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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=89.253.76.71</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
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	<updated>2026-10-29T21:48:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=System_Signal_Sources&amp;diff=34348</id>
		<title>System Signal Sources</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=System_Signal_Sources&amp;diff=34348"/>
		<updated>2016-01-19T13:43:46Z</updated>

		<summary type="html">&lt;p&gt;89.253.76.71: Added description in Distress Call&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While [[Supercruise|supercruising]] through a system various signal types can be seen overlaid on the view of space. These may be designated any of the following types:&lt;br /&gt;
&lt;br /&gt;
* [[Conflict Zone]] - can spawn as Low or High Intensity&lt;br /&gt;
** Created during [[Influence#Civil War|Civil War]] or [[Influence#War|War]]. You can temporarily align yourself to one of the factions and will receive combat bonds for the destruction of enemy ships.&lt;br /&gt;
** The amount you get from each combat bond depends the ship you destroyed&lt;br /&gt;
** (assuming one spawns) Earn 50,000 CR for routing a capital ship&lt;br /&gt;
&lt;br /&gt;
* [[Powerplay]] Conflict Zones:&lt;br /&gt;
** [[Military Strike]]&lt;br /&gt;
*** [[Zachary Hudson]] or [[Denton Patreus]] [[Expansion]] special conflict zone.&lt;br /&gt;
** [[Crime Sweep]]&lt;br /&gt;
*** [[Arissa Lavigny-Duval]]&#039;s [[Expansion]] special conflict zone.&lt;br /&gt;
** [[Resistance Pocket]]&lt;br /&gt;
*** [[Archon Delaine]] [[Expanson]] special conflict zone.&lt;br /&gt;
** [[Violent Protest]]&lt;br /&gt;
*** [[Simguru Pranav Antal]] [[Expansion]] special conflict zone.&lt;br /&gt;
&lt;br /&gt;
* [[Checkpoint]]&lt;br /&gt;
** Spawns during Civil Wars with one party being a controlling minor faction.&lt;br /&gt;
&lt;br /&gt;
* [[Nav Beacon]]&lt;br /&gt;
** These locations are located close to the primary star of every star system. These locations spawn a variety of NPCs. The most commonly spawned NPC types are traders, freighter convoys, smugglers, bounty hunters, pirates, wanted, and security vessels.&lt;br /&gt;
&lt;br /&gt;
* [[Resource Extraction Site]]&lt;br /&gt;
** The rewards here are higher but equally the NPC&#039;s are harder than the Nav Beacons. You DO NOT need to join a faction here. You simply target other ships, scan them and if one of them is wanted you take them out and, if they have cargo, steal their haul which you can sell on the black market. These areas, along with Nav Beacons, are full of pirates and bounty hunters. A Resource Extraction Site outside of a planetary ring is far less likely to contain NPCs.&lt;br /&gt;
&lt;br /&gt;
* [[Unidentified Signal Source]]&lt;br /&gt;
** What is found in these locations varies. They may contain squadrons of pirates, large &#039;wanted&#039; cargo vessels (which you can destroy and steal the cargo without becoming wanted yourself) and sometimes just empty space with low value cargo laying around. Typically these areas have more than one bad guy, so you can visit these locations without being attacked (as long as you don&#039;t have cargo) and have a look around, but bounty hunting or piracy at these sites may require a combat focused ship due to the random nature of the encounter (there may be Anacondas!).&lt;br /&gt;
** Assassination missions require you to visit these sites in order to locate the target. Usually you will find a damaged trade convoy that will tell you the last known location of the target, but are usually no more specific than a system.&lt;br /&gt;
&lt;br /&gt;
* [[Weak Signal Source]]&lt;br /&gt;
** Weak signal sources *tend* to imply that few vessels are present. These most times contain [[Salvage|salvageable cargo]], almost always illicit and must be sold at black markets. Some missions require you to investigate these sites and locate specific items adrift in space.&lt;br /&gt;
* [[Strong Signal Source]]&lt;br /&gt;
** Strong signal sources *tend* to imply that many vessels are present. Be aware of elevated risk when investigating strong signal sources. Flying as a wing may help: there’s normally safety in numbers.&lt;br /&gt;
* [[Seeking Luxuries]]&lt;br /&gt;
** Traders in large freight ships can be found here. They will purchase any luxury goods (currently only [[Performance Enhancers]]) you have in your cargo bay.&lt;br /&gt;
* [[Seeking Meds]]&lt;br /&gt;
** At this location, [[Basic Medicines]] are sought and can be sold for a good price. &amp;quot;Seeking Meds&amp;quot; appear, if a faction is in state &amp;quot;Outbreak&amp;quot; (see also [[Faction State]]).&lt;br /&gt;
&lt;br /&gt;
* [[Convoy Beacon]]&lt;br /&gt;
** Much like conflict zone where trade convoys have been interdicted and attacked&lt;br /&gt;
* [[Debris Field]]&lt;br /&gt;
** Lots of debris can be found here.&lt;br /&gt;
&lt;br /&gt;
*[[Seeking Weapons]]&lt;br /&gt;
**Sometimes seen near conflict zones and in systems in a state of War or Civil War. Similar to &#039;Seeking Meds&#039; only in this case weapons are the items being sought. Further investigation is needed to ascertain if armour and all weapon types can be sold at these locations&lt;br /&gt;
*[[Seeking Foods]]&lt;br /&gt;
**Minor factions affected by [[Famine]] are looking for [[Food Cartridges]] here.&lt;br /&gt;
*[[Salvageable Wreckage]]&lt;br /&gt;
**Contains canisters to be salvaged.&lt;br /&gt;
*[[Distress Call]]&lt;br /&gt;
**At the location of a distress call there will be one ship that is attacked by various other ships, who will immediately turn towards the new target and attack it.&lt;br /&gt;
**It may also be a debris field and a black box recovery being done by Internal Security Service.&#039;&lt;br /&gt;
**It may be a trader that has run out of fuel and needs help.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>89.253.76.71</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8160</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=8160"/>
		<updated>2015-05-18T18:58:03Z</updated>

		<summary type="html">&lt;p&gt;89.253.76.71: /* Fixed */ Corrected links to Plasma Accelerator&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 [[ships|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 defence 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 armour.&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 armour, 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 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 manoeuvrability; 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 Accelerator]]&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
&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 is firing at you. In this mode 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;
Gimbal and turret weapons dead zone: http://imgur.com/CDi0I1N&lt;br /&gt;
&lt;br /&gt;
== Weapon Test Results ==&lt;br /&gt;
* [https://forums.frontier.co.uk/showthread.php?t=140240 Stage 1 – Shield DPS]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining Laser]] - A hardpoint mounted thermal weapon to mine asteroids&lt;/div&gt;</summary>
		<author><name>89.253.76.71</name></author>
	</entry>
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