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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=89.0.0.0%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=89.0.0.0%2F16"/>
	<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/wiki/Special:Contributions/89.0.0.0/16"/>
	<updated>2026-10-28T11:59:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4884</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4884"/>
		<updated>2015-03-24T19:54:08Z</updated>

		<summary type="html">&lt;p&gt;89.0.16.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Wings.jpg|thumb|250px|A group of three pilots in a Wing]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a new feature since version 1.2. It 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;
===Inviting===&lt;br /&gt;
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose:&lt;br /&gt;
&lt;br /&gt;
[INVITE TO WING]&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;
===Accepting===&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;
===Leaving===&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:&lt;br /&gt;
&lt;br /&gt;
[LEAVE WING]&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;
&lt;br /&gt;
· Wing Icon: each wingman has a ID icon used to identify them in the HUD&lt;br /&gt;
&lt;br /&gt;
o Your own ID icon is displayed at the top left of your Comms Panel tab line&lt;br /&gt;
&lt;br /&gt;
· Surrounding the ID icon is a set of concentric rings showing the wingman&#039;s ship shield status&lt;br /&gt;
&lt;br /&gt;
o As the shields are depleted the rings fade away&lt;br /&gt;
&lt;br /&gt;
· Below the shield status is a bar showing the wingman&#039;s ship hull status&lt;br /&gt;
&lt;br /&gt;
o As the hull is damaged the bar is reduced&lt;br /&gt;
&lt;br /&gt;
· Below the hull status is the wingman’s Commander name&lt;br /&gt;
&lt;br /&gt;
· To the left of the Commander name is the Wingman&#039;s voice status&lt;br /&gt;
&lt;br /&gt;
· Below the Commander name is the wingman&#039;s current target&lt;br /&gt;
&lt;br /&gt;
o If the wingman is in a different system the system name is displayed here&lt;br /&gt;
&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;
&lt;br /&gt;
NEW BINDINGS DEFAULT BINDING&lt;br /&gt;
&lt;br /&gt;
Select Wingman 1 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 2 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 3 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman&#039;s Target Not Set&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;
==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>89.0.16.224</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4882</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4882"/>
		<updated>2015-03-24T19:51:13Z</updated>

		<summary type="html">&lt;p&gt;89.0.16.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Wings.jpg|thumb|250px|A group of three pilots in a Wing]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a new feature since version 1.2. It 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;
===Inviting===&lt;br /&gt;
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose:&lt;br /&gt;
&lt;br /&gt;
[INVITE TO WING]&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;
===Accepting===&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;
===Leaving===&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:&lt;br /&gt;
&lt;br /&gt;
[LEAVE WING]&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;
&lt;br /&gt;
· Wing Icon: each wingman has a ID icon used to identify them in the HUD&lt;br /&gt;
&lt;br /&gt;
o Your own ID icon is displayed at the top left of your Comms Panel tab line&lt;br /&gt;
&lt;br /&gt;
· Surrounding the ID icon is a set of concentric rings showing the wingman&#039;s ship shield status&lt;br /&gt;
&lt;br /&gt;
o As the shields are depleted the rings fade away&lt;br /&gt;
&lt;br /&gt;
· Below the shield status is a bar showing the wingman&#039;s ship hull status&lt;br /&gt;
&lt;br /&gt;
o As the hull is damaged the bar is reduced&lt;br /&gt;
&lt;br /&gt;
· Below the hull status is the wingman’s Commander name&lt;br /&gt;
&lt;br /&gt;
· To the left of the Commander name is the Wingman&#039;s voice status&lt;br /&gt;
&lt;br /&gt;
· Below the Commander name is the wingman&#039;s current target&lt;br /&gt;
&lt;br /&gt;
o If the wingman is in a different system the system name is displayed here&lt;br /&gt;
&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;
&lt;br /&gt;
NEW BINDINGS DEFAULT BINDING&lt;br /&gt;
&lt;br /&gt;
Select Wingman 1 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 2 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 3 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman&#039;s Target Not Set&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;
==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>89.0.16.224</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Plasma_Accelerator&amp;diff=8340</id>
		<title>Plasma Accelerator</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Plasma_Accelerator&amp;diff=8340"/>
		<updated>2015-03-24T10:57:44Z</updated>

		<summary type="html">&lt;p&gt;89.0.159.228: /* Purchase Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Plasmaaccelerator.png|thumb|400px|Class 4 Plasma Accelerator]]&lt;br /&gt;
&lt;br /&gt;
{{quote|Energy projectile weapon...|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
Plasma Accelerators are mounted on one of your ship&#039;s hardpoints and need assigning to a fire group before they can be used. They are very large and powerful weapons. After firing, they take a few seconds to recharge.&lt;br /&gt;
&lt;br /&gt;
Military battleships, cruisers, and also battlestations, are often equipped with this weapon. They&#039;re also fitted to large trading ships and passenger liners operating in the more dangerous regions of space.&lt;br /&gt;
&lt;br /&gt;
Even a Small Plasma Accelerator will destroy a well armed hundred tonne ship with a single shot. The large version has been known to be used as a planetary assault weapon, destroying selected areas of cities from orbit. This has a devastating effect on the local population, because the terrifying noise of the beam cutting through the atmosphere can be heard for hundreds of kilometres, and will deafen anyone unprotected in the vicinity.&lt;br /&gt;
&lt;br /&gt;
==Munitions==&lt;br /&gt;
Spent ammunition must be replenished once used. Any station is 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 C2 Plasma Accelerator on Feb 2, 2015--&amp;gt;&lt;br /&gt;
Ammunition costs 200 CR per unit.&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&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;
| 2 || C || 4.00 || A || 1.430 || Fixed || Thermic || 7 || A || 0.3 /s || 4 || 6 || 5 || 100 || 834,200&lt;br /&gt;
|-&lt;br /&gt;
| 3 || B || 8.00 || A || 1.970 || Fixed || Thermic || 9 || A || 0.3 /s || 4 || 8 || 5 || 100 || 3,051,200&lt;br /&gt;
|-&lt;br /&gt;
| 4 || A || 16.00 || A || 2.630 || Fixed || Thermic || 10 || A || 0.3 /s || 5 || 10 || 5 || 100 || 13,793,600&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&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
! Station&lt;br /&gt;
! Last Seen&lt;br /&gt;
|-&lt;br /&gt;
| Belarsuk System || Kurland Hub || 2015/01/02&lt;br /&gt;
|-&lt;br /&gt;
| Thiin || Brandenstein Enterprise || 2014/12/30&lt;br /&gt;
|-&lt;br /&gt;
| Aulin || Aulin Enterprise || 2014/09/02&lt;br /&gt;
|-&lt;br /&gt;
| Eravate || Cleve Hub || 2014/12/28&lt;br /&gt;
|-&lt;br /&gt;
|Kremainn&lt;br /&gt;
|Wohler Terminal &lt;br /&gt;
|2015/20/3&lt;br /&gt;
|-&lt;br /&gt;
| Ovid || Bradfield Orbital ||&lt;br /&gt;
|-&lt;br /&gt;
| Rakapila || Stone Enterprise || 2014/10/11&lt;br /&gt;
|-&lt;br /&gt;
| Yawa || Dean Hub || 2014/12/20&lt;br /&gt;
|-&lt;br /&gt;
| Ross 730 || Pavlov Settlement || 2014/1/1&lt;br /&gt;
|-&lt;br /&gt;
| Gat 2 || Thompson Vision || 2015/1/4&lt;br /&gt;
|-&lt;br /&gt;
| LHS 142 || Vo Dock || 2015/1/5&lt;br /&gt;
|-&lt;br /&gt;
| Gyton&#039;s Hope || Gyton&#039;s Eyrie || 2015/2/2&lt;br /&gt;
|-&lt;br /&gt;
|Ho Hsien&lt;br /&gt;
|Dutton Station&lt;br /&gt;
|2015/3/16&lt;br /&gt;
|-&lt;br /&gt;
|LP 715-52&lt;br /&gt;
|Melnick Ring&lt;br /&gt;
|2015/3/24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The plasma Accelerator fires a ball of plasma every 3 or 4 seconds, and is only good for direct fire.&lt;br /&gt;
* 3 shots will take out a Lakon 9 shield and another 3 shots for the hull. Damage per shot is upwards of 35% to 14% depending how it hits.&lt;br /&gt;
* Main problem is overheating after just 3 or 4 shots, best used with a few projectile weapons as if you use lasers the ship heats up too fast and then you can&#039;t fire the Plasma Accelerators.&lt;br /&gt;
* Hard to hit very maneuverable ships; especially smaller ones.&lt;br /&gt;
&lt;br /&gt;
{{WeaponNavbox}}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>89.0.159.228</name></author>
	</entry>
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