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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=80.1.0.0%2F16</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=80.1.0.0%2F16"/>
	<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/wiki/Special:Contributions/80.1.0.0/16"/>
	<updated>2026-10-28T14:37:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Diamondback_Scout&amp;diff=5535</id>
		<title>Diamondback Scout</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Diamondback_Scout&amp;diff=5535"/>
		<updated>2017-01-10T22:11:47Z</updated>

		<summary type="html">&lt;p&gt;80.1.9.117: /* Purchase Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ShipInfobox|image = Diamondback_Scout_-_Profile.png|manufacturer = Lakon Spaceways&lt;br /&gt;
|dimensions = 39.0L - 24.3W - 12.3H&lt;br /&gt;
|manoeuvrability = 5|shields = 92|armour = 216|hullmass = 170|cargocapacity = 0|fuelcapacity = 16|jumprange = 11.35|utility = 4|small = 2|medium = 2|size2 = 1|size3 = 3|type = Combat Explorer|cost = 564320|landingpad = Small|maxjumprange = 30.4|maxtopspeed = 329|maxcargocapacity = 28|topspeed = 286|boostspeed = 384|maxboostspeed = 441|masslock = 8}}&lt;br /&gt;
{{Quote|The Diamondback Scout is Lakon Spaceway&#039;s specialist combat explorer vessel. Unlike its bigger brother Asp, the Diamondback isn&#039;t suited as an all rounder vessel. It is popular with elite recon and pathfinder units with navies throughout human space. Its relatively low cost also makes it a popular choice with independent pilots who appreciate its combat and exploration potential.|In-game description}}&lt;br /&gt;
The &#039;&#039;&#039;Diamondback Scout&#039;&#039;&#039; is a long range combat and reconnaissance [[ships|ship]] which was released in the [[Powerplay]] update.&lt;br /&gt;
&lt;br /&gt;
The weapon hardpoints are located as follows: 1 small hardpoint on each side of the cockpit, and 1 medium hardpoint on each side of the cockpit for a total of 2 medium and 2 small. These hardpoints have their aim points arranged in a straight horizontal line with little space between reticule dots making them very usable with fixed mounts. However their side mounting and close spacing also make good mounts for gimbaled and turreted weapons.&lt;br /&gt;
&lt;br /&gt;
This ship has animated engine pods that shift position and tilt when landing gear are deployed as well as a radiator panel on the top surface that opens when landing gear are deployed.&lt;br /&gt;
&lt;br /&gt;
The ship has a relatively low heat output, great speed and manoeuvrability and is a popular choice for shieldless stealth builds.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Quote|The Diamondback Scout is [[Lakon Spaceways]]’ attempt to repeat the success of the [[Asp]] range at a medium price point. The result was a combat capable ship with good jump capability and was pitched as a light long range reconnaissance ship. After the ship’s maiden flight it was criticized for not having the same versatility as the Asp, but it has seen modest success in the long range reconnaissance, long range interceptor and fast picket ship roles for organisations not able or willing to invest in the heavy price tag of the Asp.&amp;lt;ref&amp;gt;[http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&amp;amp;id=347cbf826e Elite: Dangerous Newsletter #77]&amp;lt;/ref&amp;gt;|In-game history}}&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;
!Cords&lt;br /&gt;
! System&lt;br /&gt;
! Station&lt;br /&gt;
! Date Seen&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|HIP 6978&lt;br /&gt;
|Plucker Dock&lt;br /&gt;
|July 27, 2016&lt;br /&gt;
|15% Discount&lt;br /&gt;
|-&lt;br /&gt;
|600:-438:-1,080&lt;br /&gt;
|Frey&lt;br /&gt;
|Garratt Station&lt;br /&gt;
|March 29, 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10:122:10&lt;br /&gt;
|HIP 62794&lt;br /&gt;
|MacArthur Terminal&lt;br /&gt;
|2016 Nov 22&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|0:-11:0&lt;br /&gt;
|TZ Arietis&lt;br /&gt;
|Snyder Enterprise&lt;br /&gt;
|2016 Feb 8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10:21:30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|18 Scorpii&lt;br /&gt;
|Swift Orbital&lt;br /&gt;
|2016 Feb 6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-60:-34:-70&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Hel&lt;br /&gt;
|Jones Orbital&lt;br /&gt;
|January 3, 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-40:63:-40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Caraceni&lt;br /&gt;
|Kerr Enterprise&lt;br /&gt;
|October 13, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20:78:20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Hooriayan&lt;br /&gt;
|Davis Port&lt;br /&gt;
|October 11, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30:-3:40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|31 Aquilae&lt;br /&gt;
|Killough Orbital&lt;br /&gt;
|November 17, 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|0:8:90&lt;br /&gt;
|44 B Ophiuchi&lt;br /&gt;
|Feustel Gateway&lt;br /&gt;
|June 12, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-50:-91:-170&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|64 Arietis&lt;br /&gt;
|Weyn Dock&lt;br /&gt;
|September 19, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|90:-50:30&lt;br /&gt;
|Alano&lt;br /&gt;
|Leestman Port&lt;br /&gt;
|June 8, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70:-73:30&lt;br /&gt;
|Amphisatsu&lt;br /&gt;
|Goldberg Orbital&lt;br /&gt;
|June 8, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|80:-160:40&lt;br /&gt;
| Angurongo&lt;br /&gt;
| Dahm Port&lt;br /&gt;
| June 22, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-60:46:10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Ao Qin&lt;br /&gt;
|Brunner Horizons&lt;br /&gt;
|September 14, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40:-16:40&lt;br /&gt;
|Arth&lt;br /&gt;
|Midgeley Dock&lt;br /&gt;
|June 27, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|80:-33:50&lt;br /&gt;
|Belagro&lt;br /&gt;
|Hermaszewski Station&lt;br /&gt;
|June 21, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|70:-110:50&lt;br /&gt;
|Beta-1 Tucanae&lt;br /&gt;
|Adams Orbital&lt;br /&gt;
|June 6, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Carener&lt;br /&gt;
|Butz Port&lt;br /&gt;
|August 25, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cerno&lt;br /&gt;
|Kanwar Enterprise&lt;br /&gt;
|June 7, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chona&lt;br /&gt;
|Smoot Station&lt;br /&gt;
| June 19, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Derrim&lt;br /&gt;
|Nachtigal Hub&lt;br /&gt;
| June 28, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Diaguandri &lt;br /&gt;
|Ray Gateway&lt;br /&gt;
|June 9, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ditia&lt;br /&gt;
|Arkwright City&lt;br /&gt;
|June 16, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|EQ Pegasi&lt;br /&gt;
|Merbold Ring&lt;br /&gt;
|August 18, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|EZ Aquarii&lt;br /&gt;
|Magnus Gateway&lt;br /&gt;
|January 28 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|GD 219&lt;br /&gt;
|McKee Ring&lt;br /&gt;
|September 29, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Gliese 563.1&lt;br /&gt;
| Matteucci Ring&lt;br /&gt;
| Jul 23, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|H Draconis&lt;br /&gt;
|Brislington&lt;br /&gt;
|June 10, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Helgaedi&lt;br /&gt;
|Joliot-Curie Enterprise&lt;br /&gt;
|July 22, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Khan Gubii&lt;br /&gt;
|Alpers City&lt;br /&gt;
|September 12, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Kung Te&lt;br /&gt;
|Bellamy Enterprise&lt;br /&gt;
|June 24, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Kured&lt;br /&gt;
|Kuchner Vision&lt;br /&gt;
|June 7, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|LFT 1448&lt;br /&gt;
|Dirac Enterprise&lt;br /&gt;
|November 17, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|LHS 20&lt;br /&gt;
|Ohm City&lt;br /&gt;
|August 1, 2015&lt;br /&gt;
|15% discount&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|LHS 262&lt;br /&gt;
|Boodt Port&lt;br /&gt;
|June 6, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|LHS 2651&lt;br /&gt;
|Kennan Dock&lt;br /&gt;
|June 8, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|LHS 3505&lt;br /&gt;
|Olivas City&lt;br /&gt;
|October 10, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Momus Reach&lt;br /&gt;
|Tartarus Point&lt;br /&gt;
|June 6, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ngaledi&lt;br /&gt;
|Smith Enterprises&lt;br /&gt;
|June 5, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Njikan&lt;br /&gt;
|Smeaton Port&lt;br /&gt;
|June 6, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|PLX 695&lt;br /&gt;
|Dover&lt;br /&gt;
|June 16, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Sekhemet&lt;br /&gt;
|Nasmyth Station&lt;br /&gt;
|June 12, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Senocidi&lt;br /&gt;
|Hodgkin Dock&lt;br /&gt;
|August 29, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Setana&lt;br /&gt;
|Henson Horizons&lt;br /&gt;
|June 10, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Tellus&lt;br /&gt;
|Ahern Enterprise&lt;br /&gt;
|July 14, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Tepehuacoc&lt;br /&gt;
|Sauma Orbital&lt;br /&gt;
|June 24, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Uzumoku&lt;br /&gt;
|Sevrdup Ring&lt;br /&gt;
|June 14, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Venegana&lt;br /&gt;
|Foreman Gateway (I think)&lt;br /&gt;
|September 19, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lalande 22701&lt;br /&gt;
|Hutton Ring&lt;br /&gt;
|Oct 23, 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Wolf 908&lt;br /&gt;
|Rubin Vision&lt;br /&gt;
|June 5, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Xihe&lt;br /&gt;
|Zhen Dock&lt;br /&gt;
|June 6, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Xi Ursae Majoris&lt;br /&gt;
|Durrance Dock&lt;br /&gt;
|June 9, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Kaushpoos&lt;br /&gt;
|Neville Horizons&lt;br /&gt;
|November 16, 2015&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chona&lt;br /&gt;
|Smoot Station&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ross 1057&lt;br /&gt;
|Coriolis Starport&lt;br /&gt;
|February 3, 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|LTT 6774&lt;br /&gt;
|Kotov City&lt;br /&gt;
|January 1st, 2016&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mokosh&lt;br /&gt;
|Lubin Orbital&lt;br /&gt;
|January 10th, 2017&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 customizable through the Outfitting menu of Station Services. Listed below is the default load-out for the Diamondback Scout.&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|Small Hardpoint]]&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hardpoint|Medium Hardpoint]]&lt;br /&gt;
| [[Pulse Laser]] || F || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulse Laser]] || F || 1 || 2&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]] || I || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Bay&lt;br /&gt;
| [[Power Plant]] || E|| 4|| 4&lt;br /&gt;
|-&lt;br /&gt;
| Thrusters Mounting&lt;br /&gt;
| [[Thrusters]] || E|| 4|| 4&lt;br /&gt;
|-&lt;br /&gt;
| Frame Shift Drive Housing&lt;br /&gt;
| [[Frame Shift Drive]] || E|| 4|| 4&lt;br /&gt;
|-&lt;br /&gt;
| Environment Control&lt;br /&gt;
| [[Life Support]] || E|| 2|| 2&lt;br /&gt;
|-&lt;br /&gt;
| Power Coupling&lt;br /&gt;
| [[Power Distributor]] || E|| 3|| 3&lt;br /&gt;
|-&lt;br /&gt;
| Sensor Suite&lt;br /&gt;
| [[Sensors]] || E|| 2|| 2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Store&lt;br /&gt;
| [[Fuel Tank]] [x16] || C || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[Internal Compartment]]s&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;
| [[Shield Generator]] || E || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Discovery Scanner|BDS]] || 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;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Diamondback_cockpit_01.jpg&lt;br /&gt;
File:Diamondback_in_RES_01.jpg|Backside of the Diamondback Scout&lt;br /&gt;
File:Diamondback_docked_01.jpg|Docked Diamondback Scout&lt;br /&gt;
diamondbackscout damaged.png|Damaged Diamondback Scout, top view&lt;br /&gt;
Screenshot-Original (2).png|Diamondback Scout&#039;s radiator exposed while fuel scooping&lt;br /&gt;
Screenshot-Original (1).png|Damaged Diamondback Scout&lt;br /&gt;
Screenshot-Original.png|Damaged Diamondback Scout, from the side&lt;br /&gt;
bp-diamondback-scout.png|Lakon Diamondback Scout Blueprint&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;
&lt;br /&gt;
{{ShipNavbox}}&lt;br /&gt;
{{ShipTypeNavbox}}&lt;br /&gt;
[[ru:Diamondback Scout]]&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Fighters]]&lt;br /&gt;
[[Category:Lakon Spaceways]]&lt;br /&gt;
[[Category:Explorer]]&lt;br /&gt;
[[Category:Pilotable]]&lt;/div&gt;</summary>
		<author><name>80.1.9.117</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8147</id>
		<title>Category:Weapons</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8147"/>
		<updated>2015-04-06T03:49:10Z</updated>

		<summary type="html">&lt;p&gt;80.1.60.38: Turrets update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WeaponsForSale.png|thumb|280px|Weapons for sale in the outfitting store]]&lt;br /&gt;
&lt;br /&gt;
Each ship can equip a variety of energy, projectile and missile based weapons. Most weapons are available in either fixed, gimbal, or turret variants. Weapons are organized into classes ranging from 1 to 4 indicating their relative size (the higher the number the bigger the hardpoint must be to equip the weapon). In the outfitting store fixed weapons are indicated with a crosshair icon, gimbal weapons with a gyroscope icon, and turret weapons with a small turret icon.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
There are 2 types of weapons; Energy-based and kinetic-based which carry ammunition. In addition there are also weapons used for defense such as the point defence turret. Weapons generate heat, which increases your signature on the radar. When you have more than 100% heat, you will not be able to fire (however, given that you would be overheating, you probably have other problems on your hands).&lt;br /&gt;
&lt;br /&gt;
====Energy weapons====&lt;br /&gt;
These weapons use a charging capacitor and thus do not need ammo, but tend to drain weapon energy quickly and take time to recharge.&lt;br /&gt;
&lt;br /&gt;
Energy weapons are effective at stripping shields, but less effective at destroying hull armor.&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
&lt;br /&gt;
====Ammunition weapons====&lt;br /&gt;
Kinetic-based weapons require ammunition to fire but generate less heat and consume less power as a result. Ammunition can be replenished at most stations or outposts.&lt;br /&gt;
&lt;br /&gt;
Kinetic weapons are good against armor, but are not as useful against shields.&lt;br /&gt;
&lt;br /&gt;
The following list is not limited to kinetic weapons.&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
* [[Mine Launcher]]&lt;br /&gt;
* [[Point Defence Turret]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Mounts==&lt;br /&gt;
Regardless of type, all weapons are placed in different mounts which determine how they aim at targets:&lt;br /&gt;
&lt;br /&gt;
===Fixed===&lt;br /&gt;
Fixed weapons are rather powerful, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking when the target is within the weapon&#039;s crosshairs. Because of this, fixed weapons depend heavily on your ship&#039;s maneuverability; however, they are cheap, use little power, are not affected by chaff and every weapon is available in a fixed mount.&lt;br /&gt;
&lt;br /&gt;
The following weapons have fixed variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gimbal===&lt;br /&gt;
[http://en.wikipedia.org/wiki/Gimbal Gimbal] means that the weapon is hung in a rotating construction, so it can move independent of the ship&#039;s orientation. Gimbal-mounted weapons can keep track of a target even when you&#039;re not pointed directly at the target, allowing far more firepower to hit a target. In exchange, gimbal weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon&#039;s ability to track the target. Also keep in mind that tracking systems track &#039;&#039;heat&#039;&#039;; if a target is not generating sufficient heat, gimbals will not lock on and behave much like fixed weapons. Gimbals also have difficulties targeting sub-systems that have been turned off, through the modules management screen, although they still try to get a lock, it is much less precise.&lt;br /&gt;
&lt;br /&gt;
The following weapons have gimbal variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
Turrets are fully independent auto-firing weapons that have a 360 degree range of fire. Standard turrets generally act autonomously.&lt;br /&gt;
&lt;br /&gt;
Note: You can select one of three &amp;quot;Turret Weapon Modes&amp;quot; from the Functions tab of the Systems menu &lt;br /&gt;
# Forward Fire - Your turrets will act as fixed weapons and will be shooting only manually.&lt;br /&gt;
# Targeted Enemy - The turrets will shoot automatically only wanted targets which you lock manually.&lt;br /&gt;
# Fire at Will - The turrets will focus automatically on any wanted target which firing at you. In this mod 2 turrets can focus on different targets at the same time.&lt;br /&gt;
&lt;br /&gt;
The following weapons have turret variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
&lt;br /&gt;
=== Gimbal and turret weapons dead zone: http://imgur.com/CDi0I1N ===&lt;/div&gt;</summary>
		<author><name>80.1.60.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8146</id>
		<title>Category:Weapons</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8146"/>
		<updated>2015-04-06T03:36:25Z</updated>

		<summary type="html">&lt;p&gt;80.1.60.38: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WeaponsForSale.png|thumb|280px|Weapons for sale in the outfitting store]]&lt;br /&gt;
&lt;br /&gt;
Each ship can equip a variety of energy, projectile and missile based weapons. Most weapons are available in either fixed, gimbal, or turret variants. Weapons are organized into classes ranging from 1 to 4 indicating their relative size (the higher the number the bigger the hardpoint must be to equip the weapon). In the outfitting store fixed weapons are indicated with a crosshair icon, gimbal weapons with a gyroscope icon, and turret weapons with a small turret icon.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
There are 2 types of weapons; Energy-based and kinetic-based which carry ammunition. In addition there are also weapons used for defense such as the point defence turret. Weapons generate heat, which increases your signature on the radar. When you have more than 100% heat, you will not be able to fire (however, given that you would be overheating, you probably have other problems on your hands).&lt;br /&gt;
&lt;br /&gt;
====Energy weapons====&lt;br /&gt;
These weapons use a charging capacitor and thus do not need ammo, but tend to drain weapon energy quickly and take time to recharge.&lt;br /&gt;
&lt;br /&gt;
Energy weapons are effective at stripping shields, but less effective at destroying hull armor.&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
&lt;br /&gt;
====Ammunition weapons====&lt;br /&gt;
Kinetic-based weapons require ammunition to fire but generate less heat and consume less power as a result. Ammunition can be replenished at most stations or outposts.&lt;br /&gt;
&lt;br /&gt;
Kinetic weapons are good against armor, but are not as useful against shields.&lt;br /&gt;
&lt;br /&gt;
The following list is not limited to kinetic weapons.&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
* [[Mine Launcher]]&lt;br /&gt;
* [[Point Defence Turret]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Mounts==&lt;br /&gt;
Regardless of type, all weapons are placed in different mounts which determine how they aim at targets:&lt;br /&gt;
&lt;br /&gt;
===Fixed===&lt;br /&gt;
Fixed weapons are rather powerful, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking when the target is within the weapon&#039;s crosshairs. Because of this, fixed weapons depend heavily on your ship&#039;s maneuverability; however, they are cheap, use little power, are not affected by chaff and every weapon is available in a fixed mount.&lt;br /&gt;
&lt;br /&gt;
The following weapons have fixed variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gimbal===&lt;br /&gt;
[http://en.wikipedia.org/wiki/Gimbal Gimbal] means that the weapon is hung in a rotating construction, so it can move independent of the ship&#039;s orientation. Gimbal-mounted weapons can keep track of a target even when you&#039;re not pointed directly at the target, allowing far more firepower to hit a target. In exchange, gimbal weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon&#039;s ability to track the target. Also keep in mind that tracking systems track &#039;&#039;heat&#039;&#039;; if a target is not generating sufficient heat, gimbals will not lock on and behave much like fixed weapons. Gimbals also have difficulties targeting sub-systems that have been turned off, through the modules management screen, although they still try to get a lock, it is much less precise.&lt;br /&gt;
&lt;br /&gt;
The following weapons have gimbal variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
Turrets are fully independent auto-firing weapons that have a 360 degree range of fire. Standard turrets generally act autonomously.&lt;br /&gt;
&lt;br /&gt;
Note: You can select one of three &amp;quot;Turret Weapon Modes&amp;quot; from the Functions tab of the Systems menu (Forward Fire, Targeted Enemy and Fire at Will).&lt;br /&gt;
&lt;br /&gt;
The following weapons have turret variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
Gimbal and turret weapons dead zones: http://imgur.com/CDi0I1N&lt;/div&gt;</summary>
		<author><name>80.1.60.38</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8145</id>
		<title>Category:Weapons</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8145"/>
		<updated>2015-04-06T03:32:58Z</updated>

		<summary type="html">&lt;p&gt;80.1.60.38: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WeaponsForSale.png|thumb|280px|Weapons for sale in the outfitting store]]&lt;br /&gt;
&lt;br /&gt;
Each ship can equip a variety of energy, projectile and missile based weapons. Most weapons are available in either fixed, gimbal, or turret variants. Weapons are organized into classes ranging from 1 to 4 indicating their relative size (the higher the number the bigger the hardpoint must be to equip the weapon). In the outfitting store fixed weapons are indicated with a crosshair icon, gimbal weapons with a gyroscope icon, and turret weapons with a small turret icon.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
There are 2 types of weapons; Energy-based and kinetic-based which carry ammunition. In addition there are also weapons used for defense such as the point defence turret. Weapons generate heat, which increases your signature on the radar. When you have more than 100% heat, you will not be able to fire (however, given that you would be overheating, you probably have other problems on your hands).&lt;br /&gt;
&lt;br /&gt;
====Energy weapons====&lt;br /&gt;
These weapons use a charging capacitor and thus do not need ammo, but tend to drain weapon energy quickly and take time to recharge.&lt;br /&gt;
&lt;br /&gt;
Energy weapons are effective at stripping shields, but less effective at destroying hull armor.&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
&lt;br /&gt;
====Ammunition weapons====&lt;br /&gt;
Kinetic-based weapons require ammunition to fire but generate less heat and consume less power as a result. Ammunition can be replenished at most stations or outposts.&lt;br /&gt;
&lt;br /&gt;
Kinetic weapons are good against armor, but are not as useful against shields.&lt;br /&gt;
&lt;br /&gt;
The following list is not limited to kinetic weapons.&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
* [[Mine Launcher]]&lt;br /&gt;
* [[Point Defence Turret]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Mounts==&lt;br /&gt;
Regardless of type, all weapons are placed in different mounts which determine how they aim at targets:&lt;br /&gt;
&lt;br /&gt;
[Imgur](http://i.imgur.com/CDi0I1N.png)&lt;br /&gt;
&lt;br /&gt;
===Fixed===&lt;br /&gt;
Fixed weapons are rather powerful, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking when the target is within the weapon&#039;s crosshairs. Because of this, fixed weapons depend heavily on your ship&#039;s maneuverability; however, they are cheap, use little power, are not affected by chaff and every weapon is available in a fixed mount.&lt;br /&gt;
&lt;br /&gt;
The following weapons have fixed variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
&lt;br /&gt;
===Gimbal===&lt;br /&gt;
[http://en.wikipedia.org/wiki/Gimbal Gimbal] means that the weapon is hung in a rotating construction, so it can move independent of the ship&#039;s orientation. Gimbal-mounted weapons can keep track of a target even when you&#039;re not pointed directly at the target, allowing far more firepower to hit a target. In exchange, gimbal weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon&#039;s ability to track the target. Also keep in mind that tracking systems track &#039;&#039;heat&#039;&#039;; if a target is not generating sufficient heat, gimbals will not lock on and behave much like fixed weapons. Gimbals also have difficulties targeting sub-systems that have been turned off, through the modules management screen, although they still try to get a lock, it is much less precise.&lt;br /&gt;
&lt;br /&gt;
The following weapons have gimbal variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
Turrets are fully independent auto-firing weapons that have a 360 degree range of fire. Standard turrets generally act autonomously.&lt;br /&gt;
&lt;br /&gt;
Note: You can select one of three &amp;quot;Turret Weapon Modes&amp;quot; from the Functions tab of the Systems menu (Forward Fire, Targeted Enemy and Fire at Will).&lt;br /&gt;
&lt;br /&gt;
The following weapons have turret variants:&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;/div&gt;</summary>
		<author><name>80.1.60.38</name></author>
	</entry>
</feed>