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[[File:Ship-Outfitting-Fer-de-Lance.png|thumb|300px|Outfitting Fer-De-Lance]]
[[File:Ship-Outfitting-Fer-de-Lance.png|thumb|300px|A Fer-De-Lance in the Outfitting menu]]
'''Outfitting''' is a service available at most [[Station]]s and [[Surface Port]]s that allows pilots to buy, sell, store, install, remove, and swap different [[weapon]] and [[equipment]] modules for their [[Ships|ship]]. All pilotable starships are upgradeable and have customizable components for a self-chosen [[Careers|career]].<ref>[https://www.elitedangerous.com/equipment/starships Elite Dangerous official website - 9 May 2024]</ref>


Outfitting is a service available at certain stations that allows players to customize their ship's [[weapons]], [[equipment]], and [[Livery|cosmetics]].
If a station has an Outfitting service, it will always have [[Livery]] customisation as well. Outfitting is only accessible once a ship has been fully secured within a sealed hangar. If a pilot attempts to access Outfitting while [[Docking|docked]] on an un-retracted [[Landing Pad]], this will automatically cause the Landing Pad to retract before the Outfitting menu opens.  


When your [[ship]] is [[Docking|docked]] on the [[Landing Pad|landing pad]], select 'Enter Hangar' to move your ship inside the hangar for outfitting.
==Weapons==
{{main|Ship Weapons}}
Weapons provide a ship with offensive capabilities and are required for [[combat]] activities. All weapons come in one of three varieties: Fixed, Gimballed, and Turreted. Fixed weapons fire directly at the pilot's targeting reticle, are not affected by [[Chaff Launcher|chaff]], and are generally the cheapest and most damaging. Gimballed weapons can track target's within the pilot's line-of-sight, but can be temporarily rendered ineffective by chaff. Turreted weapons automatically track and attack any target within the weapon's line-of-sight, are also affected by chaff, and are generally the most expensive and least damaging.


{{main|Weapons}}
Weapons also vary when it comes to the type of damage they inflict. Most weapons can only inflict one type of damage, but some can inflict two or three types at once.
Weapons can come in three orientations: Fixed, Gimbal, Turret. Each orientation has varying stats even though they are the same weapon type. Fixed weapons shoot directly at the player's center reticule, are not affected by chaff and generally will do more damage. Gimbal weapons can track targets, but doing so means they are affected by chaff. Turret weapons can track and attack any target that is in the weapon's line-of-sight, but are affected by [[chaff]]. Generally Turret weapons are expensive to purchase and have low damage.


There are also missiles which come in two variants: Dumbfire and Seeker. Dumbfire missile racks have more ammo and can output more damage-per-second, but the missiles only shoot straight ahead. Seeker missile racks have less ammo and less damage-per-second, but the missiles will track their target and are unaffected by chaff.
*'''Thermal''' - Strong vs. shields, weak vs. armour.
*'''Kinetic''' - Weak vs. shields, strong vs. armour.
*'''Explosive''' - Very weak vs. shields, very strong vs. armour.
*'''Absolute''' - Ignores all shield and armour resistances.


A subset of weapons are [[:Category:Weapons#Mining Tools|mining tools]], which are designed specifically for [[Miner|mining]] activities. They can technically still be used as weapons, but are extremely ineffective in combat.
==Equipment==
{{main|Equipment}}
{{main|Equipment}}
Generally most modules (not weapons) come in five variants per class and those variants are rated from E to A. "E" is the lowest rated variant, but also the cheapest. "D" rated modules typically have the lowest mass.  "C" rated modules usually have the best price/performance ratio.  "B" rated modules seem to have the highest mass, but also higher integrity.  "A" is the highest rated variant, but is much more expensive than the other variants (sometimes costing millions of credits more).
Equipment modules are all non-weapon modules. They range from vital functions such as [[Thrusters]] and [[Life Support]] to useful tools like [[Cargo Rack]]s and the [[Fuel Scoop]], as well as Utility modules.


Some equipment (the combat oriented equipment primarily) only come in one class (the scanners) or one variant (the defensive utilities).
Most equipment modules are available in five variants per class, denoted by the ratings E through A.  


==Weapon Hardpoints==
[[File:ED-Shop-Hardpoint-Outfitting-Weapons.png|thumb|250px|Shop categories for outfitting]]


There are currently four types of hardpoints: Small, Medium, Large, Huge. Each size of hardpoint denotes the maximum class of weapon that can be fitted to that hardpoint.
{| class="article-table"
{| class="article-table" style="text-align: center;" border="1"
|+ Module grades
!Hardpoint
! Rating !! Performance !! Price !! Power draw !! Mass !! Integrity !! Niche
Size
|-
!Max Weapon
| E || <span style="color:#FF0000;">Worst</span> || <span style="color:#00FF00;">Cheapest</span> || <span style="color:#00FF00;">Lowest</span> || Balanced || <span style="color:#FFAAAA;">Low</span> || None
Class
|-
|-
|Small
| D || <span style="color:#FFAAAA;">Poor</span>  || <span style="color:#AAFFAA;">Cheap</span>|| <span style="color:#AAFFAA;">Low</span> || <span style="color:#00FF00;">Lowest</span> || <span style="color:#FF0000;">Lowest</span> || Exploration
|1
|-
|-
|Medium
| C || Balanced || Balanced || Balanced || Balanced || Balanced || Best performance/price ratio
|2
|-
|-
|Large
| B || <span style="color:#AAFFAA;">Good</span> || <span style="color:#FFAAAA;">Expensive</span> || <span style="color:#FFAAAA;">High</span> || <span style="color:#FF0000;">Highest</span> || <span style="color:#00FF00;">Highest</span> || Combat
|3
|-
|-
|Huge
| A  || <span style="color:#00FF00;">Best</span> || <span style="color:#FF0000;">Most expensive</span> || <span style="color:#FF0000;">Highest</span> || Balanced || <span style="color:#AAFFAA;">High</span>|| None
|4
|}
|}
For more information on what types of weapons are available and their stats please visit the [[Weapons]] page.


==Utility Mounts==
The number of Utility mounts varies per ship and only certain modules (listed below) can be placed in a ship's Utility Mounts.


* [[Cargo Scanner]]
Utility modules and other specialized modules Do not use the E-A rating system, as they are usually only available in one rating.
* [[Chaff Launcher]]
 
* [[Electronic Countermeasure]]
==Ship Module Slots==
* [[Frame Shift Wake Scanner]]
===Hardpoints===
* [[Heat Sink Launcher]]
{{Main|Hardpoint}}[[File:ED-Shop-Hardpoint-Outfitting-Weapons.png|thumb|250px|Shop categories for outfitting]]
* [[Kill Warrant Scanner]]
Hardpoints are mechanized mounts where [[:Category:Weapons|weapons]] can be installed on a ship's hull. There are four classes of hardpoints that denote the maximum class of weapon that can be installed there. On some ships some hardpoints are reserved for only specific types of weapons.
* [[Point Defence Turret|Point Defence]]
===Utility Mounts===
* [[Shield Booster]]
Utility Mounts are slots on the exterior of a ship where specialised Utility modules can be installed. Unlike Hardpoints, they cannot be retracted, but this does not interfere with other ship functions. Ships have between 2 and 8 Utility Mounts. All available Utility modules are listed below:
 
{| class="article-table sortable" border="1"
!Module
!Description
|-
|[[AX Xeno Scanner]]
|Scan and identify [[Thargoid Interceptor|Thargoid Interceptors]] and [[Thargoid Scout|Scouts]] and [[Thargoid Hunter|Hunters]]
|-
|[[Caustic Sink Launcher]]
|Temporarily protect a ship's hull from caustic damage.
|-
|[[Chaff Launcher]]
|Defend against gimballed and turreted weapons.
|-
|[[Electronic Countermeasure]]
|Defend against hostile munitions with tracking capabilities
|-
|[[Frame Shift Wake Scanner]]
|Scan [[Frame Shift Drive Wake|Frame Shift Drive Wakes]] and reveal the destination system of a ship
|-
|[[Heatsink Launcher]]
|Temporarily reduce a ship's [[heat]] levels.
|-
|[[Kill Warrant Scanner]]
|Scan [[ships]] for any active bounties acquired in other jurisdictions.
|-
|[[Manifest Scanner]]
|Scan other [[ships]] and identify any and all [[Commodities]] they are carrying
|-
|[[Point Defence Turret]]
|Defend against hostile [[Missile Rack|missiles]], [[Torpedo Pylon|torpedoes]], [[Mine Launcher|mines]], and [[Limpet Controller/Hatch Breaker|Hatch Breaker limpets]].
|-
|[[Pulse Wave Analyser]]
|Emits an energy pulse that briefly highlights any asteroids with lucrative deposits
|-
|[[Pulse Wave Xeno Scanner]]
|Identify points of interest on a [[Thargoid Titan]].
|-
|[[Shield Booster]]
|Increases shield strength by a given percentage of the base shield
|-
|[[Shutdown Field Neutraliser]]
|Protects human ships from the temporary incapacitation by [[Thargoid Interceptor]] shutdown fields
|-
|[[Thargoid Pulse Neutraliser]]
|Required to enter a [[Thargoid Maelstrom]].
|}


==Internal Compartments==
===Internal Compartments===
[[File:Ship Outfitting.jpg|thumb|250px|Diamondback outfitting]]
{{Main|Internal Compartment}}
{{Main|Internal Compartment}}
Internal Compartments are module slots reserved for all other ship functions. They are divided into two types: Core Internals, which encompasses basic functions, and Optional Internals, which can expand the breadth of the ship's capabilities. A ship cannot operate without an appropriate module in each Core Internal slot, while Optional Internals can be left entirely empty if desired. Some Optional Internal compartments are restricted, and can only hold specific types of optional modules.
==Livery==
{{main|Livery}}
Cosmetics can be changed in the "Livery" section. Currently there are a variety of purchasable paint schemes, dashboard ornaments, external ship kits, and weapon colours in the [https://www.frontierstore.net official store]. Decals are earned in-game.


[[File:Ship Outfitting.jpg|thumb|250px|Diamondback outfitting]]
==Module Storage==
Any module, whether [[Engineers|Engineered]] or not, can be removed from a ship and stored at a station indefinitely at no cost. A pilot can store up to 600 total modules across all stations.


The Internal Compartments can fit a multitude of different equipment types, some mandatory and some optional. The amount and size of Internal Compartments varies per ship. Some compartments are restricted to only specific equipment, while others permit any equipment type.
Since a ship requires all of its Core Internal modules to operate, if a pilot does not have a Core Internal module of the same type as they want to store already stored at a station that can be swapped into the ship, they are prompted to purchase and install an E-rated replacement first.


Internal Compartments are accessed via the Outfitting menu of Starport Services.
Stored modules can be transferred from one station with Outfitting to another for a fee. The fee and the transfer time vary depending on the distance between the two stations.
==Livery (Cosmetics)==
{{main|Livery}}


Cosmetics can be changed in the "Livery" section. Currently there are a variety of purchasable paint schemes, dashboard ornaments, external ship kits, and weapon colours in the [https://www.frontierstore.net official store]. Decals are earned in-game.
== Module Malfunction ==
{{Expand|expansion=More detailed information on effects of malfunctions and 0% health for more types of modules|date=2022-10-22}}
When a module takes significant damage, it may begin to randomly malfunction while in use. The nature of these malfunctions depend on the module type. Additionally, modules that reach 0% health are typically disabled.


== Stored Modules ==
{| class="article-table sortable" border="1"
Any ship module can be removed and stored at the station for future use or swapping to another ship. Module storage is free and up to 120 modules may be stored (at all stations combined), including modules that have [[Engineers|engineering]] upgrades. If a mandatory core module is removed for storage, it must be replaced with another module of that type.
|+
!Module type
!Maximum health to start malfunctioning
!Malfunction effect(s)
!Effect(s) of module reaching 0% health
|-
|[[Frame Shift Drive]]
|80%
|Ship spontaneously drops out of supercruise
|
|-
|[[Mining Laser]], [[Beam Laser]], [[Pulse Laser]], [[Burst Laser]]
|80%
|Fire Control Malfunction: Weapon continues to fire without input
|Module is disabled
|-
|[[Missile Rack]]
|
|Multiple Munitions Primed: Multiple missiles are fired from the rack at once. Seeker missiles and torpedos fired in this way will still track locked targets.
|
|-
|[[Power Plant]]
|
|Power generation reduced to 40% for malfunction duration
|Power generation reduced to 50% until repaired (malfunctions are still possible, during which power generation will be reduced to 20%)
Further power plant damage has a chance to instantly destroy the ship regardless of hull integrity
|-
|[[Thrusters]] (called "Drive" in target panel)
|
|
|Ship completely loses directional and velocity control, and will continue moving and/or spinning until halted by collisions or until it is destroyed (or despawned in the case of NPC ships)
|}


Stored modules can be transferred from one station to another. There is a transfer cost and time delay, which varies based on the distance between stations.
== Notes ==
*Module Storage was originally capped at 60 modules. This was increased to 120 with ''[[Elite Dangerous: Beyond]]'' Chapter One (3.0), 200 with ''[[Elite Dangerous: Odyssey]]'' Update 7, and then 600 with ''[[Elite Dangerous: Odyssey]]'' Update 12.


== Videos ==
== Videos ==
<gallery>
<gallery>
Elite_Dangerous_-_Asp_Explorer_-_Exploration_Build
File:Elite Dangerous Starters Guide 2024 - Outfitting Tutorial
File:Elite Dangerous - Asp Explorer - Exploration Build
File:Elite Dangerous - Intermediate Tutorial - Picking The Right First AX Ship
</gallery>
</gallery>


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<references />
<references />


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[[Category:Gameplay]]
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