Panoi - Garan Hub&lt;br /&gt;
* Kumata - Vishweswarayya Enterprise&lt;br /&gt;
* Chemaku - Crampton Port&lt;br /&gt;
* HIP 96854 - Dowie Port&lt;br /&gt;
* Epsilon Indi - Mansfield Orbiter&lt;br /&gt;
* Yakabugai - Serebrov Station&lt;br /&gt;
* Sanuma - Dunyach Gateway&lt;br /&gt;
* Chimba - Hurley Port&lt;br /&gt;
* Nespeleve - Wilkes Orbital&lt;br /&gt;
* LP 751-1 - Lamarr Ring&lt;br /&gt;
* Cocassetsa - Shukor Instalation&lt;br /&gt;
* Shosuke Hub - Alpha Caeli&lt;br /&gt;
* Roentgen Horizons - Lorden&lt;br /&gt;
* HIP 95772 - Shunn Station&lt;br /&gt;
* WW Piscis Austrini - Ivins Vision&lt;br /&gt;
* EGM 823 - Cabral Terminal&lt;br /&gt;
* Rauta - Giruad Station&lt;br /&gt;
* LHS 3317 - Smith Hub&lt;br /&gt;
* Nornari - Semeonis Orbital&lt;br /&gt;
* LTT 1349 - Lundwall City&lt;br /&gt;
* Levis-Strauss Installation - Barnard&#039;s Star&lt;br /&gt;
* LHS 1387 - Angel&#039;s Sunshine&lt;br /&gt;
* Mbukuravi - Musgrave Relay&lt;br /&gt;
* BPM 590 - Foster Vision&lt;br /&gt;
* Aphra - Beckman Terminal&lt;br /&gt;
* Kokojawa - Tayler Enterprise&lt;br /&gt;
&lt;br /&gt;
{{EquipmentNavbox}}&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>137.229.21.95</name></author>
	</entry>
</feed>