Outfitting: Difference between revisions

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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]]. If a station has Outfitting available, it always also has [[Livery]] customisation as well. Outfitting can only be accessed 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 begin retracting before the Outfitting menu opens.


Outfitting is a service available at certain stations that allows players to customize their ship's [[weapons]], [[equipment]], and [[Livery|cosmetics]].
==Weapons==
{{main|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 reticule, 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.


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 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.


{{main|Weapons}}
*'''Thermal''' - Strong vs. shields, weak vs. armour.
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.
*'''Kinetic''' - Weak vs. shields, strong vs. armour.  
*'''Explosive''' - Very weak vs. shields, very strong vs. armour.
*'''Absolute''' - Ignores all shield and armour resistances.


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.
A subset of weapons are 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).
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).
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Some equipment (the combat oriented equipment primarily) only come in one class (the scanners) or one variant (the defensive utilities).
Some equipment (the combat oriented equipment primarily) only come in one class (the scanners) or one variant (the defensive utilities).


==Weapon Hardpoints==
==Ship Module Slots==
===Hardpoints===
[[File:ED-Shop-Hardpoint-Outfitting-Weapons.png|thumb|250px|Shop categories for outfitting]]
[[File:ED-Shop-Hardpoint-Outfitting-Weapons.png|thumb|250px|Shop categories for outfitting]]
 
Hardpoints are mechanized mounts where [[weapons]] can be installed and then deployed from or retracted within a ship's hull. There are four classes of hardpoints: Small, Medium, Large, and Huge. Each class of hardpoint denotes the maximum class of weapon that can be installed there.
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" style="text-align: center;" border="1"
{| class="article-table" style="text-align: center;" border="1"
!Hardpoint
!Hardpoint Size
Size
!Max Weapon Class
!Max Weapon
Class
|-
|-
|Small
|Small
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|4
|4
|}
|}
For more information on what types of weapons are available and their stats please visit the [[Weapons]] page.


==Utility Mounts==
===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.
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:


* [[AX Xeno Scanner]]
* [[AX Xeno Scanner]]
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* [[Kill Warrant Scanner]]
* [[Kill Warrant Scanner]]
* [[Manifest Scanner]]
* [[Manifest Scanner]]
* [[Point Defence Turret|Point Defence]]
* [[Point Defence Turret]]
* [[Pulse Wave Analyser]]
* [[Pulse Wave Analyser]]
* [[Shield Booster]]
* [[Shield Booster]]
* [[Shutdown Field Neutraliser]]
* [[Shutdown Field Neutraliser]]


==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.


[[File:Ship Outfitting.jpg|thumb|250px|Diamondback outfitting]]
==Livery==
 
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.
 
Internal Compartments are accessed via the Outfitting menu of Starport Services.
==Livery (Cosmetics)==
{{main|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.


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.
==Storing Modules==
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 120 total modules across all stations.


== Stored Modules ==
Since a ship requires all of its Core Internal modules to operate, if a pilot does not have a module of the same type as they want to store already stored at a station that can be swapped into the ship, they must first purchase an E-rated replacement from the station's Oufitting inventory. If there is no appropriate module available to purchase, then Outfitting will not permit that module to be moved directly into storage at that station.
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.


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.
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.


== Videos ==
== Videos ==
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Elite_Dangerous_-_Asp_Explorer_-_Exploration_Build
Elite_Dangerous_-_Asp_Explorer_-_Exploration_Build
</gallery>
</gallery>
 
[[Category:Gameplay]]
== References ==
<references />
[[Category:Guides]]
[[Category:Guides]]