Elite Dangerous How to Know if a Station Sells the Module You Want

A Fer-De-Lance in the Outfitting card

Outfitting is a service available at nearly Stations and Surface Ports that allows pilots to purchase, sell, store, install, remove, and swap different weapon and equipment modules for their ship. If a station has Outfitting available, information technology always too has Livery customisation likewise. Outfitting tin only exist accessed once a ship has been fully secured within a sealed hangar; if a airplane pilot attempts to admission Outfitting while docked on an un-retracted Landing Pad, this will automatically cause the Landing Pad to brainstorm retracting before the Outfitting menu opens.

Contents

  • ane Weapons
  • two Equipment
  • 3 Ship Module Slots
    • 3.ane Hardpoints
    • 3.ii Utility Mounts
    • 3.3 Internal Compartments
  • four Livery
  • 5 Module Storage
  • 6 Notes
  • 7 Videos

Weapons

Main commodity: Weapons

Weapons provide a ship with offensive capabilities and are required for combat activities. All weapons come up in i of three varieties: Fixed, Gimballed, and Turreted. Fixed weapons fire directly at the pilot'south targeting reticule, are not afflicted by chaff, and are more often than not the cheapest and most damaging. Gimballed weapons can track target's within the pilot'south line-of-sight, just tin 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 crust, and are generally the most expensive and least dissentious.

Weapons too vary when information technology comes to the type of harm they inflict. Most weapons tin can simply inflict i type of damage, but some can inflict two or 3 types at in one case.

  • Thermal - Stiff vs. shields, weak vs. armour.
  • Kinetic - Weak vs. shields, potent vs. armour.
  • Explosive - Very weak vs. shields, very stiff vs. armour.
  • Absolute - Ignores all shield and armour resistances.

A subset of weapons are mining tools, which are designed specifically for mining activities. They can technically nonetheless be used every bit weapons, but are extremely ineffective in combat.

Equipment

Main article: Equipment

Equipment modules are all non-weapon modules. They range from vital functions such every bit Thrusters and Life Support to useful tools like Cargo Racks and the Fuel Scoop, also as Utility modules.

Most equipment modules are bachelor in five variants per class, denoted past the ratings E through A. East-rated modules are the cheapest, simply are the least constructive and have higher mass. D-rated modules have the least mass. C-rated modules oftentimes take the all-time price/performance ratio with moderate mass. B-rated modules have the greatest mass, merely also the highest module integrity. A-rated modules have the best functioning overall and moderate mass, but are considerably more expensive than even a B-rated module of the same grade. Utility modules are the exception to this system, as they are usually but available in 1 class or one rating.

Ship Module Slots

Hardpoints

Shop categories for outfitting

Hardpoints are mechanized mounts where weapons can exist installed and then deployed from or retracted within a ship'south hull. There are four classes of hardpoints: Minor, Medium, Large, and Huge. Each class of hardpoint denotes the maximum class of weapon that can be installed there.

Hardpoint Size Max Weapon Class
Small-scale one
Medium ii
Big 3
Huge iv

Utility Mounts

Utility Mounts are slots on the exterior of a transport where specialised Utility modules tin can be installed. Unlike Hardpoints, they cannot be retracted, but this does not interfere with other ship functions. Ships take between 2 and 8 Utility Mounts. All available Utility modules are listed beneath:

  • AX Xeno Scanner
  • Chaff Launcher
  • Electronic Countermeasure
  • Frame Shift Wake Scanner
  • Heatsink Launcher
  • Impale Warrant Scanner
  • Manifest Scanner
  • Point Defence Turret
  • Pulse Moving ridge Analyser
  • Shield Booster
  • Shutdown Field Neutraliser

Internal Compartments

Diamondback outfitting

Principal commodity: Internal Compartment

Internal Compartments are module slots reserved for all other ship functions. They are divided into ii types: Core Internals, which encompasses bones functions, and Optional Internals, which tin can expand the breadth of the ship's capabilities. A transport cannot operate without an advisable 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 article: Livery

Cosmetics tin can be changed in the "Livery" department. Currently there are a variety of purchasable paint schemes, dashboard ornaments, external ship kits, and weapon colours in the official store. Decals are earned in-game.

Module Storage

Any module, whether Engineered or non, can exist removed from a ship and stored at a station indefinitely at no cost. A pilot can store upwardly to 200 total modules across all stations.

Since a send requires all of its Core Internal modules to operate, if a airplane pilot does not have a Cadre Internal module of the same blazon every bit they want to shop already stored at a station that can be swapped into the ship, they are prompted to buy and install an East-rated replacement first.

Stored modules tin 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 ii stations.

Notes

  • Module Storage was originally capped at 60 modules. This was increased to 120 with Elite Unsafe: Beyond Chapter I (3.0), then to 200 with Elite Unsafe: Odyssey Update 7.

Videos

deatheragethessid.blogspot.com

Source: https://elite-dangerous.fandom.com/wiki/Outfitting

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