<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=98.233.40.0%2F24</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=98.233.40.0%2F24"/>
	<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/wiki/Special:Contributions/98.233.40.0/24"/>
	<updated>2026-10-28T11:53:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Sidewinder&amp;diff=14165</id>
		<title>Sidewinder</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Sidewinder&amp;diff=14165"/>
		<updated>2015-12-24T12:11:13Z</updated>

		<summary type="html">&lt;p&gt;98.233.40.74: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ShipInfobox&lt;br /&gt;
| image               = Sidewinder MK I - Profile.png&lt;br /&gt;
| manufacturer        = Faulcon DeLacy&lt;br /&gt;
| cost                = 32,000&lt;br /&gt;
| topspeed            = 220&lt;br /&gt;
| boostspeed          = 321&lt;br /&gt;
| manoeuvrability     = 8&lt;br /&gt;
| shields             = 52&lt;br /&gt;
| armour              = 108&lt;br /&gt;
| hullmass            = 25.0&lt;br /&gt;
| cargocapacity       = 4.0&lt;br /&gt;
| fuelcapacity        = 2.0&lt;br /&gt;
| jumprange           = 7.56&lt;br /&gt;
| utility             = 2&lt;br /&gt;
| small               = 2&lt;br /&gt;
| medium              = &lt;br /&gt;
| large               = &lt;br /&gt;
| huge                = &lt;br /&gt;
| size1               = 1&lt;br /&gt;
| size2               = 2&lt;br /&gt;
| size3               = &lt;br /&gt;
| size4               = &lt;br /&gt;
| size5               = &lt;br /&gt;
| size6               = &lt;br /&gt;
| size7               = &lt;br /&gt;
| size8               = &lt;br /&gt;
| landingpad          = Small&lt;br /&gt;
|dimensions = 14.9L - 21.3W - 5.4H|type = Light Multipurpose|maxjumprange = 24.43|masslock = 6}}&lt;br /&gt;
{{quote|Most pilots start their careers in the Sidewinder. It is a classic ship design that has been in use (in various configurations) since 2982. Its original design was a light support ship and it lacked jump capability. Modern compact drives have enabled jump-capable versions to be created, making this a useful all rounder. Some navies still use these ships as fighters and patrol craft.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sidewinder Mk I&#039;&#039;&#039;, built by [[Faulcon DeLacy]], is a superb multipurpose ship suitable for any role. It is inexpensive - free, in fact - and can be used for light transport and [[combat]] duties.&lt;br /&gt;
&lt;br /&gt;
Its manuverability makes it an excellent choice for both green and experienced pilots. The Sidewinder is a dependable vessel that will get you where you need to go, safe and sound.&lt;br /&gt;
&lt;br /&gt;
Uses the [[DeLacy Spin Ionic MV]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Sidewinder is the default craft offered throughout the game. You start in one, and if at any time your ship is destroyed you can get a free Sidewinder if you can&#039;t or don&#039;t want to replace your previous ship. New players who still struggle with learning the game may find themselves flying in a Sidewinder for a longer time or going back to it often.&lt;br /&gt;
&lt;br /&gt;
Although the Sidewinder is cheap, it is not harmless; it is quite maneuverable and its small size makes it difficult to hit. It can out-turn most other ships, being topped in that category only by the [[Eagle]], [[Vulture]], and [[Imperial Courier]], and has solid lateral thrust.&lt;br /&gt;
&lt;br /&gt;
It is, however, one of the slowest-moving and weakest-hulled ships in the game; only the [[Anaconda]] and certain pure trade ships have slower maximum speeds, and only the Eagle has a weaker hull (but makes up for it with stronger shields.)&lt;br /&gt;
&lt;br /&gt;
The Sidewinder is therefore an acceptable ship in a (figurative) knife-fight, but lacks firepower. When flying one, use its excellent turning to lock opponents into circling matches, and burn away opposite of the enemy to escape. When fighting a Sidewinder, keep it at range and lay down heavy fire if your ship can&#039;t outmaneuver it; if it can, close in and blast away, making sure to stay away from its front.&lt;br /&gt;
&lt;br /&gt;
The Sidewinder has 2 small hardpoints, on the upper front of the ship.&lt;br /&gt;
&lt;br /&gt;
== Purchase Locations ==&lt;br /&gt;
The Sidewinder can be purchased at nearly any shipyard.&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 Sidewinder Mk I.&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;
| [[Pulse Laser]] (L) || F || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulse Laser]] (L) || F || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&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;
| [[Bulkheads]]&lt;br /&gt;
| [[Lightweight Alloys]] || I || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Bay&lt;br /&gt;
| [[Power Plant]] (L) || E || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Thrusters Mounting&lt;br /&gt;
| [[Thrusters]] (L) || E || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frame Shift Drive Housing&lt;br /&gt;
| [[Frame Shift Drive]] (L) || E || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Environment Control&lt;br /&gt;
| [[Life Support]] (L) || E || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Power Coupling&lt;br /&gt;
| [[Power Distributor]] (L) || E || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sensor Suite&lt;br /&gt;
| [[Sensors]] (L) || E || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Store&lt;br /&gt;
| [[Fuel Tank]] [x2] || C || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Internal Compartment]]s&lt;br /&gt;
| [[Shield Generator]] (L) || E || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x4] (L) || E || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Discovery Scanner|BDS]] (L) || E || 1 || 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;
Sidewinder Schematic.jpg&lt;br /&gt;
Sidewinder.png&lt;br /&gt;
Construction Sidewinder.png&lt;br /&gt;
Construction Sidewinder front.png&lt;br /&gt;
Construction Sidewinder back.png&lt;br /&gt;
Construction Sidewinder bottom.png&lt;br /&gt;
Sidewinder MkI.png&lt;br /&gt;
SideWinder Cockpit Guide1.jpg|Cockpit&lt;br /&gt;
Sidewinder Mining.png&lt;br /&gt;
Iu5ev9v.png|Over heating sidewinder&lt;br /&gt;
GSh5kP4.png&lt;br /&gt;
EfdVWJo.png&lt;br /&gt;
EDLvJdv.png|What a view&lt;br /&gt;
Sidewinder MK I - Profile.png|Sidewinder MK I - Profile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ShipNavbox}}&lt;br /&gt;
{{ShipTypeNavbox}}&lt;br /&gt;
[[ru:Sidewinder MkI]]&lt;br /&gt;
[[Category:Multipurpose]]&lt;br /&gt;
[[Category:Faulcon DeLacy]]&lt;br /&gt;
[[Category:Pilotable]]&lt;/div&gt;</summary>
		<author><name>98.233.40.74</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Limpet_Controller&amp;diff=5800</id>
		<title>Limpet Controller</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Limpet_Controller&amp;diff=5800"/>
		<updated>2015-12-24T12:03:16Z</updated>

		<summary type="html">&lt;p&gt;98.233.40.74: /* Hatch Breaker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Limpet Controllers&#039;&#039;&#039; are the controllers for drones. The drones can be launched from the ship to do various tasks depending on the type of limpet. The limpets are disposable, consumable items you have to replenish at a [[Starport]] under the Munitions section. All types of drones share the same disposable items.&lt;br /&gt;
&lt;br /&gt;
== Drone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Hatch Breaker ===&lt;br /&gt;
{{main|/Hatch Breaker/}}&lt;br /&gt;
Hatch Breaker drones attach to your target&#039;s cargo hatch, releasing some of the target&#039;s cargo over time. Countered with [[Point Defence]]s.&lt;br /&gt;
&lt;br /&gt;
=== Collector ===&lt;br /&gt;
{{main|/Collector/}}&lt;br /&gt;
Collector drones take canisters in space and deliver them to your cargohold. Useful for [[pirate]]s needing to gather cargo in a hurry and for [[mining|miners]] with lots of ore to scoop.&lt;br /&gt;
&lt;br /&gt;
Collection drones have two modes. The primary mode scoops the canister you&#039;re currently targeting. The secondary mode has an area effect, scooping everything it can before its power expires.&lt;br /&gt;
&lt;br /&gt;
=== Prospector ===&lt;br /&gt;
{{main|/Prospector/}}&lt;br /&gt;
Prospector drones scan asteroids, telling you what metals they contain. Very useful when you&#039;re looking for rare ores.&lt;br /&gt;
&lt;br /&gt;
=== Fuel Transferer ===&lt;br /&gt;
{{main|/Fuel Transferer/}}&lt;br /&gt;
Fuel Transferer drones let players swap fuel while in flight. Larger freight [[ships]] can carry additional fuel through extra [[Fuel Tank]]s for their escort fighters and extend the effective range of their [[Wing]]s.&lt;br /&gt;
&lt;br /&gt;
{{EquipmentNavbox}}&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>98.233.40.74</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Limpet_Controller&amp;diff=5798</id>
		<title>Limpet Controller</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Limpet_Controller&amp;diff=5798"/>
		<updated>2015-12-24T12:02:00Z</updated>

		<summary type="html">&lt;p&gt;98.233.40.74: /* Hatch Breaker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Limpet Controllers&#039;&#039;&#039; are the controllers for drones. The drones can be launched from the ship to do various tasks depending on the type of limpet. The limpets are disposable, consumable items you have to replenish at a [[Starport]] under the Munitions section. All types of drones share the same disposable items.&lt;br /&gt;
&lt;br /&gt;
== Drone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Hatch Breaker ===&lt;br /&gt;
{{main|/Hatch Breaker/}}&lt;br /&gt;
Hatch Breaker drones can be fired upon the targeted ship and upon contact eject the target&#039;s cargo over time. Countered with [[Point Defence]]s.&lt;br /&gt;
&lt;br /&gt;
=== Collector ===&lt;br /&gt;
{{main|/Collector/}}&lt;br /&gt;
Collector drones take canisters in space and deliver them to your cargohold. Useful for [[pirate]]s needing to gather cargo in a hurry and for [[mining|miners]] with lots of ore to scoop.&lt;br /&gt;
&lt;br /&gt;
Collection drones have two modes. The primary mode scoops the canister you&#039;re currently targeting. The secondary mode has an area effect, scooping everything it can before its power expires.&lt;br /&gt;
&lt;br /&gt;
=== Prospector ===&lt;br /&gt;
{{main|/Prospector/}}&lt;br /&gt;
Prospector drones scan asteroids, telling you what metals they contain. Very useful when you&#039;re looking for rare ores.&lt;br /&gt;
&lt;br /&gt;
=== Fuel Transferer ===&lt;br /&gt;
{{main|/Fuel Transferer/}}&lt;br /&gt;
Fuel Transferer drones let players swap fuel while in flight. Larger freight [[ships]] can carry additional fuel through extra [[Fuel Tank]]s for their escort fighters and extend the effective range of their [[Wing]]s.&lt;br /&gt;
&lt;br /&gt;
{{EquipmentNavbox}}&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>98.233.40.74</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8191</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=8191"/>
		<updated>2015-12-18T09:46:07Z</updated>

		<summary type="html">&lt;p&gt;98.233.40.74: /* Gimbal */&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). Only the Cannon and Plasma Accelerator have class 4 variants whereas most other weapons have class 3 as their largest variant. 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;
Weapon damage is divided into four categories: Thermal, Kinetic, Thermal Kinetic, and Explosive. &lt;br /&gt;
&lt;br /&gt;
Thermal weapons (lasers) have the benefit of unlimited ammunition, but they also tend to overheat your weapons systems more rapidly than Kinetic weapons do. Thermal weapons inflict more damage to shields than they inflict to a ship&#039;s hull.  &lt;br /&gt;
&lt;br /&gt;
Kinetic weapons require ammunition to fire and also require reloads when your current magazine runs empty; however, they build up heat slower than Energy weapons.  Kinetic weapons inflict more damage to a ship&#039;s hull than they do to its shield.&lt;br /&gt;
&lt;br /&gt;
Thermal Kinetic weapons require ammunition to fire, produce a lot of heat, and require a larger amount of energy to fire. However, Thermal Kinetic weapons are equally effective against shields and hull and tend to have high penetration. The [http://elite-dangerous.wikia.com/wiki/Railgun Railgun] and [http://elite-dangerous.wikia.com/wiki/Plasma_Accelerator Plasma Accelerator] deal Thermal kinetic damage.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons, such as missiles, torpedoes, and mines, are extremely ineffective against shields, but can inflict strong damage to a ship&#039;s hull. Explosive weapons have small and limited ammunition supplies, can be shot down by Point-Defense Turrets. They are capable of being fired without adequate weapons energy reserves at the cost of extreme system heat, which can easily overheat your ship and do module and/or hull damage to your own ship. The explosive blast from Explosive type weapons is capable of damaging multiple ships if they are near the detonation point, which can easily cause &amp;quot;friendly-fire&amp;quot; problems if not used carefully.&lt;br /&gt;
&lt;br /&gt;
Most weapons with the exception of several explosive weapons, will be unable to fire if there is insufficient energy in the Weapons Energy Capacitor. Increasing the number of pips to the Weapons Energy Capacitor will increase the recharge rate on the Weapons Energy Capacitor, allowing weapons to be fired more frequently. When there is insufficient energy to fire a weapon, a &amp;quot;Thermal Overload&amp;quot; Message will be displayed next to the Weapon&#039;s name on the HUD.&lt;br /&gt;
&lt;br /&gt;
=== Thermal 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;
Thermal weapons are effective at stripping shields, but less effective at destroying hull.&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [http://elite-dangerous.wikia.com/wiki/Cytoscrambler CytoScrambler] (Powerplay faction locked)&lt;br /&gt;
* [[Pulse Disruptor]] (Powerplay faction locked)&lt;br /&gt;
* [[Retributor]] (Powerplay faction locked)&lt;br /&gt;
&lt;br /&gt;
=== Kinetic 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. Kinetic weapons are good against hull, but are not as useful against shields.&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Fragment Cannon]]&lt;br /&gt;
* [[Enforcer Cannon]] (Powerplay faction locked)&lt;br /&gt;
* [[Pacifier Frag-Cannon]] (Powerplay faction locked)&lt;br /&gt;
&lt;br /&gt;
=== Thermal Kinetic Weapons ===&lt;br /&gt;
Thermal-Kinetic Weapons require ammunition to fire, generate a large amount of heat, and consume a large amount of energy. However, they are equally effective against Shields and Hull.&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerator]]&lt;br /&gt;
* [[Imperial Hammer]] (Powerplay faction locked)&lt;br /&gt;
* [[Advanced Plasma Accelerator]] (Powerplay faction locked)&lt;br /&gt;
&lt;br /&gt;
=== Explosive Weapons ===&lt;br /&gt;
Explosive Weapons require ammunition to fire. Most explosive weapons can be fired with insufficient energy in the weapons capacitor, but do so at the cost of extreme heat generation that is quite capable of reaching critical heat levels that may cause heat damage to your own modules and/or hull. Explosive Weapons are extremely ineffective against shields, but do respectable damage to hull.&lt;br /&gt;
* [[Missile Rack]]&lt;br /&gt;
* [[Torpedo Pylon]]&lt;br /&gt;
* [[Mine Launcher]]&lt;br /&gt;
* [[Pack-hound Rack]] (Powerplay faction locked)&lt;br /&gt;
&lt;br /&gt;
=== Defensive Weapons ===&lt;br /&gt;
Defensive weapons do not engage Enemy ships or vehicles. They solely fire at incoming explosive weapons.&lt;br /&gt;
* [[Point Defence Turret]]&lt;br /&gt;
&lt;br /&gt;
=== Mining Lasers ===&lt;br /&gt;
Mining lasers are a Thermal damage type weapon that while capable of inflicting damage against an Enemy, are ill-suited for use as a combat weapon. They are used to mine fragments from asteroids, and are mostly used in combat as a last resort.&lt;br /&gt;
* [[Mining Laser]]&lt;br /&gt;
* [[Mining Lance]] (Powerplay faction locked)&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;
* [[Fragment Cannon]]&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. For this reason, gimbals do not track disabled subsystems as well, even if the target as a whole is hot enough to track.&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;
[[File:Turret in action 01.jpg|right|306px]]&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 automatically shoot targets which you lock manually within a distance of 3km.&amp;lt;ref group=&amp;quot;nb&amp;quot;&amp;gt;You need assign the turrets to a fire group and fire once to trigger them&amp;lt;/ref&amp;gt;{{Cite}}&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;
&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;
[[File:Im2QGyo.png|thumb|280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VivPX1e - Imgur.png|thumb|290px]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mining Laser]] - A hardpoint mounted thermal weapon to mine asteroids&lt;br /&gt;
* [[:Category:Power-specific module|Power-specific modules]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references group=&amp;quot;nb&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[ru:Оружие]]&lt;/div&gt;</summary>
		<author><name>98.233.40.74</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Category:Weapons&amp;diff=8098</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=8098"/>
		<updated>2014-08-03T18:51:36Z</updated>

		<summary type="html">&lt;p&gt;98.233.40.74: Added overview of weapon behavior and mount types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Weaponsforsale.jpg|thumb|220px|Weapons for sale in Asellus Primus]]&lt;br /&gt;
&lt;br /&gt;
Each ship in Elite: Dangerous can equip a variety of energy and projectile based weapons. In addition some weapons are available in either gimballed, turreted, or fixed variants. Weapons are organized into classes ranging from 1-8 (C1, C2, C3, C4, etc.) indicating their relative power usage, damage output, and accuracy. Gimballed weapons are suffixed with a (G) in the outfitting store. Turreted weapons are suffixed with a (T) in the outfitting store. Fixed weapons have no suffix.&lt;br /&gt;
&lt;br /&gt;
Very little information about the specifics of weapons was discussed during the Kickstarter campaign. However, in a Dev Diary video, David Braben confirmed that both beam and pulse lasers would return, as well as missiles. Projectile and plasma based weapons have also been made available.&lt;br /&gt;
==Weapons==&lt;br /&gt;
Weapons in Elite: Dangerous come in a wide range of types and classes. Those currently featured in Standard Beta are as follows:&lt;br /&gt;
*[[Pulse Laser]]&lt;br /&gt;
*[[Beam Laser]]&lt;br /&gt;
*[[Burst Laser]]&lt;br /&gt;
*[[Stealth Laser]]&lt;br /&gt;
*[[Railgun]]&lt;br /&gt;
*[[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
*[[Multi-cannon]]&lt;br /&gt;
*[[Missiles|Missile Rack]]&lt;br /&gt;
*[[Point Defence Turret]]&lt;br /&gt;
Lasers use a recharging capacitor. They don&#039;t need ammo, but they do tend to drain quickly and take time to recharge. All other weapons currently use ammunition, which can be bought at any station. Weapons also generate heat; if you have more than 100% heat, you won&#039;t be able to fire (given that you&#039;d be overheating, you probably have other problems on your hands, however).&lt;br /&gt;
&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;
== Weapon Mounts ==&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 maneuverability; however, they are cheap, use little power, and every weapon is available in a fixed mount.&lt;br /&gt;
&lt;br /&gt;
The following weapons have fixed mounts:&lt;br /&gt;
*[[Pulse Laser]]&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Stealth Laser]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Plasma Accelerators|Plasma Accelerator]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
* [[Missiles|Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
=== Gimbal ===&lt;br /&gt;
Gimballed means that the weapon is hung in a [http://en.wikipedia.org/wiki/Gimbal gimbal]-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, being one level lower than a comparable fixed weapon. 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.&lt;br /&gt;
&lt;br /&gt;
The following weapons have gimbal mounts:&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;br /&gt;
* [[Multi-cannon]]&lt;br /&gt;
&lt;br /&gt;
=== Turret ===&lt;br /&gt;
Turrets are similar to gimbal mounts, but can currently only be placed on [[Anaconda|Anacondas]]. They have the tracking of a gimbal &#039;&#039;and&#039;&#039; the power of a fixed weapon, but only come in Class 4 versions.&lt;br /&gt;
&lt;br /&gt;
The following weapons have turret mounts:&lt;br /&gt;
* [[Pulse Laser]]&lt;br /&gt;
* [[Beam Laser]]&lt;br /&gt;
* [[Burst Laser]]&lt;/div&gt;</summary>
		<author><name>98.233.40.74</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Sidewinder&amp;diff=13998</id>
		<title>Sidewinder</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Sidewinder&amp;diff=13998"/>
		<updated>2014-08-03T06:01:25Z</updated>

		<summary type="html">&lt;p&gt;98.233.40.74: Overview section added..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sidewinder16x9.jpg|thumb|400px|Sidewinder Mk. I]]&lt;br /&gt;
Built by [[Faulcon DeLacy]], the &#039;&#039;&#039;Sidewinder Mk I&#039;&#039;&#039; is a superb multi-role ship suitable for any role. It is inexpensive - free, in fact - and can be used for light transport and combat duties.&lt;br /&gt;
&lt;br /&gt;
Its maneuverability makes it an excellent choice for both green and experienced pilots. The Sidewinder is a dependable vessel that will get you where you need to go, safe and sound.&lt;br /&gt;
&lt;br /&gt;
== Overview (Beta) ==&lt;br /&gt;
The Sidewinder is the default craft offered to you throughout the game. You start in one, and any time your ship is destroyed you can get a free Sidewinder if you can&#039;t or don&#039;t want to replace your ship. This, combined with the dangers of space, mean that you&#039;ll likely be flying this ship often until you find a playstyle that works for you.&lt;br /&gt;
&lt;br /&gt;
Although the Sidewinder is cheap, it is not harmless; it is very maneuverable compared to any other available ship, save the [[Eagle Mk II|Eagle]]. In particular, it can out-turn a [[Cobra Mk. III|Cobra]] or [[Anaconda]], stay aimed at subsystems, and still keep enough range to lay down fire. Combine this with heavy weaponry like missile pods, and the Sidewinder can punch far above its weight. The major disadvantages of the Sidewinder is that it isn&#039;t very quick, being outclassed by Eagles, [[Viper Mk III|Vipers]], and Cobras, and that it isn&#039;t well armored, being far outclassed by Anacondas and [[Lakon Type 9|Lakon haulers]].&lt;br /&gt;
&lt;br /&gt;
The Sidewinder is thus a master of the knifefight, but a little weak at a distance. When you fly one, use its excellent turning to lock opponents into circling matches, and burn away opposite of your enemy if you must escape. If you are fighting a Sidewinder, keep it at range and lay down heavy fire if you can&#039;t outmaneuver it, and it should melt quickly; if you can keep up with its turning, close in and blast away, making sure to stay away from its front.&lt;br /&gt;
== Specifications ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 300px;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Name:&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Sidewinder Mk. I&lt;br /&gt;
|-&lt;br /&gt;
|Cost:&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
|Type:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Faction:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Drive Motor(s):&lt;br /&gt;
|[[DeLacy Spin Ionic MV]]&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer:&lt;br /&gt;
|[[Faulcon DeLacy]]&lt;br /&gt;
|-&lt;br /&gt;
|Maneuverability:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Crew:&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Capacity:&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions:&lt;br /&gt;
|21x12x5m&lt;br /&gt;
|-&lt;br /&gt;
|Hyperspace Capable:&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Hull Stress Factor:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Accelecration:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Max [[Normal Speed]]:&lt;br /&gt;
|220 m/s&lt;br /&gt;
|-&lt;br /&gt;
|Hardpoints:&lt;br /&gt;
|2 (2x class2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Jump ranges&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In current beta (1.02) the ship jump range is influenced by mass. 1 cargo is 1 mass. 1 c2 weapon is 4 mass. Utility mount 1.3 mass. The following table show jump ranges for various mass. Note that 0 means that all weapons and modules are stripped from the ship. Jump Range is in LY&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 500px;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |4&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |8&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |12&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |16&lt;br /&gt;
|-&lt;br /&gt;
|8.28&lt;br /&gt;
|8.09&lt;br /&gt;
|6.95&lt;br /&gt;
|6.43&lt;br /&gt;
|5.91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sidewinder Schematic.jpg&lt;br /&gt;
Sidewinder.png&lt;br /&gt;
Construktion Sidewinder.png&lt;br /&gt;
Construktion Sidewinder front.png&lt;br /&gt;
Construktion Sidewinder back.png&lt;br /&gt;
Construktion Sidewinder bottom.png&lt;br /&gt;
Sidewinder Mk I.png&lt;br /&gt;
SideWinder Cockpit Guide1.jpg|Cockpit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>98.233.40.74</name></author>
	</entry>
</feed>