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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=24.177.0.0%2F16</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
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	<updated>2026-10-28T18:51:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Krait_Mk_II&amp;diff=21606</id>
		<title>Krait Mk II</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Krait_Mk_II&amp;diff=21606"/>
		<updated>2018-06-29T00:58:49Z</updated>

		<summary type="html">&lt;p&gt;24.177.41.30: Added purchase location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ShipInfobox&lt;br /&gt;
| image               = Krait MKII flight 1 4K Use for infographic.jpg&lt;br /&gt;
| manufacturer        = Faulcon DeLacy&lt;br /&gt;
| type                = Combat Multipurpose&lt;br /&gt;
| dimensions          = &lt;br /&gt;
| cost                =53,899,065 &lt;br /&gt;
| topspeed            = 245&lt;br /&gt;
| boostspeed          = 337&lt;br /&gt;
| manoeuvrability     = 3&lt;br /&gt;
| landingpad          = Medium&lt;br /&gt;
| shields             = 262&lt;br /&gt;
| armour              = 396&lt;br /&gt;
| hullmass            = 320&lt;br /&gt;
| cargocapacity       = 82&lt;br /&gt;
| fuelcapacity        = 32&lt;br /&gt;
| jumprange           = 8.99&lt;br /&gt;
| utility             = 4&lt;br /&gt;
| small               = &lt;br /&gt;
| medium              = 2&lt;br /&gt;
| large               = 3&lt;br /&gt;
| huge                = &lt;br /&gt;
| size1               = &lt;br /&gt;
| size2               = 1&lt;br /&gt;
| size3               = 2&lt;br /&gt;
| size4               = 1&lt;br /&gt;
| size5               = 2&lt;br /&gt;
| size6               = 2&lt;br /&gt;
| size7               = &lt;br /&gt;
| size8               = &lt;br /&gt;
| reservedic          = &lt;br /&gt;
| maxjumprange        = 30.79&lt;br /&gt;
| maxtopspeed         = 274&lt;br /&gt;
| maxboostspeed       = 383&lt;br /&gt;
| maxcargocapacity    = 228&lt;br /&gt;
| masslock            = &lt;br /&gt;
}}&lt;br /&gt;
{{Quote|The Krait MkII is a reimagining of the Krait Lightspeeder, which was originally manufactured by Faulcon DeLacy in the 3100s. Although the new ship is larger than the original, it possesses many of the same characteristics, emphasizing speed, manoeuvrability and firepower over defensive capability. The ship also boasts a fighter bay and space for up to two crew members, making it a good option for those seeking a medium-weight, multipurpose vessel.|In-Game Description}}&lt;br /&gt;
The &#039;&#039;&#039;Krait MkII&#039;&#039;&#039; is a [[Ships|ship]] manufactured by [[Faulcon DeLacy]]. The modern successor of the discontinued [[Krait MkI]], the Krait MkII greatly expands upon the premise of the original, resulting in a larger, well-rounded ship intended to provide a more combat-focused alternative to Faulcon DeLacy&#039;s other mid-size multipurpose craft, the [[Python]]. Due to its inconspicuous design, the Krait MkII is also less likely to attract the attention of local authorities and has potential as a smuggling vessel.&amp;lt;ref name=&amp;quot;PCGN&amp;quot;&amp;gt;[https://www.pcgamesn.com/elite-dangerous/elite-dangerous-beyond-chapter-two-cinematic PCGamesN: Feast your eyes on the Krait Mk II in the latest Elite Dangerous: Beyond - Chapter Two cinematic]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Krait MkII is a leaner, meaner alternative to the [[Python]], featuring almost identical module and hardpoint specifications. The main differences are that the Krait is cheaper and has one fewer Class 6 internal compartment, lower armour, lower hull mass, three pilot seats for [[Multicrew]] instead of two, and the ability to carry a Class 5 or 6 [[Fighter Hangar]] for [[Ship-Launched Fighters]]. While the Python wins out in total cargo capacity and armour, the Krait&#039;s other characteristics make it a faster, more agile ship with a higher jump range potential and excellent combat utility for its price.&lt;br /&gt;
&lt;br /&gt;
The Krait&#039;s three large hardpoints are mounted in a delta pattern on the vessel&#039;s dorsal surface, behind the cockpit. The two medium hardpoints are mounted on the underside of the front-most points of the hull, on either side of the cockpit and slightly forward.&lt;br /&gt;
&lt;br /&gt;
The primary pilot&#039;s seat is located squarely along the centerline of the ship, but the cockpit itself extends from the hull and is slightly under-slung, affording a wide, unobstructed frontal view reminiscent of a [[Lakon Spaceways]] ship such as the [[Asp Explorer]]. The two secondary pilot seats flank the primary pilot seat to the left and right, and have separate canopies.&lt;br /&gt;
&lt;br /&gt;
== Purchase Locations ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! System&lt;br /&gt;
! Station&lt;br /&gt;
! Date Seen&lt;br /&gt;
! Discount&lt;br /&gt;
|-&lt;br /&gt;
|Shinrarta Dezhra&lt;br /&gt;
|Jameson Memorial&lt;br /&gt;
|Always available&lt;br /&gt;
|10% discount&lt;br /&gt;
|-&lt;br /&gt;
|Brestla&lt;br /&gt;
|i Sola Prospect&lt;br /&gt;
|Always available&lt;br /&gt;
|20% surcharge&lt;br /&gt;
|-&lt;br /&gt;
|109 Piscium&lt;br /&gt;
|Ising Dock&lt;br /&gt;
|Jun. 28, 2018&lt;br /&gt;
|15% discount&lt;br /&gt;
|-&lt;br /&gt;
|Colonia&lt;br /&gt;
|Jaques Station&lt;br /&gt;
|Jun. 28, 2018&lt;br /&gt;
|15% discount&lt;br /&gt;
|-&lt;br /&gt;
|51 Arietis&lt;br /&gt;
|Dillon Hub&lt;br /&gt;
|Jun. 28, 2018&lt;br /&gt;
|15% discount&lt;br /&gt;
|-&lt;br /&gt;
|Eburnakura&lt;br /&gt;
|Parkinson Terminal&lt;br /&gt;
|Jun. 28, 2018&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LTT 7548&lt;br /&gt;
|Boltzmann Gateway&lt;br /&gt;
|Jun. 28, 2018&lt;br /&gt;
|15% discount&lt;br /&gt;
|-&lt;br /&gt;
|Kaura&lt;br /&gt;
|Polansky Station&lt;br /&gt;
|Jun. 28, 2018&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ho Hsi&lt;br /&gt;
|Hand Ring&lt;br /&gt;
|Jun. 28, 2018&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outfitting==&lt;br /&gt;
{{main|Outfitting}}&lt;br /&gt;
&lt;br /&gt;
All ships are highly customisable through the Outfitting menu of Station Services. Listed below is the default load-out for the Krait MkII.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Category&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default System&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default Rating&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default Class&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max Class&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hardpoint|Medium Hardpoint]]&lt;br /&gt;
| [[Pulse Laser]] (L) || F || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulse Laser]] (L) || F || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Hardpoint|Large Hardpoint]]&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Utility Mount&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Bulkheads]]&lt;br /&gt;
| [[Lightweight Alloys]] || C || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Bay&lt;br /&gt;
| [[Power Plant]] || E || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Thrusters Mounting&lt;br /&gt;
| [[Thrusters]] || E || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Frame Shift Drive Housing&lt;br /&gt;
| [[Frame Shift Drive]] || E || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Environment Control&lt;br /&gt;
| [[Life Support]] || E || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Power Coupling&lt;br /&gt;
| [[Power Distributor]] || E || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Sensor Suite&lt;br /&gt;
| [[Sensors]] || E || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Store&lt;br /&gt;
| [[Fuel Tank]] [x32] || C || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; | [[Internal Compartment]]s&lt;br /&gt;
| [[Shield Generator]] || E || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x32] || E || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x32] || E || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x16] || E || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Discovery Scanner|BDS]] || E || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x2] || E || 1 || 2&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;(L) = Loaned&#039;&#039;&lt;br /&gt;
*&#039;&#039;[x#] = Capacity&#039;&#039;&lt;br /&gt;
*&#039;&#039;BDS = Basic Discovery Scanner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The Krait MkII was released with the Chapter Two (3.1) update of &#039;&#039;[[Elite Dangerous: Beyond]]&#039;&#039; on June 28, 2018.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=idrnfZ-q4X8 YouTube: Elite Dangerous: Beyond – Chapter Two cinematic trailer]&amp;lt;/ref&amp;gt; Purchasing it requires owning &#039;&#039;[[Elite Dangerous: Horizons]]&#039;&#039;.&amp;lt;ref&amp;gt;[https://youtu.be/jevg_IcTtdE?t=2811 YouTube: Krait Expectations (46:51)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;Elite Dangerous&#039;&#039; narrative lead Ian Dingwall describes the ship: &#039;&#039;&amp;quot;You might think of the Krait Mk II as analogous to modern updates of the real-world Mini Cooper or Volkswagen Beetle... It&#039;s a reimagining of a classic that connects conceptually and aesthetically with the ship from 1984&#039;s Elite, while offering enough innovation and quality to compete with contemporary rivals in Elite Dangerous. While the Mk II embodies the essence of the original, it&#039;s very much its own ship.&amp;quot;&#039;&#039;&amp;lt;ref name=&amp;quot;PCGN&amp;quot; /&amp;gt;&lt;br /&gt;
*Senior designer Barry Clark said the Krait MkII &#039;&#039;&amp;quot;currently occupies a unique place among our ship roster and is very popular among players... The idea of a low-profile ship for Commanders flying dubious cargo was really cool to us, too. The Krait is a great all-round ship with a strong hull, powerful engines – which look super-cool – and a great load-out. It&#039;s also less &#039;conspicuous&#039;, meaning it&#039;s less likely to get scanned by the police compared to other ships of that size and class. It has significant straight line speed and power, as well as enough firepower to match the Python thanks to three large and two medium hardpoints. It has a really nice punch against a variety of ship types and sizes.&amp;quot;&#039;&#039;&amp;lt;ref name=&amp;quot;PCGN&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Krait MKII was first teased in the first trailer for Beyond Chapter 2; only its engines were shown however and no other info was yet known.&lt;br /&gt;
* Bizarrely, the Krait MKII is structured upside-down, with the underside being sloped and detailed and the top being flat and mechanical; the opposite of a standard ship design.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:New_Ship_Krait_-_Elite_Dangerous&lt;br /&gt;
File:Commander_Chronicles_Lift-Off&lt;br /&gt;
File:Krait Expectations&lt;br /&gt;
File:Elite_Dangerous_Beyond_-_Chapter_Two_Launch_Trailer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
EDwallpaper3.jpg|Early, pre-release concept art of the Krait for &#039;&#039;Elite Dangerous&#039;&#039;&lt;br /&gt;
Beyond Krait 2.png|Krait MkII dorsal view at Frontier Expo 2017&lt;br /&gt;
Krait FX17 screenshot.png|Krait MkII ventral view at Frontier Expo 2017&lt;br /&gt;
Krait-Rear-View-Frontier-Expo-2017.png|Krait MkII rear view at Frontier Expo 2017&lt;br /&gt;
Krait MKII flight 1 4K Use for infographic.jpg|Krait MkII flight&lt;br /&gt;
Elite-Dangerous-Beyond-Krait MkII-landed-Planet.png|Krait MkII landed on a planet&lt;br /&gt;
Krait_MKII_hangar_3_4K.jpg|Krait MkII in hangar&lt;br /&gt;
Elite-Dangerous-Beyond-Krait_MkII_Docked.png|Krait MkII docked&lt;br /&gt;
Elite-Dangerous-Beyond-Krait-MkII-Hangar-Front.png|Krait MkII in a Hangar front&lt;br /&gt;
Elite-Dangerous-Beyond-Krait-mkII-and-Challenger.png|Krait MkII and Alliance Challenger&lt;br /&gt;
Krait Mk II SLF.png|Krait MkII deploying a fighter&lt;br /&gt;
Elite-Dangerous-Beyond-Krait_MKII_combat.png|Krait MkII combat&lt;br /&gt;
Elite-Dangerous-Beyond-Krait_MKII_combat-2.png|Krait MkII combat 2&lt;br /&gt;
Mysterious thrusts that seemingly belong to the Krait.png|Krait MkII&#039;s engines&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Clr}}&lt;br /&gt;
{{ShipNavbox}}&lt;br /&gt;
{{ShipTypeNavbox}}&lt;br /&gt;
[[ru:Krait MkII]]&lt;br /&gt;
[[Category:Pilotable]]&lt;/div&gt;</summary>
		<author><name>24.177.41.30</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4901</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4901"/>
		<updated>2015-05-04T23:16:12Z</updated>

		<summary type="html">&lt;p&gt;24.177.200.153: Remove bad formatting template after updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wings.jpg|thumb|250px|A group of three pilots in a Wing]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; allows pilots and NPCs to fly together in groups with maximum of four [[ships]]. {{PAGENAME}} allows for multiple benefits for multiple roles. [[Trader]]s can be escorted by their wing pilots for extra security, the escorts will get a 5% income of the trader&#039;s profit from the [[Station]] as a gratitude of allowing trade to continue in their system.&lt;br /&gt;
&lt;br /&gt;
Wing members can lock onto each other to follow each other&#039;s hyperspace routes. If you follow the wake of a wing member, you get pulled out of supercruise automatically.&lt;br /&gt;
&lt;br /&gt;
==Joining and Leaving==&lt;br /&gt;
You use the updated Comms Panel to join and leave wings:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Inviting&#039;&#039;&#039;===&lt;br /&gt;
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose &amp;quot;Invite to Wing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see the contact listed under a new, &amp;quot;Wing Requests&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
Once the Commander accepts the invitation, a wing is formed. All wingmen contacts will be listed under a &amp;quot;Wings&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
All wingmen may issue invites until the wing is full (contains four Commanders).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Accepting&#039;&#039;&#039;===&lt;br /&gt;
When a Commander invites you to join a wing, a notification marker will appear next to your Inbox tab.&lt;br /&gt;
&lt;br /&gt;
Navigate to your Inbox tab in the Comms Panel to view the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the TICK to accept the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the CROSS to decline the invitation.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Leaving&#039;&#039;&#039;===&lt;br /&gt;
To leave a wing, select the Options entry under the &amp;quot;Wings&amp;quot; heading from the Comms Contacts tab and choose &amp;quot;Leave Wing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can leave a wing at any time. However, if you leave a wing there is a cool down before you can join or start a new wing.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
Replacing the ship warning lights HUD bar is the wings interface. The warning lights are relocated to the top of the Info Panel.&lt;br /&gt;
&lt;br /&gt;
Each wingman in your wing will have a status element in the wings interface HUD.&lt;br /&gt;
&lt;br /&gt;
This element displays several pieces of information:&lt;br /&gt;
* Wing Icon: each wingman has a ID icon used to identify them in the HUD&lt;br /&gt;
** Your own ID icon is displayed at the top left of your Comms Panel tab line&lt;br /&gt;
* Surrounding the ID icon is a set of concentric rings showing the wingman&#039;s ship shield status&lt;br /&gt;
** As the shields are depleted the rings fade away&lt;br /&gt;
* Below the shield status is a bar showing the wingman&#039;s ship hull status&lt;br /&gt;
** As the hull is damaged the bar is reduced&lt;br /&gt;
* Below the hull status is the wingman’s Commander name&lt;br /&gt;
* To the left of the Commander name is the Wingman&#039;s voice status&lt;br /&gt;
* Below the Commander name is the wingman&#039;s current target&lt;br /&gt;
** If the wingman is in a different system the system name is displayed here&lt;br /&gt;
When a wingman targets a vessel, their ID icon will appear next to the entity when you look at it.&lt;br /&gt;
&lt;br /&gt;
All HUD elements connected with your wingmen are coloured cyan to help you spot them.&lt;br /&gt;
&lt;br /&gt;
When a vessel is hostile to a wingman, it will display with purple HUD elements to inform you of the state.&lt;br /&gt;
&lt;br /&gt;
When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a wing and how many members the wing has.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
There are several beneficial features that become active when you are in a wing:&lt;br /&gt;
&lt;br /&gt;
===Wingman Targeting===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!New Binding&lt;br /&gt;
!Default Binding&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 1&lt;br /&gt;
|Not Set&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 2&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 3&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman&#039;s Target&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can use new hotkey bindings to quickly target each wingman in your wing.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman you will target their wake if applicable.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman in a different system you will target their system.&lt;br /&gt;
&lt;br /&gt;
If you have a wingman targeted, you can use the Select Wingman&#039;s Target binding.&lt;br /&gt;
&lt;br /&gt;
In addition, all scans performed by wingmen are shared across the entire wing as long as they are present at the location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wingman Relaxed Requirements&lt;br /&gt;
&lt;br /&gt;
When using wakes created by your wingmen, you can travel faster and be further away and still safely use them.&lt;br /&gt;
&lt;br /&gt;
===Wingman Crime Exemption===&lt;br /&gt;
You cannot commit crimes against wingmen and no authorities will intervene as long as your actions do not affect other ships or structures.&lt;br /&gt;
&lt;br /&gt;
Cargo can be freely transferred between wingmen who all count as its owner.&lt;br /&gt;
&lt;br /&gt;
Crimes against non-wingmen remain personal. Other wingmen are not punished directly, though they may well commit crimes if they wish to help out.&lt;br /&gt;
&lt;br /&gt;
===Wingman Nav-Lock===&lt;br /&gt;
You can slave your ship&#039;s frame shift drive to a wingman&#039;s vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the &amp;quot;Wing&amp;quot; heading and choose &amp;quot;Engage Wingman Nav-Lock.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You will see a square marker appear on the wingman&#039;s status element in the wing interface.&lt;br /&gt;
&lt;br /&gt;
When you are nav-locked, the following effects occur *automatically* if you are close enough to them.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock marker is cyan, you are within nav-lock range.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock maker is red, you are out of range.&lt;br /&gt;
&lt;br /&gt;
*You will follow the wingman into and out of super cruise&lt;br /&gt;
&lt;br /&gt;
**Standard requirements still apply (retracted hardpoints and gear, etc.)&lt;br /&gt;
&lt;br /&gt;
*You will follow the wingman into a hyperspace jump&lt;br /&gt;
&lt;br /&gt;
**Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)&lt;br /&gt;
&lt;br /&gt;
*You will follow the wingman&#039;s wakes&lt;br /&gt;
&lt;br /&gt;
**Standard requirements still apply&lt;br /&gt;
&lt;br /&gt;
Note, you can only slave your drive to a single wingman at a time, but you can change the nav-lock target freely.&lt;br /&gt;
&lt;br /&gt;
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the &amp;quot;Wing&amp;quot; heading and choose &amp;quot;Cancel Wingman Nav-Lock.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wingman Beacon Signal===&lt;br /&gt;
When in normal space, you can activate your ship&#039;s beacon signal, by navigating to the Functions tab, highlighting and selecting &amp;quot;Beacon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Choose &amp;quot;Wing&amp;quot; to turn the beacon signal on.&lt;br /&gt;
&lt;br /&gt;
Choose &amp;quot;Off&amp;quot; to turn the beacon signal off.&lt;br /&gt;
&lt;br /&gt;
Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.&lt;br /&gt;
&lt;br /&gt;
You can target and drop out at a signal contact to arrive at the wingman&#039;s location in normal space.&lt;br /&gt;
&lt;br /&gt;
===Wingman Shared Bounties===&lt;br /&gt;
When attacking wanted vessels, every wingman that takes part in the fight, landing some hits on target will be eligible for an equal share in the bounty claim, as long as they are present when the vessel is destroyed.&lt;br /&gt;
&lt;br /&gt;
===Wingman Trade Dividend===&lt;br /&gt;
When a wingman makes a profitable trade, all other wingmen will receive a trade dividend claim, a small, profit-based credit payment awarded by starports to encourage the protection of traders in the system.&lt;br /&gt;
&lt;br /&gt;
This voucher may be handed in at any starport in the system.&lt;br /&gt;
&lt;br /&gt;
All wingmen in the group get a 5% bonus of the commodity&#039;s profit being sold.&lt;br /&gt;
&lt;br /&gt;
Formula: &#039;&#039;Profit per Ton&#039;&#039; * &#039;&#039;Amount sold * 0.05&#039;&#039; = &#039;&#039;Total Bonus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wingman Shared Exploration===&lt;br /&gt;
When in the same system as your wingmen, exploration data is awarded for all wingmen present, allowing the entire wing to profit.&lt;br /&gt;
&lt;br /&gt;
The first person to hand the data in is eligible for any bonus payment, but if the data constitutes a new discovery, all wingmen present in the system when the body was scanned will be listed as the discoverers.&lt;br /&gt;
&lt;br /&gt;
==Wings Beacon==&lt;br /&gt;
A wing member can put out a {{PAGENAME}} Beacon that allows other pilots in their wing to find them within a system and join them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Was introduced in version 1.2&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wings icons.jpg|Wings icons&lt;br /&gt;
Elite_Dangerous_Pilot_Tutorials_-_Wings|Pilot Tutorials - Wings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>24.177.200.153</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4898</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4898"/>
		<updated>2015-05-04T23:15:18Z</updated>

		<summary type="html">&lt;p&gt;24.177.200.153: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox|border = yellow|type = Bad structure|info = This page has a bad and irritating structure, please assist in making it more user-friendly}}[[File:Wings.jpg|thumb|250px|A group of three pilots in a Wing]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; allows pilots and NPCs to fly together in groups with maximum of four [[ships]]. {{PAGENAME}} allows for multiple benefits for multiple roles. [[Trader]]s can be escorted by their wing pilots for extra security, the escorts will get a 5% income of the trader&#039;s profit from the [[Station]] as a gratitude of allowing trade to continue in their system.&lt;br /&gt;
&lt;br /&gt;
Wing members can lock onto each other to follow each other&#039;s hyperspace routes. If you follow the wake of a wing member, you get pulled out of supercruise automatically.&lt;br /&gt;
&lt;br /&gt;
==Joining and Leaving==&lt;br /&gt;
You use the updated Comms Panel to join and leave wings:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Inviting&#039;&#039;&#039;===&lt;br /&gt;
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose &amp;quot;Invite to Wing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see the contact listed under a new, &amp;quot;Wing Requests&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
Once the Commander accepts the invitation, a wing is formed. All wingmen contacts will be listed under a &amp;quot;Wings&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
All wingmen may issue invites until the wing is full (contains four Commanders).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Accepting&#039;&#039;&#039;===&lt;br /&gt;
When a Commander invites you to join a wing, a notification marker will appear next to your Inbox tab.&lt;br /&gt;
&lt;br /&gt;
Navigate to your Inbox tab in the Comms Panel to view the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the TICK to accept the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the CROSS to decline the invitation.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Leaving&#039;&#039;&#039;===&lt;br /&gt;
To leave a wing, select the Options entry under the &amp;quot;Wings&amp;quot; heading from the Comms Contacts tab and choose &amp;quot;Leave Wing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can leave a wing at any time. However, if you leave a wing there is a cool down before you can join or start a new wing.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
Replacing the ship warning lights HUD bar is the wings interface. The warning lights are relocated to the top of the Info Panel.&lt;br /&gt;
&lt;br /&gt;
Each wingman in your wing will have a status element in the wings interface HUD.&lt;br /&gt;
&lt;br /&gt;
This element displays several pieces of information:&lt;br /&gt;
* Wing Icon: each wingman has a ID icon used to identify them in the HUD&lt;br /&gt;
** Your own ID icon is displayed at the top left of your Comms Panel tab line&lt;br /&gt;
* Surrounding the ID icon is a set of concentric rings showing the wingman&#039;s ship shield status&lt;br /&gt;
** As the shields are depleted the rings fade away&lt;br /&gt;
* Below the shield status is a bar showing the wingman&#039;s ship hull status&lt;br /&gt;
** As the hull is damaged the bar is reduced&lt;br /&gt;
* Below the hull status is the wingman’s Commander name&lt;br /&gt;
* To the left of the Commander name is the Wingman&#039;s voice status&lt;br /&gt;
* Below the Commander name is the wingman&#039;s current target&lt;br /&gt;
** If the wingman is in a different system the system name is displayed here&lt;br /&gt;
When a wingman targets a vessel, their ID icon will appear next to the entity when you look at it.&lt;br /&gt;
&lt;br /&gt;
All HUD elements connected with your wingmen are coloured cyan to help you spot them.&lt;br /&gt;
&lt;br /&gt;
When a vessel is hostile to a wingman, it will display with purple HUD elements to inform you of the state.&lt;br /&gt;
&lt;br /&gt;
When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a wing and how many members the wing has.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
There are several beneficial features that become active when you are in a wing:&lt;br /&gt;
&lt;br /&gt;
===Wingman Targeting===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!New Binding&lt;br /&gt;
!Default Binding&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 1&lt;br /&gt;
|Not Set&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 2&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 3&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman&#039;s Target&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can use new hotkey bindings to quickly target each wingman in your wing.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman you will target their wake if applicable.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman in a different system you will target their system.&lt;br /&gt;
&lt;br /&gt;
If you have a wingman targeted, you can use the Select Wingman&#039;s Target binding.&lt;br /&gt;
&lt;br /&gt;
In addition, all scans performed by wingmen are shared across the entire wing as long as they are present at the location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wingman Relaxed Requirements&lt;br /&gt;
&lt;br /&gt;
When using wakes created by your wingmen, you can travel faster and be further away and still safely use them.&lt;br /&gt;
&lt;br /&gt;
===Wingman Crime Exemption===&lt;br /&gt;
You cannot commit crimes against wingmen and no authorities will intervene as long as your actions do not affect other ships or structures.&lt;br /&gt;
&lt;br /&gt;
Cargo can be freely transferred between wingmen who all count as its owner.&lt;br /&gt;
&lt;br /&gt;
Crimes against non-wingmen remain personal. Other wingmen are not punished directly, though they may well commit crimes if they wish to help out.&lt;br /&gt;
&lt;br /&gt;
===Wingman Nav-Lock===&lt;br /&gt;
You can slave your ship&#039;s frame shift drive to a wingman&#039;s vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the &amp;quot;Wing&amp;quot; heading and choose &amp;quot;Engage Wingman Nav-Lock.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You will see a square marker appear on the wingman&#039;s status element in the wing interface.&lt;br /&gt;
&lt;br /&gt;
When you are nav-locked, the following effects occur *automatically* if you are close enough to them.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock marker is cyan, you are within nav-lock range.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock maker is red, you are out of range.&lt;br /&gt;
&lt;br /&gt;
*You will follow the wingman into and out of super cruise&lt;br /&gt;
&lt;br /&gt;
**Standard requirements still apply (retracted hardpoints and gear, etc.)&lt;br /&gt;
&lt;br /&gt;
*You will follow the wingman into a hyperspace jump&lt;br /&gt;
&lt;br /&gt;
**Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)&lt;br /&gt;
&lt;br /&gt;
*You will follow the wingman&#039;s wakes&lt;br /&gt;
&lt;br /&gt;
**Standard requirements still apply&lt;br /&gt;
&lt;br /&gt;
Note, you can only slave your drive to a single wingman at a time, but you can change the nav-lock target freely.&lt;br /&gt;
&lt;br /&gt;
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the &amp;quot;Wing&amp;quot; heading and choose &amp;quot;Cancel Wingman Nav-Lock.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wingman Beacon Signal===&lt;br /&gt;
When in normal space, you can activate your ship&#039;s beacon signal, by navigating to the Functions tab, highlighting and selecting &amp;quot;Beacon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Choose &amp;quot;Wing&amp;quot; to turn the beacon signal on.&lt;br /&gt;
&lt;br /&gt;
Choose &amp;quot;Off&amp;quot; to turn the beacon signal off.&lt;br /&gt;
&lt;br /&gt;
Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.&lt;br /&gt;
&lt;br /&gt;
You can target and drop out at a signal contact to arrive at the wingman&#039;s location in normal space.&lt;br /&gt;
&lt;br /&gt;
===Wingman Shared Bounties===&lt;br /&gt;
When attacking wanted vessels, every wingman that takes part in the fight, landing some hits on target will be eligible for an equal share in the bounty claim, as long as they are present when the vessel is destroyed.&lt;br /&gt;
&lt;br /&gt;
===Wingman Trade Dividend===&lt;br /&gt;
When a wingman makes a profitable trade, all other wingmen will receive a trade dividend claim, a small, profit-based credit payment awarded by starports to encourage the protection of traders in the system.&lt;br /&gt;
&lt;br /&gt;
This voucher may be handed in at any starport in the system.&lt;br /&gt;
&lt;br /&gt;
All wingmen in the group get a 5% bonus of the commodity&#039;s profit being sold.&lt;br /&gt;
&lt;br /&gt;
Formula: &#039;&#039;Profit per Ton&#039;&#039; * &#039;&#039;Amount sold * 0.05&#039;&#039; = &#039;&#039;Total Bonus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wingman Shared Exploration===&lt;br /&gt;
When in the same system as your wingmen, exploration data is awarded for all wingmen present, allowing the entire wing to profit.&lt;br /&gt;
&lt;br /&gt;
The first person to hand the data in is eligible for any bonus payment, but if the data constitutes a new discovery, all wingmen present in the system when the body was scanned will be listed as the discoverers.&lt;br /&gt;
&lt;br /&gt;
==Wings Beacon==&lt;br /&gt;
A wing member can put out a {{PAGENAME}} Beacon that allows other pilots in their wing to find them within a system and join them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Was introduced in version 1.2&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wings icons.jpg|Wings icons&lt;br /&gt;
Elite_Dangerous_Pilot_Tutorials_-_Wings|Pilot Tutorials - Wings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>24.177.200.153</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4895</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4895"/>
		<updated>2015-05-04T23:12:19Z</updated>

		<summary type="html">&lt;p&gt;24.177.200.153: Partial update to page formatting to improve readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox|border = yellow|type = Bad structure|info = This page has a bad and irritating structure, please assist in making it more user-friendly}}[[File:Wings.jpg|thumb|250px|A group of three pilots in a Wing]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; allows pilots and NPCs to fly together in groups with maximum of four [[ships]]. {{PAGENAME}} allows for multiple benefits for multiple roles. [[Trader]]s can be escorted by their wing pilots for extra security, the escorts will get a 5% income of the trader&#039;s profit from the [[Station]] as a gratitude of allowing trade to continue in their system.&lt;br /&gt;
&lt;br /&gt;
Wing members can lock onto each other to follow each other&#039;s hyperspace routes. If you follow the wake of a wing member, you get pulled out of supercruise automatically.&lt;br /&gt;
&lt;br /&gt;
==Joining and Leaving==&lt;br /&gt;
You use the updated Comms Panel to join and leave wings:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Inviting&#039;&#039;&#039;===&lt;br /&gt;
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose &amp;quot;Invite to Wing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see the contact listed under a new, &amp;quot;Wing Requests&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
Once the Commander accepts the invitation, a wing is formed. All wingmen contacts will be listed under a &amp;quot;Wings&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
All wingmen may issue invites until the wing is full (contains four Commanders).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Accepting&#039;&#039;&#039;===&lt;br /&gt;
When a Commander invites you to join a wing, a notification marker will appear next to your Inbox tab.&lt;br /&gt;
&lt;br /&gt;
Navigate to your Inbox tab in the Comms Panel to view the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the TICK to accept the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the CROSS to decline the invitation.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Leaving&#039;&#039;&#039;===&lt;br /&gt;
To leave a wing, select the Options entry under the &amp;quot;Wings&amp;quot; heading from the Comms Contacts tab and choose &amp;quot;Leave Wing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can leave a wing at any time. However, if you leave a wing there is a cool down before you can join or start a new wing.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
Replacing the ship warning lights HUD bar is the wings interface. The warning lights are relocated to the top of the Info Panel.&lt;br /&gt;
&lt;br /&gt;
Each wingman in your wing will have a status element in the wings interface HUD.&lt;br /&gt;
&lt;br /&gt;
This element displays several pieces of information:&lt;br /&gt;
* Wing Icon: each wingman has a ID icon used to identify them in the HUD&lt;br /&gt;
** Your own ID icon is displayed at the top left of your Comms Panel tab line&lt;br /&gt;
* Surrounding the ID icon is a set of concentric rings showing the wingman&#039;s ship shield status&lt;br /&gt;
** As the shields are depleted the rings fade away&lt;br /&gt;
* Below the shield status is a bar showing the wingman&#039;s ship hull status&lt;br /&gt;
** As the hull is damaged the bar is reduced&lt;br /&gt;
* Below the hull status is the wingman’s Commander name&lt;br /&gt;
* To the left of the Commander name is the Wingman&#039;s voice status&lt;br /&gt;
* Below the Commander name is the wingman&#039;s current target&lt;br /&gt;
** If the wingman is in a different system the system name is displayed here&lt;br /&gt;
When a wingman targets a vessel, their ID icon will appear next to the entity when you look at it.&lt;br /&gt;
&lt;br /&gt;
All HUD elements connected with your wingmen are coloured cyan to help you spot them.&lt;br /&gt;
&lt;br /&gt;
When a vessel is hostile to a wingman, it will display with purple HUD elements to inform you of the state.&lt;br /&gt;
&lt;br /&gt;
When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a wing and how many members the wing has.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
There are several beneficial features that become active when you are in a wing:&lt;br /&gt;
&lt;br /&gt;
===Wingman Targeting===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!New Binding&lt;br /&gt;
!Default Binding&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 1&lt;br /&gt;
|Not Set&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 2&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman 3&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Select Wingman&#039;s Target&lt;br /&gt;
|&amp;lt;span&amp;gt;Not Set&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can use new hotkey bindings to quickly target each wingman in your wing.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman you will target their wake if applicable.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman in a different system you will target their system.&lt;br /&gt;
&lt;br /&gt;
If you have a wingman targeted, you can use the Select Wingman&#039;s Target binding.&lt;br /&gt;
&lt;br /&gt;
In addition, all scans performed by wingmen are shared across the entire wing as long as they are present at the location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wingman Relaxed Requirements&lt;br /&gt;
&lt;br /&gt;
When using wakes created by your wingmen, you can travel faster and be further away and still safely use them.&lt;br /&gt;
&lt;br /&gt;
===Wingman Crime Exemption===&lt;br /&gt;
You cannot commit crimes against wingmen and no authorities will intervene as long as your actions do not affect other ships or structures.&lt;br /&gt;
&lt;br /&gt;
Cargo can be freely transferred between wingmen who all count as its owner.&lt;br /&gt;
&lt;br /&gt;
Crimes against non-wingmen remain personal. Other wingmen are not punished directly, though they may well commit crimes if they wish to help out.&lt;br /&gt;
&lt;br /&gt;
===Wingman nav-Lock===&lt;br /&gt;
You can slave your ship&#039;s frame shift drive to a wingman&#039;s vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the &amp;quot;Wing&amp;quot; heading and choose:&lt;br /&gt;
&lt;br /&gt;
[ENGAGE WINGMAN NAV-LOCK]&lt;br /&gt;
&lt;br /&gt;
You will see a square marker appear on the wingman&#039;s status element in the wing interface.&lt;br /&gt;
&lt;br /&gt;
When you are nav-locked, the following effects occur *automatically* if you are close enough to them.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock marker is cyan, you are within nav-lock range.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock maker is red, you are out of range.&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman into and out of super cruise&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply (retracted hardpoints and gear, etc.)&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman into a hyperspace jump&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman&#039;s wakes&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply&lt;br /&gt;
&lt;br /&gt;
Note, you can only slave your drive to a single wingman at a time, but you can change the nav-lock target freely.&lt;br /&gt;
&lt;br /&gt;
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the &amp;quot;Wing&amp;quot; heading and choose:&lt;br /&gt;
&lt;br /&gt;
[CANCEL WINGMAN NAVLOCK]&lt;br /&gt;
&lt;br /&gt;
===Wingman Beacon Signal===&lt;br /&gt;
When in normal space, you can activate your ship&#039;s beacon signal, by navigating to the Functions tab, highlighting and selecting:&lt;br /&gt;
&lt;br /&gt;
[BEACON]&lt;br /&gt;
&lt;br /&gt;
Choose &amp;quot;Wing&amp;quot; to turn the beacon signal on.&lt;br /&gt;
&lt;br /&gt;
Choose &amp;quot;Off&amp;quot; to turn the beacon signal off.&lt;br /&gt;
&lt;br /&gt;
Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.&lt;br /&gt;
&lt;br /&gt;
You can target and drop out at a signal contact to arrive at the wingman&#039;s location in normal space.&lt;br /&gt;
&lt;br /&gt;
===Wingman Shared Bounties===&lt;br /&gt;
When attacking wanted vessels, every wingman that takes part in the fight, landing some hits on target will be eligible for an equal share in the bounty claim, as long as they are present when the vessel is destroyed.&lt;br /&gt;
&lt;br /&gt;
===Wingman Trade Dividend===&lt;br /&gt;
When a wingman makes a profitable trade, all other wingmen will receive a trade dividend claim, a small, profit-based credit payment awarded by starports to encourage the protection of traders in the system.&lt;br /&gt;
&lt;br /&gt;
This voucher may be handed in at any starport in the system.&lt;br /&gt;
&lt;br /&gt;
All wingmen in the group get a 5% bonus of the commodity&#039;s profit being sold.&lt;br /&gt;
&lt;br /&gt;
Formula: &#039;&#039;Profit per Ton&#039;&#039; * &#039;&#039;Amount sold * 0.05&#039;&#039; = &#039;&#039;Total Bonus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wingman Shared Exploration===&lt;br /&gt;
When in the same system as your wingmen, exploration data is awarded for all wingmen present, allowing the entire wing to profit.&lt;br /&gt;
&lt;br /&gt;
The first person to hand the data in is eligible for any bonus payment, but if the data constitutes a new discovery, all wingmen present in the system when the body was scanned will be listed as the discoverers.&lt;br /&gt;
&lt;br /&gt;
==Wings Beacon==&lt;br /&gt;
A wing member can put out a {{PAGENAME}} Beacon that allows other pilots in their wing to find them within a system and join them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Was introduced in version 1.2&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wings icons.jpg|Wings icons&lt;br /&gt;
Elite_Dangerous_Pilot_Tutorials_-_Wings|Pilot Tutorials - Wings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>24.177.200.153</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Viper_Mk_III&amp;diff=14661</id>
		<title>Viper Mk III</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Viper_Mk_III&amp;diff=14661"/>
		<updated>2015-01-04T22:10:48Z</updated>

		<summary type="html">&lt;p&gt;24.177.67.115: /* Purchase Locations */ 
Added Serebrov Station in Yakabugai to the list of purchase locations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ShipInfobox&lt;br /&gt;
| image               = ViperFlyby.jpg&lt;br /&gt;
| manufacturer        = Faulcon DeLacy&lt;br /&gt;
| cost                = 142,931&lt;br /&gt;
| topspeed            = 320&lt;br /&gt;
| boostspeed          = 400&lt;br /&gt;
| maneuverability     = 6&lt;br /&gt;
| shields             = 105&lt;br /&gt;
| armour              = 70&lt;br /&gt;
| hullmass            = 60&lt;br /&gt;
| cargocapacity       = 4&lt;br /&gt;
| fuelcapacity        = 4&lt;br /&gt;
| jumprange           = &lt;br /&gt;
| utility             = 2&lt;br /&gt;
| small               = 2&lt;br /&gt;
| medium              = 2&lt;br /&gt;
| large               = &lt;br /&gt;
| huge                = &lt;br /&gt;
| size1               = 1&lt;br /&gt;
| size2               = 1&lt;br /&gt;
| size3               = 2&lt;br /&gt;
| size4               = &lt;br /&gt;
| size5               = &lt;br /&gt;
| size6               = &lt;br /&gt;
| size7               = &lt;br /&gt;
| size8               = &lt;br /&gt;
}}&lt;br /&gt;
{{quote|The Viper Mk III is the most recent development of the most successful fighter classes ever built.  The original Viper Defence Craft was designed by Faulcon Manspace in 2762 in the Reorte shipyards.  The basic model was beefed up with the Viper II by Faulcon deLacy.  The new Viper III is a revitalised model with a new more armoured look.  It is a top class fighter found in many well equipped police and naval forces...|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Viper Mk. III&#039;&#039;&#039; made its first appearance in the game in Standard Beta 1. It is the main vessel used by station security forces and law enforcement, and is currently the fastest ship available to purchase. It is a highly effective combatant, with a turning rate comparable to that of the Sidewinder and the same weapon capacity as the [[Cobra Mk. III]]. This has resulted in a &amp;quot;run away from whatever you can&#039;t beat&amp;quot; ship which has been known (with sufficient skill) to defeat any other ship class released thus far in single combat.&lt;br /&gt;
&lt;br /&gt;
Its main drawbacks are that its heat dissipation, power generation and hyperspace capacity do not equal that of the Cobra, which limits the value of having the same hardpoint capacity; mounting the ship&#039;s full weapon weight makes it very short-ranged, and an energy-heavy armament causes it to either overheat or use all available power very quickly. Fuel is also an issue as the ship comes with a tank with a capacity of only 4, and it can be extremely difficult to find a fuel efficient setup that does not compromise combat ability. &lt;br /&gt;
&lt;br /&gt;
In addition to its official police/security role, the Viper&#039;s speed, range and combat capability make it ideal for bounty hunters, small-load couriers, mercenaries or smugglers, while its small cargo capacity makes it a very poor choice for merchants, and a survivable but inadequately profitable platform for pirates.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Insurance:&lt;br /&gt;
| 6,140&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Heavy Fighter&lt;br /&gt;
|-&lt;br /&gt;
! Crew:&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
| 4 (Max 22)&lt;br /&gt;
|-&lt;br /&gt;
! Dimensions:&lt;br /&gt;
| --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Purchase Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 500px;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! System&lt;br /&gt;
! Station&lt;br /&gt;
! Date Seen&lt;br /&gt;
|-&lt;br /&gt;
| [[Aulin]]&lt;br /&gt;
| [[Aulin Enterprise]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Asellus Primus]]&lt;br /&gt;
| [[Beagle 2 Landing]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[LHS 3262]]&lt;br /&gt;
| [[Louis de Lacaille Prospect]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| LTT 1598&lt;br /&gt;
| Qushji Gateway&lt;br /&gt;
| Gamma 2.02&lt;br /&gt;
|-&lt;br /&gt;
| H Draconis&lt;br /&gt;
| [[Brislington]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Nang Ta-Khian]]&lt;br /&gt;
| [[Hay Point]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Rho Cancri&lt;br /&gt;
| Dekker Base&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ovid]]&lt;br /&gt;
| [[Bradfield Orbital]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Rakapila]]&lt;br /&gt;
| [[Stone Enterprise]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Styx]]&lt;br /&gt;
| [[Wingrove Platform]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Zhu Rong&lt;br /&gt;
| Stuart Ring&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| LP 102-320&lt;br /&gt;
| Shepard Hub&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Tote&lt;br /&gt;
| Whitelaw Enterprise &lt;br /&gt;
| Gamma 1.03&lt;br /&gt;
|-&lt;br /&gt;
| Calor&lt;br /&gt;
| Julian Hub&lt;br /&gt;
| Release 1.03&lt;br /&gt;
|-&lt;br /&gt;
| LHS 3505&lt;br /&gt;
| Olivas City&lt;br /&gt;
| Release 1.03&lt;br /&gt;
|-&lt;br /&gt;
| Sorbago&lt;br /&gt;
| Hencke Orbital&lt;br /&gt;
| 12/30/2014&lt;br /&gt;
|-&lt;br /&gt;
| Turir &lt;br /&gt;
| Brooks Terminal&lt;br /&gt;
| 12/29/2014&lt;br /&gt;
|-&lt;br /&gt;
| LP 908-11&lt;br /&gt;
| So-Yeon City&lt;br /&gt;
| 12/29/2014&lt;br /&gt;
|-&lt;br /&gt;
| Panoi&lt;br /&gt;
| Garan Hub&lt;br /&gt;
| 12/30/2014&lt;br /&gt;
|-&lt;br /&gt;
| Macabi&lt;br /&gt;
| Read Orbital&lt;br /&gt;
| 12/30/2014&lt;br /&gt;
|-&lt;br /&gt;
| Kumata&lt;br /&gt;
| Vishweswarayya Enterprise&lt;br /&gt;
| 1/1/2015&lt;br /&gt;
|-&lt;br /&gt;
| Cerktondhs&lt;br /&gt;
| Bluford Gateway&lt;br /&gt;
| 1/1/2015&lt;br /&gt;
|-&lt;br /&gt;
| Eravate&lt;br /&gt;
| Cleve Hub&lt;br /&gt;
| 1/3/2015&lt;br /&gt;
|-&lt;br /&gt;
| Yakabugai&lt;br /&gt;
| Serebrov Station&lt;br /&gt;
| 1/4/2015&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outfitting==&lt;br /&gt;
All ships are highly customizable through outfitting. Each outfit slot has a maximum class that can be put into that slot. Apart from classes, outfits also have a quality rating A-I, and other characteristics such as energy drain, armor piercing, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Category&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default System&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default Rating&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default Class&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Hardpoint|Small Hardpoint]]&lt;br /&gt;
| &#039;&#039;Not Equipped&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not Equipped&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
| [[Hardpoint|Medium Hardpoint]]&lt;br /&gt;
| [[Pulse Laser]] (L)&lt;br /&gt;
&lt;br /&gt;
[[Pulse Laser]] (L)&lt;br /&gt;
| F&lt;br /&gt;
&lt;br /&gt;
F&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
| 2&lt;br /&gt;
2&lt;br /&gt;
|-&lt;br /&gt;
| Utility Mount&lt;br /&gt;
| &#039;&#039;Not Equipped&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not Equipped&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| [[Bulkheads]]&lt;br /&gt;
| [[Lightweight Alloys]]&lt;br /&gt;
| I&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Bay&lt;br /&gt;
| [[Power Plant]]&lt;br /&gt;
| ?&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Thrusters Mounting&lt;br /&gt;
| [[Thrusters]]&lt;br /&gt;
| ?&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frame Shift Drive Housing&lt;br /&gt;
| [[Frame Shift Drive]]&lt;br /&gt;
| ?&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Environment Control&lt;br /&gt;
| [[Life Support]]&lt;br /&gt;
| ?&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Power Coupling&lt;br /&gt;
| [[Power Distributor]]&lt;br /&gt;
| ?&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Sensor Suite&lt;br /&gt;
| [[Sensors]]&lt;br /&gt;
| ?&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Store&lt;br /&gt;
| [[Fuel Tank]] [x4]&lt;br /&gt;
| ?&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Internal Compartment]]s&lt;br /&gt;
| [[Shield Generator]]&lt;br /&gt;
&lt;br /&gt;
[[Cargo Rack]] [x4]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Discovery Scanner|BDS]]&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
E&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
E&lt;br /&gt;
| 3&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
| 3&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;(L) = Loaned&#039;&#039;&lt;br /&gt;
*&#039;&#039;[x#] = Capacity&#039;&#039;&lt;br /&gt;
*&#039;&#039;BDS = Basic Discovery Scanner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Viper3.png&lt;br /&gt;
DockedViper.jpg&lt;br /&gt;
DeLacyViper.jpg&lt;br /&gt;
Viper03.jpg&lt;br /&gt;
Viper07.jpg&lt;br /&gt;
Viper06.jpg&lt;br /&gt;
Viper08.jpg&lt;br /&gt;
Viper02.jpg&lt;br /&gt;
Police 05.jpg&lt;br /&gt;
Viper10.jpg&lt;br /&gt;
Metal asteroids.jpg&lt;br /&gt;
ViperHeadingToDock.jpg&lt;br /&gt;
Viper.jpg&lt;br /&gt;
Type6WithViperOnItsTail.jpg&lt;br /&gt;
TrioOfVipers.jpg&lt;br /&gt;
DuoOfVipers.jpg&lt;br /&gt;
Peek of the week 40.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Fighters]]&lt;/div&gt;</summary>
		<author><name>24.177.67.115</name></author>
	</entry>
</feed>