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	<title>ΔV: Wiki - User contributions [en]</title>
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	<updated>2026-05-24T20:04:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Uranium_Caves&amp;diff=39472</id>
		<title>Uranium Caves</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Uranium_Caves&amp;diff=39472"/>
		<updated>2024-09-21T19:47:44Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added Moonlet image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Uraniumcavemoonlet.jpg|thumb|337x337px|Uranium Cave containing Moonlet]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Uranium Cave with entrance showing.png|thumb|345x345px|Uranium Cave 1]]&lt;br /&gt;
[[File:UraniumCave.jpg|thumb|338x338px|Uranium Cave K37]]&lt;br /&gt;
Uranium caves are caverns found inside [[Moonlet|Moonlets]], and contain [[Torbernite|Serenity Torbernite Crystals]].  This moonlet can be recognized by the purple glow that emanates from its thin walls, and the cavern inside, accessible from either &#039;end&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Loot =====&lt;br /&gt;
Serenity Torbernite Crystals:  XX E$&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:Uraniumcavemoonlet.jpg&amp;diff=39471</id>
		<title>File:Uraniumcavemoonlet.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:Uraniumcavemoonlet.jpg&amp;diff=39471"/>
		<updated>2024-09-21T19:46:41Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uranium Cave Moonlet hidden cave&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=39470</id>
		<title>Category:TODO</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=39470"/>
		<updated>2024-09-21T19:44:41Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Moved uranium caves to needs editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pages that need creation: ==&lt;br /&gt;
* [[Space Bar]]&lt;br /&gt;
* [[Tug Drones]]&lt;br /&gt;
* [[Haul Drones]]&lt;br /&gt;
* [[Maintenance Drones]]&lt;br /&gt;
* [[MAD-CERF]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
* [[Minefield]] ([[mikefield]])&lt;br /&gt;
* [[Slang]] (terms like Ringa, etc)&lt;br /&gt;
* [[IFF]]&lt;br /&gt;
* [[Storyteller]] ([[Random Event]])&lt;br /&gt;
* [[Contacts]]&lt;br /&gt;
* [[Radar Anomalies]]&lt;br /&gt;
* [[Big Lidar Contact]]&lt;br /&gt;
* [[Drop Point]]&lt;br /&gt;
* [[Nuclear Meltdown]]&lt;br /&gt;
* [[Ringroids]]&lt;br /&gt;
* [[Radiator]]&lt;br /&gt;
* [[Bounty Hunting]]&lt;br /&gt;
* [[Point Defence]]&lt;br /&gt;
* [[Rogue NT Companion]]&lt;br /&gt;
* [[Pirate (Ship)]]&lt;br /&gt;
* [[Pirate (Abductor)]]&lt;br /&gt;
* [[Tesla]] (elon&#039;s car)&lt;br /&gt;
* [[Singularity]]&lt;br /&gt;
* [[Locust Swarm]]&lt;br /&gt;
* [[Dead Bodies]]&lt;br /&gt;
* [[Space Bar]]&lt;br /&gt;
* [[Mineral Market]]&lt;br /&gt;
* [[Services]]&lt;br /&gt;
* [[Saturn]]&lt;br /&gt;
* [[Virtual Flight Service]]&lt;br /&gt;
* [[Propellers]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Agenda]] ([[AI Hater]])&lt;br /&gt;
* [[Vilcy]]&lt;br /&gt;
* [[Story]]&lt;br /&gt;
* [[Microwave Generator]] (change redirect to dedicated page)&lt;br /&gt;
* [[Excavator]]&lt;br /&gt;
* [[Center of Mass]]&lt;br /&gt;
* [[EMP Resistance]]&lt;br /&gt;
* [[Jury-Rig]]&lt;br /&gt;
* [[Mining Laser]] (change redirect to dedicated page)&lt;br /&gt;
* [[SPC Gungnir]] (change redirect to dedicated page)&lt;br /&gt;
* [[Computer]]&lt;br /&gt;
* [[Racers]]&lt;br /&gt;
* [[Spelunker Caves|spelunker caves]]&lt;br /&gt;
* [[SRA-01]]&lt;br /&gt;
&lt;br /&gt;
==  Pages that need editing: ==&lt;br /&gt;
* [[How to fly your ship]] guide needs finishing&lt;br /&gt;
* [[Minerals]]&lt;br /&gt;
* [[Corporations]] adding pages for corps still not noted, as well as provide masses for stations&lt;br /&gt;
* [[Coilgun]]&lt;br /&gt;
* [[Factions]] expand upon some factions&lt;br /&gt;
* [[Equipment]]&lt;br /&gt;
* [[:Category:Stations]] expand upon, add better descriptions, and create a table for it&lt;br /&gt;
* [[Cargo Bay]] needs info on MPUs not processing non-ore objects, as well as images displaying the shapes of the MPUs in most cargo bays&lt;br /&gt;
* [[Hardpoint]] additional info needed for spinal hardpoints&lt;br /&gt;
* [[Moonlet]] needs more information for variants, variants need separate sections with proper info, uses, screenshots, etc..., and new variants need sections, and needs relinking on music page. add diameters asap&lt;br /&gt;
* [[Energy Weapons]], [[Main Propulsion]], [[Reaction Control System]] bring&amp;lt;nowiki/&amp;gt; up to standards with page for [[Mass Driver]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
* [[Enceladus]]&lt;br /&gt;
* [[Nuclear propulsion]] needs double checking&lt;br /&gt;
* [[Damage]] needs more info&lt;br /&gt;
* [[EINAT Kzinti Lesson Mk II]]&lt;br /&gt;
* [[NANI]]&lt;br /&gt;
* [[UIO]] (pirates page needed, and pirates (&amp;lt;nowiki/&amp;gt;disambiguatio&amp;lt;nowiki/&amp;gt;n) for UIO&amp;lt;nowiki/&amp;gt;s specifically)&lt;br /&gt;
* [[THI Cargo Container]] needs extra hyperli&amp;lt;nowiki/&amp;gt;nks&lt;br /&gt;
* [[THI Monocargo Container|TH]]&amp;lt;nowiki/&amp;gt;[[THI Monocargo Container|I Mo]]&amp;lt;nowiki/&amp;gt;[[THI Monocargo Container|nocargo Container]] similar case to&amp;lt;nowiki/&amp;gt; THICC page&lt;br /&gt;
* [[Edge Runner|Edge R]]&amp;lt;nowiki/&amp;gt;[[Edge Runner|unner]] (needs improved info, espec&amp;lt;nowiki/&amp;gt;ially towards behaviour)&lt;br /&gt;
* [[Uranium Caves|Uraniu]]&amp;lt;nowiki/&amp;gt;[[Uranium Caves|m Caves]]&lt;br /&gt;
&lt;br /&gt;
Also see [[Special:WantedPages|this page]]&amp;lt;nowiki/&amp;gt; for pages that are linked but do not exist&lt;br /&gt;
&lt;br /&gt;
== Pages in need of new/updated images: ==&lt;br /&gt;
&lt;br /&gt;
* [[Factions]] Obonto habs and other AI drones (NT companions, ATLAS &amp;amp; Hybrid)&lt;br /&gt;
* [[:Category:Stations]] images to work alongside a future edit where more info is added&lt;br /&gt;
* [[Damage]] example images for the more visually obvious damage types (misalignment and such)&lt;br /&gt;
* [[THI Cargo Container]], [[THI Monocargo Container]], &amp;amp; [[Cargo Container]] (probably use same image as they look identical)&lt;br /&gt;
* [[AEMD-14 Mass Driver]] attached to a hardpoint&lt;br /&gt;
* [[AI]] images of the rogue drones (perhaps?)&lt;br /&gt;
* [[B8 Claim Beacon]] beacon deployed and/or attached to hardpoint&lt;br /&gt;
* [[Coilgun]] images for each coilgun equipment&lt;br /&gt;
* [[Derelict]], [[Beginner&#039;s Guide to Derelicts]] &amp;amp; [[Profiteering Off of Derelicts]] having images for each derelict, or just an example of derelicts and/or capture of them for the guides&lt;br /&gt;
* [[Drones]] &amp;amp; [[Nanodrone Components]] showing nanodrones in use from a hardpoint&lt;br /&gt;
* [[EMD-14 Mass Driver]] attached to hardpoint&lt;br /&gt;
* [[ERFMD-17 Mass Driver]] attached to hardpoint&lt;br /&gt;
* [[Encelado]] gif of spending/gaining money, plus buy/sell icons maybe?&lt;br /&gt;
* [[External Impact Absorber]] attached to hardpoints&lt;br /&gt;
* [[Fission]] detonating reactor perhaps?&lt;br /&gt;
* [[Floating Bodies]]&lt;br /&gt;
* [[Ganymedean Anarchy]] images of GA K37s, CERFs, &amp;amp; G4A station&lt;br /&gt;
* [[Hardpoint]] example equipment on each type, plus spinal when edit is added&lt;br /&gt;
* [[Kinetic Ammunition]] mass driver in use and maybe evidence reward mass driver ammo&lt;br /&gt;
* [[MPI Railgun Mk I]] attached to hardpoint&lt;br /&gt;
* [[Main Propulsion]] example torch and/or each equipment after page redo&lt;br /&gt;
* [[Mass Driver]] image for each equipment, plus maybe example images of a mass driver being fired&lt;br /&gt;
* [[Minerals]] mineral colours, their pallets, and chunks after redo of page&lt;br /&gt;
* [[Moonlet]] each moonlet type after rework of page&lt;br /&gt;
* [[Music]] examples for visual audio cue borders &lt;br /&gt;
* [[NDPT-4205]] attached to hardpoint&lt;br /&gt;
* [[NT Mining Companion]] attached to hardpoint&lt;br /&gt;
* [[Nuclear propulsion]] examples&lt;br /&gt;
* [[Ore Chunks]] example images in tandem with minerals page&lt;br /&gt;
* [[Phage-class Station]] example station, can be used for other station pages&lt;br /&gt;
* [[Propellant Tank]] &amp;amp; [[Reaction Mass]] maybe show thrusters/torches being used and/or remass leaks&lt;br /&gt;
* [[Reaction Control System]] example RCS and/or each equipment after page redo&lt;br /&gt;
* [[Reactor Core]] show reactor for each ship, and maybe a detonating reactor (gif?)&lt;br /&gt;
* [[Tetsuo HMX-2000I]] attached to hardpoint&lt;br /&gt;
* [[Understanding the Ship&#039;s Equipment]] example for equipment images?&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Uranium_Caves&amp;diff=39469</id>
		<title>Uranium Caves</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Uranium_Caves&amp;diff=39469"/>
		<updated>2024-09-21T19:42:18Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Uranium Cave with entrance showing.png|thumb|345x345px|Uranium Cave 1]]&lt;br /&gt;
[[File:UraniumCave.jpg|thumb|217x217px|Uranium Cave K37]]&lt;br /&gt;
Uranium caves are caverns found inside [[Moonlet|Moonlets]], and contain [[Torbernite|Serenity Torbernite Crystals]].  This moonlet can be recognized by the purple glow that emanates from its thin walls, and the cavern inside, accessible from either &#039;end&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Loot =====&lt;br /&gt;
Serenity Torbernite Crystals:  XX E$&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:UraniumCave.jpg&amp;diff=39468</id>
		<title>File:UraniumCave.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:UraniumCave.jpg&amp;diff=39468"/>
		<updated>2024-09-21T19:34:15Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cave containing Toblerones&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=39355</id>
		<title>How to fly your ship: Advanced</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=39355"/>
		<updated>2024-09-17T05:17:12Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Numbering issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Guides]]&lt;br /&gt;
==Flight Modes==&lt;br /&gt;
If you are reading this page, it is assumed you are familiar with the original page [[how to fly your ship]], and are looking for a little more help on more advanced control systems in your ship.  If you are a brand new player, please see the page linked ^above for a starting point.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let&#039;s get to the real meat of Advanced Flight Controls.  You will remember from the original page that all motion in dV is relative to the player ship, as it would be viewed from the bridge.  Additional information related to this is how to &#039;vectorize&#039; your flight methodologies.  Every course correction and attitude vector can be described by circles and triangles.  Those familiar with geometry / trigonometry will find this quite simple, along with those familiar with Newtonian mechanics.  For the remaining 94% of people, this page is for you.&lt;br /&gt;
&lt;br /&gt;
Course correction is not like driving a car, mind you.  Gravity bound transport operates in 1.5 dimensions (left, right, forward), and has advantage of friction with a surface, to affect course corrections.  This is NOT true in the vacuum of space.  dV gameplay and Newtonian mechanics operate, here, in 2 full dimensions (left, right, up, down).  To make a course change from one direction to another, ALL energy in the original direction must be cancelled (sort of).&lt;br /&gt;
&lt;br /&gt;
======Using this guide======&lt;br /&gt;
Each relevant section of this Advanced Flight Control guide will begin with a &#039;previously on&#039; synopsis of the original simplified page, followed by more advanced usage techniques for each.  The flight control systems in dV are quite robust, and all motion obeys Newtonian mechanics.  As such, players can move in ways that *may* not necessarily be intuitive at first.&lt;br /&gt;
&lt;br /&gt;
===Full Manual===&lt;br /&gt;
As previously mentioned, this is the most difficult flight mode to operate in, as it requires the player to pay full attention to the local region very closely.  The first thing to note here is that many ships / loadouts are asymmetrical in mass.  This means that if one draws lines bisecting the ship, there is a high probability that one quadrant will contain more mass than its&#039; twin across the line of symmetry.  This means that more energy will be required to move that quadrant, in relation to the other, which then means that applying thrust will cause attitude changes typically undesired by the operator.&lt;br /&gt;
&lt;br /&gt;
====== Manual attitude adjustments ======&lt;br /&gt;
Let&#039;s say you are travelling 50m/s at a bearing of 090 degrees (right).  If you then wish to travel at 50m/s at bearing 180 degrees (down), you *might* think the best way to do this would be to orient your ship to 180 degrees, and hold the main engine until you course correct to the desired heading.  This is NOT the case.  The most effective use of propellant would be to rotate to 225 degrees and burn the main engine until you are travelling 50m/s at 180 degrees.  Think &#039;geometry&#039;, as thrust vectoring is literally the calculation of triangles, for the most part.&lt;br /&gt;
&lt;br /&gt;
====== Fun times ======&lt;br /&gt;
When flying a ship in full manual mode, there is the possibility for some interesting manuevers, that autopilots may or may not allow to occur.  Some of these include rotating so quickly as to jam the fuel rods in the reactor, pulling off high speed acrobatics, and flying at speeds *Not Recommended* by ship manufacturers and officials on Enceladus Prime.  The best course here would be to experiment for yourself, and find out what works best for you, as a captain.&lt;br /&gt;
&lt;br /&gt;
===Fully Automatic (Autopilot)===&lt;br /&gt;
As the heading states, another option for flying your ship is to run it in &#039;full auto&#039; mode.  In this mode, the captain does not utilize the WASD keys for ship operation, but instead relies totally on the AP system to handle all maneuvers.  This can be performed in two ways:&lt;br /&gt;
&lt;br /&gt;
# From a dead stop, click (and drag) anywhere on the screen (being at a dead stop FIRST is not required, simply used for illustrative purposes for this guide).  This enables autopilot (if you have one installed) and tells it the desired vector and velocity (relative).  If desiring to make a change to heading, the arrow keys Left and Right will facilitate this, aligning the ships&#039; &#039;front&#039; with the desired heading (up to the &#039;turn around&#039; velocity).  The Up and Down keys will increase and decrease velocity (relative), repsectively.  You have now flown in Full Auto.&lt;br /&gt;
# When mining or travelling, Full Auto method 2 allows your autopilot system to enable you to collect objects from around the rings.  Whether moving or stationary, the captain may Left click on any object.  This causes the autopilot system to &#039;lock on&#039; to the target, and attempt to match its&#039; motion (relative zero).  Clicking and dragging different directions will change the relative motion of the player ship in regards to the target.  This is useful for gobbling up roid chunklets, keeping time with an enemy, or matching that pesky moving base for docking initiation.&lt;br /&gt;
&lt;br /&gt;
===Semi-Automatic (Various methods)===&lt;br /&gt;
&lt;br /&gt;
====Manual course correct with autopilot bearing hold====&lt;br /&gt;
Another method of flying in the rings is to fly holding Right mouse, while making vector/ velocity adjustments with WASD controls.  This is a very powerful method of flight useful for combat situations.  Being able to constantly point the ship where the mouse is, while flying around the target, is quite useful.  This method of flight allows captains to avoid hitting &#039;roids while making matching velocities and vectors simple to achieve.&lt;br /&gt;
&lt;br /&gt;
====Manual flight with autopilot stability assist====&lt;br /&gt;
Consider this a slight &#039;extension&#039; on the previous method.  Some autopilots posses a feature called &#039;fly-by-wire&#039;.  This routes ALL manual controls through the autopilot system, applying some maths to the outputs before commanding RCS or Main Engines.  When flying with fly-by-wire, mass offsets are either totally negated or severely reduced when applying thrust.&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=39306</id>
		<title>How to fly your ship: Advanced</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=39306"/>
		<updated>2024-09-17T02:47:50Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Filling out more information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Guides]]&lt;br /&gt;
==Flight Modes==&lt;br /&gt;
If you are reading this page, it is assumed you are familiar with the original page [[how to fly your ship]], and are looking for a little more help on more advanced control systems in your ship.  If you are a brand new player, please see the page linked ^above for a starting point.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let&#039;s get to the real meat of Advanced Flight Controls.  You will remember from the original page that all motion in dV is relative to the player ship, as it would be viewed from the bridge.  Additional information related to this is how to &#039;vectorize&#039; your flight methodologies.  Every course correction and attitude vector can be described by circles and triangles.  Those familiar with geometry / trigonometry will find this quite simple, along with those familiar with Newtonian mechanics.  For the remaining 94% of people, this page is for you.&lt;br /&gt;
&lt;br /&gt;
Course correction is not like driving a car, mind you.  Gravity bound transport operates in 1.5 dimensions (left, right, forward), and has advantage of friction with a surface, to affect course corrections.  This is NOT true in the vacuum of space.  dV gameplay and Newtonian mechanics operate, here, in 2 full dimensions (left, right, up, down).  To make a course change from one direction to another, ALL energy in the original direction must be cancelled (sort of).&lt;br /&gt;
&lt;br /&gt;
======Using this guide======&lt;br /&gt;
Each relevant section of this Advanced Flight Control guide will begin with a &#039;previously on&#039; synopsis of the original simplified page, followed by more advanced usage techniques for each.  The flight control systems in dV are quite robust, and all motion obeys Newtonian mechanics.  As such, players can move in ways that *may* not necessarily be intuitive at first.&lt;br /&gt;
&lt;br /&gt;
===Full Manual===&lt;br /&gt;
As previously mentioned, this is the most difficult flight mode to operate in, as it requires the player to pay full attention to the local region very closely.  The first thing to note here is that many ships / loadouts are asymmetrical in mass.  This means that if one draws lines bisecting the ship, there is a high probability that one quadrant will contain more mass than its&#039; twin across the line of symmetry.  This means that more energy will be required to move that quadrant, in relation to the other, which then means that applying thrust will cause attitude changes typically undesired by the operator.&lt;br /&gt;
&lt;br /&gt;
====== Manual attitude adjustments ======&lt;br /&gt;
Let&#039;s say you are travelling 50m/s at a bearing of 090 degrees (right).  If you then wish to travel at 50m/s at bearing 180 degrees (down), you *might* think the best way to do this would be to orient your ship to 180 degrees, and hold the main engine until you course correct to the desired heading.  This is NOT the case.  The most effective use of propellant would be to rotate to 225 degrees and burn the main engine until you are travelling 50m/s at 180 degrees.  Think &#039;geometry&#039;, as thrust vectoring is literally the calculation of triangles, for the most part.&lt;br /&gt;
&lt;br /&gt;
====== Fun times ======&lt;br /&gt;
When flying a ship in full manual mode, there is the possibility for some interesting manuevers, that autopilots may or may not allow to occur.  Some of these include rotating so quickly as to jam the fuel rods in the reactor, pulling off high speed acrobatics, and flying at speeds *Not Recommended* by ship manufacturers and officials on Enceladus Prime.  The best course here would be to experiment for yourself, and find out what works best for you, as a captain.&lt;br /&gt;
&lt;br /&gt;
===Fully Automatic (Autopilot)===&lt;br /&gt;
As the heading states, another option for flying your ship is to run it in &#039;full auto&#039; mode.  In this mode, the captain does not utilize the WASD keys for ship operation, but instead relies totally on the AP system to handle all maneuvers.  This can be performed in two ways:&lt;br /&gt;
&lt;br /&gt;
# From a dead stop, click (and drag) anywhere on the screen (being at a dead stop FIRST is not required, simply used for illustrative purposes for this guide).  This enables autopilot (if you have one installed) and tells it the desired vector and velocity (relative).  If desiring to make a change to heading, the arrow keys Left and Right will facilitate this, aligning the ships&#039; &#039;front&#039; with the desired heading (up to the &#039;turn around&#039; velocity).  The Up and Down keys will increase and decrease velocity (relative), repsectively.  You have now flown in Full Auto. 2.  When mining or travelling, Full Auto method 2 allows your autopilot system to enable you to collect objects from around the rings.  Whether moving or stationary, the captain may Left click on any object.  This causes the autopilot system to &#039;lock on&#039; to the target, and attempt to match its&#039; motion (relative zero).  Clicking and dragging different directions will change the relative motion of the player ship in regards to the target.  This is useful for gobbling up roid chunklets, keeping time with an enemy, or matching that pesky moving base for docking initiation.&lt;br /&gt;
&lt;br /&gt;
===Semi-Automatic (Various methods)===&lt;br /&gt;
&lt;br /&gt;
====Manual course correct with autopilot bearing hold====&lt;br /&gt;
Another method of flying in the rings is to fly holding Right mouse, while making vector/ velocity adjustments with WASD controls.  This is a very powerful method of flight useful for combat situations.  Being able to constantly point the ship where the mouse is, while flying around the target, is quite useful.  This method of flight allows captains to avoid hitting &#039;roids while making matching velocities and vectors simple to achieve.&lt;br /&gt;
&lt;br /&gt;
====Manual flight with autopilot stability assist====&lt;br /&gt;
Consider this a slight &#039;extension&#039; on the previous method.  Some autopilots posses a feature called &#039;fly-by-wire&#039;.  This routes ALL manual controls through the autopilot system, applying some maths to the outputs before commanding RCS or Main Engines.  When flying with fly-by-wire, mass offsets are either totally negated or severely reduced when applying thrust.&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship&amp;diff=38911</id>
		<title>How to fly your ship</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship&amp;diff=38911"/>
		<updated>2024-08-26T23:55:38Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added minor ap info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: UNFINISHED&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
One of the key parts whilst mining within the Rings is making sure you can control your ship properly. Many captains start their journey without a clue, turn their main engine to full throttle expecting an easy ride, and end up slamming into a ringroid and causing themselves two weeks worth of repairs and a sizeable bill. &lt;br /&gt;
&lt;br /&gt;
Your ship has two primary control modes: Manual flight, and an Autopilot. In manual flight mode the player has full control over the ship, but that also means that you have to be capable of managing it, which is its own skillset. That&#039;s where the [[autopilot]] comes into play, as it takes where you want to go and adjusts accordingly. [[Autopilot]] the best tool for the first few hours of flight, as you learn how to use your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For more advanced piloting techniques:  see [[How to fly your ship: Advanced]]&#039;&#039;&#039;&#039;&#039;[[File:Flight tutorial control comparisons.png|536x536px|A side-by-side comparison of what using the autopilot (left) and manual (right) control looks like.|center|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Control Schemas (Part One: Manual) ===&lt;br /&gt;
The basic controls for your ship are taken from dedicated sides of your keyboard. Manual controls take a more familiar WASD layout alongside the Q. E. and SHIFT keys, while the autopilot uses the arrow keys (and by extension the mouse keys, more on this later). &lt;br /&gt;
[[File:Manual control cardinal direction.png|thumb|Visual display for the control actions via manual control]]&lt;br /&gt;
Manual mode is FULLY manual, with all motion applied being relative to ship facing.  To start off simple with manual controls, the W, A, S, and D keys will push your ship in their respective cardinal directions. W for forward, A for left, D for right, and S for backwards. Using Q and E keys will allow you to rotate the ship anticlockwise and clockwise respectively, and pressing the SHIFT key will use the main torch and lurch your ship forward. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Some [[Autopilot]]&amp;lt;nowiki/&amp;gt;s allow manual mode to be operated with [[autopilot]] assitance.  This allows the W key to engage both forward [[RCS|RCSs]] and [[Main engine]] simultaneously, or for strafe controls to be used without the vessel rotating relative to the current ship bearing.  More on this below.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One thing that may become decently apparent when using manual controls, especially when trying to strafe, is that the ship will tilt and spin whilst trying to do so. This is due to the fact that it is very rare that the ship will have a perfectly centered center of mass. The starting ship has a mass driver attached to the front of it, and will make maneuvers a little harder with the constant adjustments that will need to be made.&lt;br /&gt;
&lt;br /&gt;
Using manual controls may not seem fully intuitive when first handling them, and at times it can definitely feel like it&#039;s too responsive. This is where the [[autopilot]] really comes into play.  One thing new players should keep in mind when attempting to learn manual control of ships is that the camera does NOT move, only the ship does.  The player must keep ship [[bearing]] in mind when making attitude corrections.&lt;br /&gt;
&lt;br /&gt;
=== Control Schemas (Part Two: Autopilot) ===&lt;br /&gt;
[[File:AUTOPILOT_EXAMPLE.gif|right]]&lt;br /&gt;
The [[autopilot]] is where the real fun begins. The power of the computer installed in your ship will be put to use to continually adjust the ship&#039;s position so you can focus on working. This system can make flying both easier and more complex at the same time, as the behaviour of the [[autopilot]] isn&#039;t as directly intuitive as manual controls. &lt;br /&gt;
&lt;br /&gt;
The basic [[autopilot]] controls involve the arrow keys. the up and down arrows will change your targeted velocity forwards and backwards respectively, and the left and right arrow keys change the ships [[bearing]], while aligning the velocity vector along an axis going through the ship&#039;s center, and the X key will attempt to stop the ship immediately.  Players may also utilize the mouse for [[Autopilot]] control.  This is a simpler system of control than the arrow keys, for many players, as it requires only holding left mouse button, and dragging the octagon (desired course) whereever the player desires.  This is useful for chasing [[Ore Chunks]], NPC ships, or other interesting items that the [[Autopilot]] can &#039;lock on&#039; to.  All course corrections made using [[Autopilot]] are relative to the current target.  This is either the players&#039; ship, or a selected object.&lt;br /&gt;
&lt;br /&gt;
[[Autopilot]] can be turned off via various methods including:  pressing the G key, inputting any manual command, or turning off the ships&#039; [[Computer]].&lt;br /&gt;
&lt;br /&gt;
==== More on Autopilot ====&lt;br /&gt;
For full information regarding autopilots and their uses, see [[Autopilot|Autopilot .]]  For the purposes of this guide, there are a few points to be made about various autopilots that may be of use to new players.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;MLF&#039;&#039;&#039; ======&lt;br /&gt;
This autopilot is the most basic system in the game.  This should NOT be used on vessels with large cargo bays, or with gimballed thrusters. The best use case for this autopilot is on fixed thruster arrangements with smaller cargo bays (ie [[KTA24]] or [[Kitsune]]), if you only want to move at lower velocities in a fixed direction/orientation.  (need gif of MLF on K37)&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;MA-337&#039;&#039;&#039; ======&lt;br /&gt;
This autopilot has a useful function of overlaying LiDAR displays over top of the display, outside of the autopilot HUD bubble.  Very useful for correlating objects between LiDAR screens relative to ship position.  This or the NDCI tend to be the choice for many players, for their user friendliness.  (need gif of 337 on K37)&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;NDCI&#039;&#039;&#039; ======&lt;br /&gt;
This is the most utilized autopilot in the rings.  Ringas far and wide love this autopilot for its&#039; utility and comfortable UI.  The NDCI can account for shifting mass, obstacle avoidance, and possesses weapons firing softwares.  By far the most versatile autopilot around.  (need gif of NDCI on K37)&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;ER-42&#039;&#039;&#039; ======&lt;br /&gt;
This nifty piece of software is useful for racers, and those who like to jam through the rings &amp;gt;50m/s.  The overlay included in this autopilot shows the captain the projected pathing of the vessel as ship-shaped guides, including rotational and thrusterized vector predictions.  (need gif of er42 on K37)&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;EIAA-1337&#039;&#039;&#039; ======&lt;br /&gt;
This is the MOST advanced autopilot on the open market.  This autopilot comes complete with obstacle avoidance technology, collision detection software, and automatic object collection suites.  Use this autopilot for the ultimate in high-tech captaining.  (need gif of 1337 on K37)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For more advanced piloting techniques:  see [[How to fly your ship: Advanced]]&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=38577</id>
		<title>How to fly your ship: Advanced</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=38577"/>
		<updated>2024-08-17T06:20:18Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Changed a math after verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Guides]]&lt;br /&gt;
==Flight Modes==&lt;br /&gt;
If you are reading this page, it is assumed you are familiar with the original page [[how to fly your ship]], and are looking for a little more help on more advanced control systems in your ship.  If you are a brand new player, please see the page linked ^above for a starting point.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let&#039;s get to the real meat of Advanced Flight Controls.  You will remember from the original page that all motion in dV is relative to the player ship, as it would be viewed from the bridge.  Additional information related to this is how to &#039;vectorize&#039; your flight methodologies.  Every course correction and attitude vector can be described by circles and triangles.  Those familiar with geometry / trigonometry will find this quite simple, along with those familiar with Newtonian mechanics.  For the remaining 94% of people, this page is for you.&lt;br /&gt;
&lt;br /&gt;
Course correction is not like driving a car, mind you.  Gravity bound transport operates in 1.5 dimensions (left, right, forward), and has advantage of friction with a surface, to affect course corrections.  This is NOT true in the vacuum of space.  dV gameplay and Newtonian mechanics operate, here, in 2 full dimensions (left, right, up, down).  To make a course change from one direction to another, ALL energy in the original direction must be cancelled (sort of).&lt;br /&gt;
&lt;br /&gt;
======Using this guide======&lt;br /&gt;
Each relevant section of this Advanced Flight Control guide will begin with a &#039;previously on&#039; synopsis of the original simplified page, followed by more advanced usage techniques for each.  The flight control systems in dV are quite robust, and all motion obeys Newtonian mechanics.  As such, players can move in ways that *may* not necessarily be intuitive at first.&lt;br /&gt;
&lt;br /&gt;
===Full Manual===&lt;br /&gt;
As previously mentioned, this is the most difficult flight mode to operate in, as it requires the player to pay full attention to the local region very closely.  The first thing to note here is that many ships / loadouts are asymmetrical in mass.  This means that if one draws lines bisecting the ship, there is a high probability that one quadrant will contain more mass than its&#039; twin across the line of symmetry.  This means that more energy will be required to move that quadrant, in relation to the other, which then means that applying thrust will cause attitude changes typically undesired by the operator.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you are travelling 50m/s at a bearing of 090 degrees (right).  If you then wish to travel at 50m/s at bearing 180 degrees (down), you *might* think the best way to do this would be to orient your ship to 180 degrees, and hold the main engine until you course correct to the desired heading.  This is NOT the case.  The most effective use of propellant would be to rotate to 225 degrees and burn the main engine until you are travelling 50m/s at 180 degrees.&lt;br /&gt;
&lt;br /&gt;
===Fully Automatic (Autopilot)===&lt;br /&gt;
&lt;br /&gt;
===Semi-Automatic (Various methods)===&lt;br /&gt;
&lt;br /&gt;
====Manual course correct with autopilot bearing hold====&lt;br /&gt;
&lt;br /&gt;
====Manual flight with autopilot stability assist====&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Moonlet&amp;diff=38576</id>
		<title>Moonlet</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Moonlet&amp;diff=38576"/>
		<updated>2024-08-17T06:17:04Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Minor formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While exploring the rings there is a possibility that you&#039;ll come across Moonlets. Moonlets are some of the largest objects in the game world, and are impossible to mine, or permenantly move. There are several variants of moonlets, of varying sizes, and with different objects on/in them. Some of the points of interest contained on/in moonlets are the [[Phage-class Station]], the [[space bar]], and the [[Ganymedean Anarchy]] base of operations ( aka G4A Baseteroid). There is also a variant that contains uranium caves, which have uranium crystals in them that can be collected and sold for 40K E$ each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finding a moonlet gives you the &amp;quot;This is no Moon&amp;quot; achievement. &lt;br /&gt;
&lt;br /&gt;
Finding a moonlet with uranium caves gives you the &amp;quot;Fissile Goods&amp;quot; achievement.&lt;br /&gt;
&lt;br /&gt;
Finding a moonlet with the space bar will give you the &amp;quot;A little break&amp;quot; achievement.&lt;br /&gt;
&lt;br /&gt;
Finding a moonlet with the Ganymedean Anarchy Station will give you the &amp;quot;Inside Job&amp;quot; achievement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=38575</id>
		<title>How to fly your ship: Advanced</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship:_Advanced&amp;diff=38575"/>
		<updated>2024-08-17T06:00:20Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Guides]]&lt;br /&gt;
==Flight Modes==&lt;br /&gt;
If you are reading this page, it is assumed you are familiar with the original page [[how to fly your ship]], and are looking for a little more help on more advanced control systems in your ship.  If you are a brand new player, please see the page linked ^above for a starting point.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let&#039;s get to the real meat of Advanced Flight Controls.  You will remember from the original page that all motion in dV is relative to the player ship, as it would be viewed from the bridge.  Additional information related to this is how to &#039;vectorize&#039; your flight methodologies.  Every course correction and attitude vector can be described by circles and triangles.  Those familiar with geometry / trigonometry will find this quite simple, along with those familiar with Newtonian mechanics.  For the remaining 94% of people, this page is for you.&lt;br /&gt;
&lt;br /&gt;
Course correction is not like driving a car, mind you.  Gravity bound transport operates in 1.5 dimensions (left, right, forward), and has advantage of friction with a surface, to affect course corrections.  This is NOT true in the vacuum of space.  dV gameplay and Newtonian mechanics operate, here, in 2 full dimensions (left, right, up, down).  To make a course change from one direction to another, ALL energy in the original direction must be cancelled (sort of).&lt;br /&gt;
&lt;br /&gt;
======Using this guide======&lt;br /&gt;
Each relevant section of this Advanced Flight Control guide will begin with a &#039;previously on&#039; synopsis of the original simplified page, followed by more advanced usage techniques for each.  The flight control systems in dV are quite robust, and all motion obeys Newtonian mechanics.  As such, players can move in ways that *may* not necessarily be intuitive at first.&lt;br /&gt;
&lt;br /&gt;
===Full Manual===&lt;br /&gt;
As previously mentioned, this is the most difficult flight mode to operate in, as it requires the player to pay full attention to the local region very closely.  The first thing to note here is that many ships / loadouts are asymmetrical in mass.  This means that if one draws lines bisecting the ship, there is a high probability that one quadrant will contain more mass than its&#039; twin across the line of symmetry.  This means that more energy will be required to move that quadrant, in relation to the other, which then means that applying thrust will cause attitude changes typically undesired by the operator.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you are travelling 50m/s at a bearing of 090 degrees (right).  If you then wish to travel at 50m/s at bearing 180 degrees (down), you *might* think the best way to do this would be to orient your ship to 180 degrees, and hold the main engine until you course correct to the desired heading.  This is NOT the case.  The most effective use of propellant would be to rotate to 225 degrees and burn the main engine until you are travelling 30m/s at 180 degrees, then rotating again to perform a final burn and accelerate to 50m/s at 180 degrees. [&amp;lt;u&amp;gt;needs verification&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
===Fully Automatic (Autopilot)===&lt;br /&gt;
&lt;br /&gt;
===Semi-Automatic (Various methods)===&lt;br /&gt;
&lt;br /&gt;
====Manual course correct with autopilot bearing hold====&lt;br /&gt;
&lt;br /&gt;
====Manual flight with autopilot stability assist====&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship&amp;diff=38569</id>
		<title>How to fly your ship</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship&amp;diff=38569"/>
		<updated>2024-08-17T04:45:14Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Changed page formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: UNFINISHED&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
One of the key parts whilst mining within the Rings is making sure you can control your ship properly. Many captains start their journey without a clue, turn their main engine to full throttle expecting an easy ride, and end up slamming into a ringroid and causing themselves two weeks worth of repairs and a sizeable bill. &lt;br /&gt;
&lt;br /&gt;
Your ship has two primary control modes: Manual flight, and an Autopilot. In manual flight mode the player has full control over the ship, but that also means that you have to be capable of managing it, which is its own skillset. That&#039;s where the [[autopilot]] comes into play, as it takes where you want to go and adjusts accordingly. [[Autopilot]] the best tool for the first few hours of flight, as you learn how to use your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For more advanced piloting techniques:  see [[How to fly your ship: Advanced]]&#039;&#039;&#039;&#039;&#039;[[File:Flight tutorial control comparisons.png|536x536px|A side-by-side comparison of what using the autopilot (left) and manual (right) control looks like.|center|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Control Schemas (Part One: Manual) ===&lt;br /&gt;
The basic controls for your ship are taken from dedicated sides of your keyboard. Manual controls take a more familiar WASD layout alongside the Q. E. and SHIFT keys, while the autopilot uses the arrow keys (and by extension the mouse keys, more on this later). &lt;br /&gt;
[[File:Manual control cardinal direction.png|thumb|Visual display for the control actions via manual control]]&lt;br /&gt;
Manual mode is FULLY manual, with all motion applied being relative to ship facing.  To start off simple with manual controls, the W, A, S, and D keys will push your ship in their respective cardinal directions. W for forward, A for left, D for right, and S for backwards. Using Q and E keys will allow you to rotate the ship anticlockwise and clockwise respectively, and pressing the SHIFT key will use the main torch and lurch your ship forward. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Some [[Autopilot]]&amp;lt;nowiki/&amp;gt;s allow manual mode to be operated with [[autopilot]] assitance.  This allows the W key to engage both forward [[RCS|RCSs]] and [[Main engine]] simultaneously, or for strafe controls to be used without the vessel rotating relative to the current ship bearing.  More on this below.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One thing that may become decently apparent when using manual controls, especially when trying to strafe, is that the ship will tilt and spin whilst trying to do so. This is due to the fact that it is very rare that the ship will have a perfectly centered center of mass. The starting ship has a mass driver attached to the front of it, and will make maneuvers a little harder with the constant adjustments that will need to be made.&lt;br /&gt;
&lt;br /&gt;
Using manual controls may not seem fully intuitive when first handling them, and at times it can definitely feel like it&#039;s too responsive. This is where the [[autopilot]] really comes into play.  One thing new players should keep in mind when attempting to learn manual control of ships is that the camera does NOT move, only the ship does.  The player must keep ship [[bearing]] in mind when making attitude corrections.&lt;br /&gt;
&lt;br /&gt;
=== Control Schemas (Part Two: Autopilot) ===&lt;br /&gt;
[[File:AUTOPILOT_EXAMPLE.gif|right]]&lt;br /&gt;
The [[autopilot]] is where the real fun begins. The power of the computer installed in your ship will be put to use to continually adjust the ship&#039;s position so you can focus on working. This system can make flying both easier and more complex at the same time, as the behaviour of the [[autopilot]] isn&#039;t as directly intuitive as manual controls. &lt;br /&gt;
&lt;br /&gt;
The basic [[autopilot]] controls involve the arrow keys. the up and down arrows will change your targeted velocity forwards and backwards respectively, and the left and right arrow keys change the ships [[bearing]], while aligning the velocity vector along an axis going through the ship&#039;s center, and the X key will attempt to stop the ship immediately.  Players may also utilize the mouse for [[Autopilot]] control.  This is a simpler system of control than the arrow keys, for many players, as it requires only holding left mouse button, and dragging the octagon (desired course) whereever the player desires.  This is useful for chasing [[Ore Chunks]], NPC ships, or other interesting items that the [[Autopilot]] can &#039;lock on&#039; to.  All course corrections made using [[Autopilot]] are relative to the current target.  This is either the players&#039; ship, or a selected object.&lt;br /&gt;
&lt;br /&gt;
[[Autopilot]] can be turned off via various methods including:  pressing the G key, inputting any manual command, or turning off the ships&#039; [[Computer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For more advanced piloting techniques:  see [[How to fly your ship: Advanced]]&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship&amp;diff=38567</id>
		<title>How to fly your ship</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=How_to_fly_your_ship&amp;diff=38567"/>
		<updated>2024-08-17T04:43:09Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added more info, link to advanced page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: UNFINISHED&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
One of the key parts whilst mining within the Rings is making sure you can control your ship properly. Many captains start their journey without a clue, turn their main engine to full throttle expecting an easy ride, and end up slamming into a ringroid and causing themselves two weeks worth of repairs and a sizeable bill. &lt;br /&gt;
&lt;br /&gt;
Your ship has two primary control modes: Manual flight, and an Autopilot. In manual flight mode the player has full control over the ship, but that also means that you have to be capable of managing it, which is its own skillset. That&#039;s where the [[autopilot]] comes into play, as it takes where you want to go and adjusts accordingly. [[Autopilot]] the best tool for the first few hours of flight, as you learn how to use your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For more advanced piloting techniques:  see [[How to fly your ship: Advanced]]&#039;&#039;&#039;&#039;&#039;[[File:Flight tutorial control comparisons.png|left|thumb|536x536px|A side-by-side comparison of what using the autopilot (left) and manual (right) control looks like.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Control Schemas (Part One: Manual) ==&lt;br /&gt;
The basic controls for your ship are taken from dedicated sides of your keyboard. Manual controls take a more familiar WASD layout alongside the Q. E. and SHIFT keys, while the autopilot uses the arrow keys (and by extension the mouse keys, more on this later). &lt;br /&gt;
[[File:Manual control cardinal direction.png|thumb|Visual display for the control actions via manual control]]&lt;br /&gt;
Manual mode is FULLY manual, with all motion applied being relative to ship facing.  To start off simple with manual controls, the W, A, S, and D keys will push your ship in their respective cardinal directions. W for forward, A for left, D for right, and S for backwards. Using Q and E keys will allow you to rotate the ship anticlockwise and clockwise respectively, and pressing the SHIFT key will use the main torch and lurch your ship forward. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Some [[Autopilot]]&amp;lt;nowiki/&amp;gt;s allow manual mode to be operated with [[autopilot]] assitance.  This allows the W key to engage both forward [[RCS|RCSs]] and [[Main engine]] simultaneously, or for strafe controls to be used without the vessel rotating relative to the current ship bearing.  More on this below.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One thing that may become decently apparent when using manual controls, especially when trying to strafe, is that the ship will tilt and spin whilst trying to do so. This is due to the fact that it is very rare that the ship will have a perfectly centered center of mass. The starting ship has a mass driver attached to the front of it, and will make maneuvers a little harder with the constant adjustments that will need to be made.&lt;br /&gt;
&lt;br /&gt;
Using manual controls may not seem fully intuitive when first handling them, and at times it can definitely feel like it&#039;s too responsive. This is where the [[autopilot]] really comes into play.  One thing new players should keep in mind when attempting to learn manual control of ships is that the camera does NOT move, only the ship does.  The player must keep ship [[bearing]] in mind when making attitude corrections.&lt;br /&gt;
&lt;br /&gt;
== Control Schemas (Part Two: Autopilot) ==&lt;br /&gt;
[[File:AUTOPILOT_EXAMPLE.gif|right]]&lt;br /&gt;
The [[autopilot]] is where the real fun begins. The power of the computer installed in your ship will be put to use to continually adjust the ship&#039;s position so you can focus on working. This system can make flying both easier and more complex at the same time, as the behaviour of the [[autopilot]] isn&#039;t as directly intuitive as manual controls. &lt;br /&gt;
&lt;br /&gt;
The basic [[autopilot]] controls involve the arrow keys. the up and down arrows will change your targeted velocity forwards and backwards respectively, and the left and right arrow keys change the ships [[bearing]], while aligning the velocity vector along an axis going through the ship&#039;s center, and the X key will attempt to stop the ship immediately.  Players may also utilize the mouse for [[Autopilot]] control.  This is a simpler system of control than the arrow keys, for many players, as it requires only holding left mouse button, and dragging the octagon (desired course) whereever the player desires.  This is useful for chasing [[Ore Chunks]], NPC ships, or other interesting items that the [[Autopilot]] can &#039;lock on&#039; to.  All course corrections made using [[Autopilot]] are relative to the current target.  This is either the players&#039; ship, or a selected object.&lt;br /&gt;
&lt;br /&gt;
[[Autopilot]] can be turned off via various methods including:  pressing the G key, inputting any manual command, or turning off the ships&#039; [[Computer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For more advanced piloting techniques:  see [[How to fly your ship: Advanced]]&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Bald_Eagle&amp;diff=38558</id>
		<title>Bald Eagle</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Bald_Eagle&amp;diff=38558"/>
		<updated>2024-08-17T04:15:05Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added Racers links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BaldEagle.png|alt=A stock Eagle Prospector|right|A &amp;quot;stock&amp;quot; Bald Eagle]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hand-crafted with an impressive combination of skill, craft, love, and rocket surgery, the current powerhouse of the ring-racing circuit isn&#039;t available through any dealership. The Bald Eagle relies on gimballed RCS for reliable rotation thrust, but the combination of four torches and a low relative mass give it unparalleled lateral translation and acceleration.&lt;br /&gt;
&lt;br /&gt;
-In-Game Description &amp;lt;/blockquote&amp;gt;{{#invoke:Ships|infobox|Bald Eagle}}The Bald Eagle is an extensively modified Eagle Prospector, designed solely for [[Racers|racing]]. The Prospector Series&#039; dual main torches provide high acceleration, while side-facing torches give this craft incredible strafing. To save weight, the cargo bay has been mostly removed, and the grinder has been replaced with an excavator, making the ship a poor choice for bare-bay mining. Interestingly, the ship retains all of the hardpoints, crew, and processed storage of the Eagle, making it surprisingly usable in most contexts.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The Bald Eagle must be bought in-ring from the [[Racers|racer]] NPC for 10,000,000E$, and will never appear in the dealership.&lt;br /&gt;
*Despite having a massively reduced cargo bay, processed cargo capacity remains the same.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{{#invoke:Ships|variants|Eagle Prospector&lt;br /&gt;
|Name&lt;br /&gt;
|High-Stress&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Drone hardpoints&lt;br /&gt;
|Crew&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Engines&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=38556</id>
		<title>Category:TODO</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=38556"/>
		<updated>2024-08-17T04:11:43Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added racers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages that need creation:&lt;br /&gt;
&lt;br /&gt;
* [[Uranium Crystal]] (Uranium cave and serenity torbernite crystal pages needed)&lt;br /&gt;
* [[Tug Drones]]&lt;br /&gt;
* [[Haul Drones]]&lt;br /&gt;
* [[Maintenance Drones]]&lt;br /&gt;
* [[Torch]]&lt;br /&gt;
* [[Rogue THICC]]&lt;br /&gt;
* [[Minefield]] ([[mikefield]])&lt;br /&gt;
* [[Slang]] (terms like Ringa, etc)&lt;br /&gt;
* [[IFF]]&lt;br /&gt;
* [[Random Event]]&lt;br /&gt;
* [[Radar Anomalies]]&lt;br /&gt;
* [[Nuclear Meltdown]]&lt;br /&gt;
* [[Ringroids]]&lt;br /&gt;
* [[Radiator]]&lt;br /&gt;
* [[Bounty Hunting]]&lt;br /&gt;
* [[Point Defence]]&lt;br /&gt;
* [[Impact Absorber]]&lt;br /&gt;
* [[Rogue NT Companion]]&lt;br /&gt;
* [[Big Lidar Contact]]&lt;br /&gt;
* [[Pirate (Ship)]]&lt;br /&gt;
* [[Pirate (Abductor)]]&lt;br /&gt;
* [[Tesla]] (elon&#039;s car)&lt;br /&gt;
* [[Skull]] (easter egg roid)&lt;br /&gt;
* [[Singularity]]&lt;br /&gt;
* [[Locust Swarm]]&lt;br /&gt;
* [[Dead Bodies]]&lt;br /&gt;
* [[Space Bar]]&lt;br /&gt;
* [[Mineral Market]]&lt;br /&gt;
* [[Services]]&lt;br /&gt;
* [[Virtual Flight Service]]&lt;br /&gt;
* [[Propellers]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Agenda]] ([[AI Hater]])&lt;br /&gt;
* [[Vilcy]]&lt;br /&gt;
* [[Story]]&lt;br /&gt;
* [[Quantum Computer]]&lt;br /&gt;
* [[Microwave Generator]]&lt;br /&gt;
* [[Contacts]]&lt;br /&gt;
* [[Excavator]]&lt;br /&gt;
* [[EMP Resistance]]&lt;br /&gt;
* [[Jury-Rig]]&lt;br /&gt;
* [[Thruster]]&lt;br /&gt;
* [[Mining Laser]]&lt;br /&gt;
* [[SPC Gungnir]]&lt;br /&gt;
* [[Computer]]&lt;br /&gt;
* [[Racers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages that need editing:&lt;br /&gt;
&lt;br /&gt;
* [[How to fly your ship]] guide needs finishing&lt;br /&gt;
* [[Factions]] expand upon some factions + add images&lt;br /&gt;
* [[:Category:Stations]] expand upon, add images and better descriptions, and create a table for it&lt;br /&gt;
* [[Cargo Bay]] needs info on MPUs not processing non-ore objects, as well as images displaying the shapes of the MPUs in most cargo bays&lt;br /&gt;
* [[Hardpoint]] additional info needed for spinal hardpoints&lt;br /&gt;
* [[Moonlet]] needs more information for variants, variants need separate sections with proper info, uses, screenshots, etc..., and new variants need sections, and needs relinking on music page&lt;br /&gt;
* [[Energy Weapons]] bring up to standards with page for [[Mass Driver]]&amp;lt;nowiki/&amp;gt;s and (future) plasma weapons&lt;br /&gt;
* [[Enceladus]]&lt;br /&gt;
* [[Damage]] needs more damage + maybe images too&lt;br /&gt;
* [[UIO]] (pirates page needed, and pirates (&amp;lt;nowiki/&amp;gt;disambiguatio&amp;lt;nowiki/&amp;gt;n) for UIO&amp;lt;nowiki/&amp;gt;s specifically)&lt;br /&gt;
* [[THI Cargo Container]] needs image and ext&amp;lt;nowiki/&amp;gt;ra hyperlinks&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
* [[THI Monocargo Container|THI Mo]]&amp;lt;nowiki/&amp;gt;[[THI Monocargo Container|nocargo Container]] similar case to&amp;lt;nowiki/&amp;gt; THICC page&lt;br /&gt;
* [[Edge Runner|Edge R]]&amp;lt;nowiki/&amp;gt;[[Edge Runner|unner]] (needs improved info, espec&amp;lt;nowiki/&amp;gt;ially towards behaviour)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
Also see [[Special:WantedPages|this page]] for pages that are linked but do not exist&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Edge_Runner&amp;diff=38555</id>
		<title>Edge Runner</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Edge_Runner&amp;diff=38555"/>
		<updated>2024-08-17T04:07:27Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added to Category: Events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Events]]&lt;br /&gt;
==== This page contains unspoilered content! Read at your own risk! ====&lt;br /&gt;
[[File:ATLAS.png|thumb|The AI Edgerunner (ATLAS) in action]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Edge Runners (aka. ATLASes) can appear as a random event that occurs during a dive in the rings, or from a [[Contacts|contact]]. Players may either hail these vessels at range (with appropriate Astrogator crewmember), or wait until the vessel approaches and hails the player. Appearance-wise, these ships are triangular, containing a [[Quantum Computer|Quantum Computer (lootable)]], 2 [[Reactor Core|reactor cores]], and 2 [[Microwave Generator|Microwave emitters]]. Edge Runner ships are very [[EMP Resistance|EM hardened]], meaning microwaves have little to no effect on them.&lt;br /&gt;
&lt;br /&gt;
== Dialogue Options ==&lt;br /&gt;
Upon hailing the vessel, the player is greeted with the following prerecorded message: &#039;This is autonomous Edge Runner [vessel name]. You have been seleceted for a routine AT audit. Please open a port and authorize my access to your internal sensors.&#039;  &lt;br /&gt;
&lt;br /&gt;
Players may choose from a number of available dialogue options, given their circumstances, including special dialogue options provided by crew members (notably the &#039;[[AI hater]]&#039; crew):&lt;br /&gt;
&lt;br /&gt;
* And who are you exactly, [name of vessel]?&lt;br /&gt;
* AT Audit?&lt;br /&gt;
* I&#039;m not giving you access to our ship.&lt;br /&gt;
* Okay [vessel name], setting you up, take a look&lt;br /&gt;
* (SPECIAL, requires [[AI Hater|AI hater]] crewmember) What is this bullshit? I want to talk to a human in charge.&lt;br /&gt;
&lt;br /&gt;
==== Approved ====&lt;br /&gt;
If players choose to allow the AT Audit to proceed, the Edge Runner vessel will scan for &#039;rogue AI&#039;, stating [&#039;&#039;insert approved dialogue here],&#039;&#039; After some period of time, the Edge Runner will provide a thank you message, &#039;AT scan complete. Thank you for your cooperation.&#039; , and will continue on its&#039; way.&lt;br /&gt;
&lt;br /&gt;
==== Denied ====&lt;br /&gt;
If players choose to deny the Edge Runners request, the vessel will inform the player that they have been authorized to use force, if necessary: &#039;I am authorized to use force. You are getting audited, [player vessel], one way or the other.&#039;&lt;br /&gt;
&lt;br /&gt;
If denied a second time, or simply ignored, the Edge Runner will state: &#039;Commencing involuntary audit protocols.&#039; and will begin &#039;scanning&#039; the players&#039; ship.&lt;br /&gt;
&lt;br /&gt;
If the Edge Runner completes its&#039; scans, whether approved by the player or denied, the end message will appear: &#039;AT scan complete. Thank you for your cooperation.&#039;&lt;br /&gt;
&lt;br /&gt;
==== AI Hater Interaction ====&lt;br /&gt;
If you let your [[AI hater|AI Hater]] crewmember speak, the following conversation will happen:&lt;br /&gt;
&lt;br /&gt;
* AI Hater &amp;gt; &amp;quot;What is this bullshit? I want to talk to a human in charge.&amp;quot;&lt;br /&gt;
* ATLAS &amp;gt; &amp;quot;Of course [Your ship name], patching you through. Stand by...&lt;br /&gt;
* ATLAS &amp;gt; &amp;quot;This is agent [AI Audit agent] of ATLAS. You requested... wait, is that you again [AI Hater]? [Edge Runner], I authorize deadly force. Proceed with audit.&amp;quot;&lt;br /&gt;
* AI Hater &amp;gt; &amp;quot;You won&#039;t get us that easily [AI Audit agent]!&amp;quot;&lt;br /&gt;
* AI Hater &amp;gt; &amp;quot;This is bullshit. They can&#039;t just treat us like that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Quantum Computer.png|thumb|199x199px|A quantum computer dropped from an Edgerunner]]&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
Destroying Edge Runners is NOT for the faint of heart. With their EM shielding, and low mass, these ships are quite nimble and will attempt to evade the player similarly to the racers: when the player begins gaining, the Edge Runner will attempt a quick attitude change (bearing/ heading) relying on it&#039;s low mass to allow quick maneuvering. With microwaves having little to no effect on them, mass drivers and plasma throwers are the best options for disabling/ destroying Edge Runners. Another option is always the old school: Slam it into various rocks OR Torch it with the main engines.&lt;br /&gt;
&lt;br /&gt;
Loot available from destroying Edge Runners is their Quantum Computer in place of a lifepod that you would expect from an ordinary ship, valued at 250,000 E$ back on [[Enceladus Prime]]. Once prized from the cold husk of the ship, there is nothing overtly special about this item. It will continue along the trajectory the Edge Runner was travelling, and can be grabbed by the player using various means (ie [[AR-1500 Manipulator]], [[Excavator]], or if it can fit, the [[Cargo Bay]]).&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
Edge Runners will circle the player as they pass them while on neutral terms. Once attacked, they will attempt to flee or try disabling your computer with microwaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Interesting note&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Edge Runners will cease attacking the player without the computer active [requires verification]. It seems as though Edge Runners can only detect the player if their on-board computers are powered and active. Players will remember, of course, that all functions are still available without the computer, except [[Autopilot|Auto-Pilot]] and [[Heads-Up Display|HUD]].&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Edge_Runner&amp;diff=38553</id>
		<title>Edge Runner</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Edge_Runner&amp;diff=38553"/>
		<updated>2024-08-17T03:52:25Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Various links and punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== This page contains unspoilered content! Read at your own risk! ====&lt;br /&gt;
[[File:ATLAS.png|thumb|The AI Edgerunner (ATLAS) in action]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Edge Runners (aka. ATLASes) can appear as a random event that occurs during a dive in the rings, or from a [[Contacts|contact]]. Players may either hail these vessels at range (with appropriate Astrogator crewmember), or wait until the vessel approaches and hails the player. Appearance-wise, these ships are triangular, containing a [[Quantum Computer|Quantum Computer (lootable)]], 2 [[Reactor Core|reactor cores]], and 2 [[Microwave Generator|Microwave emitters]]. Edge Runner ships are very [[EMP Resistance|EM hardened]], meaning microwaves have little to no effect on them.&lt;br /&gt;
&lt;br /&gt;
== Dialogue Options ==&lt;br /&gt;
Upon hailing the vessel, the player is greeted with the following prerecorded message: &#039;This is autonomous Edge Runner [vessel name]. You have been seleceted for a routine AT audit. Please open a port and authorize my access to your internal sensors.&#039;  &lt;br /&gt;
&lt;br /&gt;
Players may choose from a number of available dialogue options, given their circumstances, including special dialogue options provided by crew members (notably the &#039;[[AI hater]]&#039; crew):&lt;br /&gt;
&lt;br /&gt;
* And who are you exactly, [name of vessel]?&lt;br /&gt;
* AT Audit?&lt;br /&gt;
* I&#039;m not giving you access to our ship.&lt;br /&gt;
* Okay [vessel name], setting you up, take a look&lt;br /&gt;
* (SPECIAL, requires [[AI Hater|AI hater]] crewmember) What is this bullshit? I want to talk to a human in charge.&lt;br /&gt;
&lt;br /&gt;
==== Approved ====&lt;br /&gt;
If players choose to allow the AT Audit to proceed, the Edge Runner vessel will scan for &#039;rogue AI&#039;, stating [&#039;&#039;insert approved dialogue here],&#039;&#039; After some period of time, the Edge Runner will provide a thank you message, &#039;AT scan complete. Thank you for your cooperation.&#039; , and will continue on its&#039; way.&lt;br /&gt;
&lt;br /&gt;
==== Denied ====&lt;br /&gt;
If players choose to deny the Edge Runners request, the vessel will inform the player that they have been authorized to use force, if necessary: &#039;I am authorized to use force. You are getting audited, [player vessel], one way or the other.&#039;&lt;br /&gt;
&lt;br /&gt;
If denied a second time, or simply ignored, the Edge Runner will state: &#039;Commencing involuntary audit protocols.&#039; and will begin &#039;scanning&#039; the players&#039; ship.&lt;br /&gt;
&lt;br /&gt;
If the Edge Runner completes its&#039; scans, whether approved by the player or denied, the end message will appear: &#039;AT scan complete. Thank you for your cooperation.&#039;&lt;br /&gt;
&lt;br /&gt;
==== AI Hater Interaction ====&lt;br /&gt;
If you let your [[AI hater|AI Hater]] crewmember speak, the following conversation will happen:&lt;br /&gt;
&lt;br /&gt;
* AI Hater &amp;gt; &amp;quot;What is this bullshit? I want to talk to a human in charge.&amp;quot;&lt;br /&gt;
* ATLAS &amp;gt; &amp;quot;Of course [Your ship name], patching you through. Stand by...&lt;br /&gt;
* ATLAS &amp;gt; &amp;quot;This is agent [AI Audit agent] of ATLAS. You requested... wait, is that you again [AI Hater]? [Edge Runner], I authorize deadly force. Proceed with audit.&amp;quot;&lt;br /&gt;
* AI Hater &amp;gt; &amp;quot;You won&#039;t get us that easily [AI Audit agent]!&amp;quot;&lt;br /&gt;
* AI Hater &amp;gt; &amp;quot;This is bullshit. They can&#039;t just treat us like that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Quantum Computer.png|thumb|199x199px|A quantum computer dropped from an Edgerunner]]&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
Destroying Edge Runners is NOT for the faint of heart. With their EM shielding, and low mass, these ships are quite nimble and will attempt to evade the player similarly to the racers: when the player begins gaining, the Edge Runner will attempt a quick attitude change (bearing/ heading) relying on it&#039;s low mass to allow quick maneuvering. With microwaves having little to no effect on them, mass drivers and plasma throwers are the best options for disabling/ destroying Edge Runners. Another option is always the old school: Slam it into various rocks OR Torch it with the main engines.&lt;br /&gt;
&lt;br /&gt;
Loot available from destroying Edge Runners is their Quantum Computer in place of a lifepod that you would expect from an ordinary ship, valued at 250,000 E$ back on [[Enceladus Prime]]. Once prized from the cold husk of the ship, there is nothing overtly special about this item. It will continue along the trajectory the Edge Runner was travelling, and can be grabbed by the player using various means (ie [[AR-1500 Manipulator]], [[Excavator]], or if it can fit, the [[Cargo Bay]]).&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
Edge Runners will circle the player as they pass them while on neutral terms. Once attacked, they will attempt to flee or try disabling your computer with microwaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Interesting note&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Edge Runners will cease attacking the player without the computer active [requires verification]. It seems as though Edge Runners can only detect the player if their on-board computers are powered and active. Players will remember, of course, that all functions are still available without the computer, except [[Autopilot|Auto-Pilot]] and [[Heads-Up Display|HUD]].&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=38533</id>
		<title>Category:TODO</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=38533"/>
		<updated>2024-08-17T01:06:07Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added quantum computer and edge runner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages that need creation:&lt;br /&gt;
&lt;br /&gt;
* [[Uranium Crystal]] (Uranium cave and serenity torbernite crystal pages needed)&lt;br /&gt;
* [[Tug Drones]]&lt;br /&gt;
* [[Haul Drones]]&lt;br /&gt;
* [[Maintenance Drones]]&lt;br /&gt;
* [[Torch]]&lt;br /&gt;
* [[Rogue THICC]]&lt;br /&gt;
* [[Minefield]] ([[mikefield]])&lt;br /&gt;
* [[Slang]] (terms like Ringa, etc)&lt;br /&gt;
* [[IFF]]&lt;br /&gt;
* [[Random Event]]&lt;br /&gt;
* [[Radar Anomalies]]&lt;br /&gt;
* [[Nuclear Meltdown]]&lt;br /&gt;
* [[Ringroids]]&lt;br /&gt;
* [[Radiator]]&lt;br /&gt;
* [[Bounty Hunting]]&lt;br /&gt;
* [[Point Defence]]&lt;br /&gt;
* [[Impact Absorber]]&lt;br /&gt;
* [[Rogue NT Companion]]&lt;br /&gt;
* [[Big Lidar Contact]]&lt;br /&gt;
* [[Pirate (Ship)]]&lt;br /&gt;
* [[Pirate (Abductor)]]&lt;br /&gt;
* [[Tesla]] (elon&#039;s car)&lt;br /&gt;
* [[Skull]] (easter egg roid)&lt;br /&gt;
* [[Singularity]]&lt;br /&gt;
* [[Locust Swarm]]&lt;br /&gt;
* [[Dead Bodies]]&lt;br /&gt;
* [[Space Bar]]&lt;br /&gt;
* [[Mineral Market]]&lt;br /&gt;
* [[Services]]&lt;br /&gt;
* [[Virtual Flight Service]]&lt;br /&gt;
* [[Propellers]]&lt;br /&gt;
* [[Kzinti Lesson]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Agenda]]&lt;br /&gt;
* [[Vilcy]]&lt;br /&gt;
* [[Story]]&lt;br /&gt;
* [[Quantum Computer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages that need editing:&lt;br /&gt;
&lt;br /&gt;
* [[How to fly your ship]] guide needs finishing&lt;br /&gt;
* [[Factions]] expand upon some factions + add images&lt;br /&gt;
* [[:Category:Stations]] expand upon, add images and better descriptions, and create a table for it&lt;br /&gt;
* [[Cargo Bay]] needs info on MPUs not processing non-ore objects, as well as images displaying the shapes of the MPUs in most cargo bays&lt;br /&gt;
* [[Hardpoint]] additional info needed for spinal hardpoints&lt;br /&gt;
* [[Moonlet]] needs more information for variants, variants need separate sections with proper info, uses, screenshots, etc..., and new variants need sections, and needs relinking on music page&lt;br /&gt;
* [[Energy Weapons]] bring up to standards with page for [[Mass Driver]]&amp;lt;nowiki/&amp;gt;s and (future) plasma weapons&lt;br /&gt;
* [[Enceladus]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[UIO]] (pirates page needed, and pirates (&amp;lt;nowiki/&amp;gt;disambiguatio&amp;lt;nowiki/&amp;gt;n) for UIO&amp;lt;nowiki/&amp;gt;s specifically)&lt;br /&gt;
* [[THI Cargo Container]] needs image and ext&amp;lt;nowiki/&amp;gt;ra hyperlinks&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
* [[THI Monocargo Container|THI Mo]]&amp;lt;nowiki/&amp;gt;[[THI Monocargo Container|nocargo Container]] similar case to&amp;lt;nowiki/&amp;gt; THICC page&lt;br /&gt;
* [[Edge Runner|Edge R]]&amp;lt;nowiki/&amp;gt;[[Edge Runner|unner]] (needs images and improved &amp;lt;nowiki/&amp;gt;info)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
Also see [[Special:WantedPages|this page]] for pages that are linked but do not exist&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Edge_Runner&amp;diff=38532</id>
		<title>Edge Runner</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Edge_Runner&amp;diff=38532"/>
		<updated>2024-08-17T01:05:18Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Created page Edge Runner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description ===&lt;br /&gt;
Edge Runners are a random event ([[Contacts|contact]]) that occurs during a dive in the rings.  Players may either hail these vessels at range (with appropriate Astrogator crewmember), or wait until the vessel approaches and hails the player.  The ships are triangular, containing 1x [[Quantum Computer|Quantum Computer (lootable)]], 2x reactor cores, and 2x Microwave emitters.  Edge Runner ships are very EM hardened, meaning microwaves have little to no effect on them.&lt;br /&gt;
&lt;br /&gt;
==== Dialogue Options ====&lt;br /&gt;
Upon hailing the vessel, the player is greeted with the following prerecorded message:  &#039;This is autonomous Edge Runner [vessel name].  You have been seleceted for a routine AT audit.  Please open a port and authorize my access to your internal sensors.&#039;  &lt;br /&gt;
&lt;br /&gt;
Players may choose from a number of available dialogue options, given their circumstances, including special dialogue options provided by crew members (notably the &#039;AI hater&#039; crew):&lt;br /&gt;
&lt;br /&gt;
* And who are you exactly, [name of vessel]?&lt;br /&gt;
* AT Audit?&lt;br /&gt;
* I&#039;m not giving you access to  our ship.&lt;br /&gt;
* Okay [vessel name], setting you up, take a look&lt;br /&gt;
* (SPECIAL, AI hater) What is this bullshit?  I want to talk to a human in charge.&lt;br /&gt;
&lt;br /&gt;
===== Approved =====&lt;br /&gt;
If players choose to allow the AT Audit to proceed, the Edge Runner vessel will scan for &#039;rogue AI&#039;, stating [&#039;&#039;insert approved dialogue here],&#039;&#039;  After some period of time, the Edge Runner will provide a thank you message, &#039;AT scan complete.  Thank you for your cooperation.&#039; , and will continue on its&#039; way.&lt;br /&gt;
&lt;br /&gt;
===== Denied =====&lt;br /&gt;
If players choose to deny the Edge Runners request, the vessel will inform the player that they have been authorized to use force, if necessary:  &#039;I am authorized to use force.  You are getting audited, [player vessel], one way or the other.&#039;&lt;br /&gt;
&lt;br /&gt;
If denied a second time, or simply ignored, the Edge Runner will state: &#039;Commencing involuntary audit protocols.&#039; and will begin &#039;scanning&#039; the players&#039; ship.&lt;br /&gt;
&lt;br /&gt;
If the Edge Runner completes its&#039; scans, whether approved by the player or denied, the end message will appear: &#039;AT scan complete.  Thank you for your cooperation.&#039;&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Destroying Edge Runners is NOT for the faint of heart.  With their EM shielding, and low mass, these ships are quite nimble and will attempt to evade the player similarly to the racers:  when the player begins gaining, the Edge Runner will attempt a quick attitude change (bearing/ heading) relying on it&#039;s low mass to allow quick maneuvering.  With microwaves having little to no effect on them, mass drivers and plasma throwers are the best options for disabling/ destroying Edge Runners.  Another option is always the old school:  Slam it into various rocks OR Torch it with the main engines.&lt;br /&gt;
&lt;br /&gt;
Loot available from destroying Edge Runners is their Quantum Computer, valued at XX E$ back on [[Enceladus Prime|Eceladus Prime]].  Once prized from the cold husk of the ship, there is nothing overtly special about this item.  It will continue along the trajectory the Edge Runner was travelling, and can be grabbed by the player using various means (ie [[AR-1500 Manipulator]] or [[Cargo Bay]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Interesting note&amp;lt;/u&amp;gt;&#039;&#039;&#039;:  Edge Runners will cease attacking the player without the computer active.  It seems as though Edge Runners can only detect the player if their on-board computers are powered and active.  Players will remember, of course, that all functions are still available without the computer, except [[Autopilot|Auto-Pilot]] and [[Heads-Up Display|HUD]].&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=38531</id>
		<title>Category:TODO</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=38531"/>
		<updated>2024-08-17T00:12:54Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Adding Edge Runner todo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages that need creation:&lt;br /&gt;
&lt;br /&gt;
* [[Uranium Crystal]] (Uranium cave and serenity torbernite crystal pages needed)&lt;br /&gt;
* [[Tug Drones]]&lt;br /&gt;
* [[Haul Drones]]&lt;br /&gt;
* [[Maintenance Drones]]&lt;br /&gt;
* [[Torch]]&lt;br /&gt;
* [[Rogue THICC]]&lt;br /&gt;
* [[Minefield]] ([[mikefield]])&lt;br /&gt;
* [[Slang]] (terms like Ringa, etc)&lt;br /&gt;
* [[IFF]]&lt;br /&gt;
* [[Random Event]]&lt;br /&gt;
* [[Radar Anomalies]]&lt;br /&gt;
* [[Nuclear Meltdown]]&lt;br /&gt;
* [[Ringroids]]&lt;br /&gt;
* [[Radiator]]&lt;br /&gt;
* [[Bounty Hunting]]&lt;br /&gt;
* [[Point Defence]]&lt;br /&gt;
* [[Impact Absorber]]&lt;br /&gt;
* [[Rogue NT Companion]]&lt;br /&gt;
* [[Big Lidar Contact]]&lt;br /&gt;
* [[Pirate (Ship)]]&lt;br /&gt;
* [[Pirate (Abductor)]]&lt;br /&gt;
* [[Tesla]] (elon&#039;s car)&lt;br /&gt;
* [[Skull]] (easter egg roid)&lt;br /&gt;
* [[Singularity]]&lt;br /&gt;
* [[Locust Swarm]]&lt;br /&gt;
* [[Dead Bodies]]&lt;br /&gt;
* [[Space Bar]]&lt;br /&gt;
* [[Mineral Market]]&lt;br /&gt;
* [[Services]]&lt;br /&gt;
* [[Virtual Flight Service]]&lt;br /&gt;
* [[Propellers]]&lt;br /&gt;
* [[Kzinti Lesson]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Agenda]]&lt;br /&gt;
* [[Vilcy]]&lt;br /&gt;
* [[Story]]&lt;br /&gt;
* [[Edge Runner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages that need editing:&lt;br /&gt;
&lt;br /&gt;
* [[How to fly your ship]] guide needs finishing&lt;br /&gt;
* [[Factions]] expand upon some factions + add images&lt;br /&gt;
* [[:Category:Stations]] expand upon, add images and better descriptions, and create a table for it&lt;br /&gt;
* [[Cargo Bay]] needs info on MPUs not processing non-ore objects, as well as images displaying the shapes of the MPUs in most cargo bays&lt;br /&gt;
* [[Hardpoint]] additional info needed for spinal hardpoints&lt;br /&gt;
* [[Moonlet]] needs more information for variants, variants need separate sections with proper info, uses, screenshots, etc..., and new variants need sections, and needs relinking on music page&lt;br /&gt;
* [[Energy Weapons]] bring up to standards with page for [[Mass Driver]]&amp;lt;nowiki/&amp;gt;s and (future) plasma weapons&lt;br /&gt;
* [[Enceladus]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[UIO]] (pirates page needed, and pirates (&amp;lt;nowiki/&amp;gt;disambiguatio&amp;lt;nowiki/&amp;gt;n) for UIO&amp;lt;nowiki/&amp;gt;s specifically)&lt;br /&gt;
* [[THI Cargo Container]] needs image and ext&amp;lt;nowiki/&amp;gt;ra hyperlinks&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
* [[THI Monocargo Container|THI Mo]]&amp;lt;nowiki/&amp;gt;[[THI Monocargo Container|nocargo Container]] similar case to&amp;lt;nowiki/&amp;gt; THICC page&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
Also see [[Special:WantedPages|this page]] for pages that are linked but do not exist&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Obonto_Habitat&amp;diff=38471</id>
		<title>Obonto Habitat</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Obonto_Habitat&amp;diff=38471"/>
		<updated>2024-08-11T07:44:35Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Image in table?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Obonto maintains an SRA series of habitats in the Saturn-Enceladus system, for agricultural and research purposes. These platforms face the same dangers as any ship in the rings, 24 hours a day, and regularly interact and trade with independents in the ring, as delivery runs into the rings are inconsistent. -In-Game Description&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obonto Habitats are smaller-scale stations that can be found within the rings. As they are in constant need for minerals, they will ask miners to aide by having them collect (and process) minerals in exchange for at least twice what they would go for on Enceladus Prime&#039;s own mineral market. In some cases, they will be in desperate need of minerals, and will request up to five times the market price for the ore. &lt;br /&gt;
&lt;br /&gt;
====== Note: Obonto Habitats will NOT ask for processed beryllium or tungsten. ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Requested ore&lt;br /&gt;
!Normal asking price (avg E$)&lt;br /&gt;
!Desperate asking price (avg E$)&lt;br /&gt;
!Market value for reference (avg E$)&lt;br /&gt;
|-&lt;br /&gt;
|Iron (Fe)&lt;br /&gt;
|1,800&lt;br /&gt;
|4,500&lt;br /&gt;
|900&lt;br /&gt;
|-&lt;br /&gt;
|Palladium (Pd)&lt;br /&gt;
|5,000&lt;br /&gt;
|12,500&lt;br /&gt;
|2,500&lt;br /&gt;
|-&lt;br /&gt;
|Platinum (Pt)&lt;br /&gt;
|5,400&lt;br /&gt;
|13,500&lt;br /&gt;
|2,700&lt;br /&gt;
|-&lt;br /&gt;
|Vanadium&lt;br /&gt;
|6,000&lt;br /&gt;
|15,000&lt;br /&gt;
|3,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
[[File:ObontoHabitatFunctional.jpg|center|thumb|Functional Habitat]][[File:SRA01Wreckage.jpg|center|thumb|SRA-01 Wreckage]]&lt;br /&gt;
=== Faction benefits ===&lt;br /&gt;
The Habitats also can supply you with licensing for special gear once you&#039;ve gotten a high enough standing with them, first costing you 800,000 E$ as an associate cost, or if you&#039;re willing to wait, they will offer it for free if you trade enough with them.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Unlockable Gear&lt;br /&gt;
!NDPT-4205 Point Defense Turret&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Obonto_Habitat&amp;diff=38470</id>
		<title>Obonto Habitat</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Obonto_Habitat&amp;diff=38470"/>
		<updated>2024-08-11T07:41:46Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Adding habitat images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Obonto maintains an SRA series of habitats in the Saturn-Enceladus system, for agricultural and research purposes. These platforms face the same dangers as any ship in the rings, 24 hours a day, and regularly interact and trade with independents in the ring, as delivery runs into the rings are inconsistent. -In-Game Description&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obonto Habitats are smaller-scale stations that can be found within the rings. As they are in constant need for minerals, they will ask miners to aide by having them collect (and process) minerals in exchange for at least twice what they would go for on Enceladus Prime&#039;s own mineral market. In some cases, they will be in desperate need of minerals, and will request up to five times the market price for the ore. &lt;br /&gt;
&lt;br /&gt;
====== Note: Obonto Habitats will NOT ask for processed beryllium or tungsten. ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Requested ore&lt;br /&gt;
!Normal asking price (avg E$)&lt;br /&gt;
!Desperate asking price (avg E$)&lt;br /&gt;
!Market value for reference (avg E$)&lt;br /&gt;
|-&lt;br /&gt;
|Iron (Fe)&lt;br /&gt;
|1,800&lt;br /&gt;
|4,500&lt;br /&gt;
|900&lt;br /&gt;
|-&lt;br /&gt;
|Palladium (Pd)&lt;br /&gt;
|5,000&lt;br /&gt;
|12,500&lt;br /&gt;
|2,500&lt;br /&gt;
|-&lt;br /&gt;
|Platinum (Pt)&lt;br /&gt;
|5,400&lt;br /&gt;
|13,500&lt;br /&gt;
|2,700&lt;br /&gt;
|-&lt;br /&gt;
|Vanadium&lt;br /&gt;
|6,000&lt;br /&gt;
|15,000&lt;br /&gt;
|3,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
[[File:SRA01Wreckage.jpg|center|thumb|SRA-01 Wreckage]]&lt;br /&gt;
[[File:ObontoHabitatFunctional.jpg|center|thumb|Functional Habitat]]&lt;br /&gt;
&lt;br /&gt;
=== Faction benefits ===&lt;br /&gt;
The Habitats also can supply you with licensing for special gear once you&#039;ve gotten a high enough standing with them, first costing you 800,000 E$ as an associate cost, or if you&#039;re willing to wait, they will offer it for free if you trade enough with them.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Unlockable Gear&lt;br /&gt;
!NDPT-4205 Point Defense Turret&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:ObontoHabitatFunctional.jpg&amp;diff=38469</id>
		<title>File:ObontoHabitatFunctional.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:ObontoHabitatFunctional.jpg&amp;diff=38469"/>
		<updated>2024-08-11T07:40:26Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Obonto Habitat functional&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:SRA01Wreckage.jpg&amp;diff=38468</id>
		<title>File:SRA01Wreckage.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:SRA01Wreckage.jpg&amp;diff=38468"/>
		<updated>2024-08-11T07:39:23Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Obonto SRA-01 Habitat Wreckage&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38448</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38448"/>
		<updated>2024-08-09T04:26:02Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: attempting to add this page to Events category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.[[File:Dorito.jpg|thumb|Hybrid, or &#039;Dorito&#039; ship[[File:DoritoafterGungirPunch.jpg|thumb|Hybrid without HUD overlay, leaking reactor coolant|115x115px]]]]&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38447</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38447"/>
		<updated>2024-08-09T04:20:56Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.[[File:Dorito.jpg|thumb|Hybrid, or &#039;Dorito&#039; ship[[File:DoritoafterGungirPunch.jpg|thumb|Hybrid without HUD overlay, leaking reactor coolant|115x115px]]]]&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38446</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38446"/>
		<updated>2024-08-09T04:17:39Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.[[File:Dorito.jpg|thumb|Hybrid, or &#039;Dorito&#039; ship[[File:DoritoafterGungirPunch.jpg|thumb|Hybrid without HUD overlay, leaking reactor coolant|center|115x115px]]|center]]&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38445</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38445"/>
		<updated>2024-08-09T04:13:25Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.[[File:Dorito.jpg|thumb|Hybrid, or &#039;Dorito&#039; ship|center]][[File:DoritoafterGungirPunch.jpg|thumb|Hybrid without HUD overlay, leaking reactor coolant|center|115x115px]]&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38444</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38444"/>
		<updated>2024-08-09T04:12:19Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Dorito.jpg|thumb|Hybrid, or &#039;Dorito&#039; ship|center]][[File:DoritoafterGungirPunch.jpg|thumb|Hybrid without HUD overlay, leaking reactor coolant|center|115x115px]]Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38443</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38443"/>
		<updated>2024-08-09T04:09:42Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Dorito.jpg|thumb|Hybrid, or &#039;Dorito&#039; ship[[File:DoritoafterGungirPunch.jpg|thumb|Hybrid without HUD overlay, leaking reactor coolant|center|115x115px]]|center]]&lt;br /&gt;
Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38442</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38442"/>
		<updated>2024-08-09T04:08:42Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Fixing image placement?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Dorito.jpg|thumb|Hybrid, or &#039;Dorito&#039; ship[[File:DoritoafterGungirPunch.jpg|thumb|Hybrid without HUD overlay, leaking reactor coolant]]]]&lt;br /&gt;
Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38441</id>
		<title>Hybrid</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Hybrid&amp;diff=38441"/>
		<updated>2024-08-09T04:07:47Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Created page Hybrids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Dorito.jpg|none|thumb|Hybrid, or &#039;Dorito&#039; ship[[File:DoritoafterGungirPunch.jpg|none|thumb|Hybrid without HUD overlay, leaking reactor coolant]]]]&lt;br /&gt;
Hybrid ships, or colloquially &#039;doritos&#039;, are encountered as a random [[:Category:Events|Event]] encountered during a dive.  Not much is known about these ships, who is piloting them, where they come from, who constructed them, or what their intents are.  Hybrid ships are roughly triangular in shape, with a cylindrical fuselage at one side, and a Singularity Core reactor and main engine on the other side.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
When the players&#039; Astrogator picks up the signal for the Hybrid, there is a&#039;real&#039; transponder code and ship name attached; and as such, the default IFF state is &#039;yellow&#039; or unknown.  Crew members may comment on this as: &#039;I know [ship name].  That&#039;s not it.&#039;  Other notable crew comments regarding Hybrid encounters are:  &#039;What the hell is that thing?&#039; and &#039;Careful. This doesn&#039;t sound right.&#039;&lt;br /&gt;
&lt;br /&gt;
The Hybrid ship will typically burn in fast and hot towards the player, many times rotating wildly.  This high rotational behaviour *can* be an indicator that the new contact is a Hybrid, although other vessels sometimes exhibit this behaviour, also.  The Hybrid will come to a relative stop 300-500 metres from the player, and begin circling for a moment.  After some time, the Hybrid will begin attacking the player with a [[Microwave|microwave emitter]], which causes issues with some [[Head-Up Display|HUDs]].  &lt;br /&gt;
&lt;br /&gt;
Hybrids appear to disengage with the player, and flee, given enough damage.  Unconfirmed accounts from [[Slang|Ringas]] indicate that two fully charged strikes on the reactor core with the [[SPC Gungir]] should cause RUD, or rapid unscheduled disassembly.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:SingularityCoreWild.jpg|thumb|Singularity Core]]&lt;br /&gt;
On destruction, the Hybrid does NOT release a [[lifepod]] or [[Quantum Computer]], but rather a [[Singularity Core]].  This mysterious artifact exhibits strange behaviour, both attracting and repelling matter simultaneously / alternately.  Out of the &#039;poles&#039; of this contained singularity, spatial distortion may be observed, which is high energy radiation.  This radiation plays havoc with electrical systems of the player ship, causing the same failures as [[Microwave|microwave emitters]].  If the player does succeed in obtaining this prize, they can expect 1,000,000 E$ back on [[Enceladus Prime]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:SingularityCoreWild.jpg&amp;diff=38440</id>
		<title>File:SingularityCoreWild.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:SingularityCoreWild.jpg&amp;diff=38440"/>
		<updated>2024-08-09T04:06:35Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Singularity Core in the rings&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Head-Up_Display&amp;diff=38439</id>
		<title>Head-Up Display</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Head-Up_Display&amp;diff=38439"/>
		<updated>2024-08-09T03:55:01Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Added &amp;#039;s&amp;#039; to &amp;#039;head-up&amp;#039; to make it &amp;#039;heads-up&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Heads-Up Display is one of the core aspects of a ship. It provides nearly all of the information that a captain needs to operate and profit within the rings. Each specific HUD holds a gimmick or tool specific to it that gives it the feel of and/or information that is most relevant to that ship.&lt;br /&gt;
&lt;br /&gt;
== HAL9000 ==&lt;br /&gt;
[[File:HAL9000 Hud.png|800x800px|center|frameless]]&amp;lt;blockquote&amp;gt;The rudimentary display of the Heavily Armoured Lifepod 9000 focuses on delivering basic survival information as reliably as possible. -In-game Description&amp;lt;/blockquote&amp;gt;The HAL9000 HUD distributes it&#039;s readouts along the edges of the screen, primarily the top and bottom. Sensor information is displayed across on a bar across the top, equipment is displayed across the bottom, and visual displays (LIDAR, cargo, etc.) are in the corners. Due to the vintage aesthetic, a significant amount of screen space is blocked by the physical hardware that comprises the HUD. &lt;br /&gt;
&lt;br /&gt;
The physical HUD aspect of the HAL9000, like that of the OCP, gains a resilience to EMP damage, where the computer will still be damageable by it, but the autopilot and readings will not get knocked out in the process. &lt;br /&gt;
&lt;br /&gt;
Priced at 500 E$.&lt;br /&gt;
&lt;br /&gt;
== Eagle Prospector ==&lt;br /&gt;
[[File:Eagle Prospector (Imperial).png|center|frameless|800x800px]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The stock HUD of the Eagle Prospector focuses on key information, and a clear, concise, stylized presentation. -In-game Description&amp;lt;/blockquote&amp;gt;The Eagle Prospector HUD attempts to fit all essential information into as small a space as possible, taking up only a portion of the bottom of the screen. The form factor has some compromises, with extremely small LIDAR and visual feeds, and cluttered readouts. The ship display in the center shows thruster usage, propellant, reactor status, and the cargo bay. Notably, this is the only HUD in the game that uses the imperial system of measurement.&lt;br /&gt;
&lt;br /&gt;
The Eagle&#039;s HUD follows the singular display of the class, where only a single panel is used, and the important readouts have additional larger dials to make out their values. Some captains may take some getting used to the readouts however, as they are displayed in the &#039;&#039;vastly superior&#039;&#039; Imperial units.&lt;br /&gt;
&lt;br /&gt;
Priced at 3,000 E$.&lt;br /&gt;
&lt;br /&gt;
== K37 TNTRL ==&lt;br /&gt;
[[File:K37_TNTRL_Hud.png|center|frameless|800x800px]]&amp;lt;blockquote&amp;gt;The stock HUD of the K37 distributes its readings to the corners of the display, to obscure as little as possible. Its design is very sparse, but also provides a great deal of information. -In-game Description&amp;lt;/blockquote&amp;gt;The K37 HUD is simple, designed to provide as much information as possible, while maintaining visibility and limiting distractions. Readouts are distributed towards the corners, with similar information grouped together, though the vis-feed is oddly located with the equipment display instead of the navigation readouts. The ship display in the bottom left provides a visual readout of most important ship functions, including propellant, available energy and reactor heat, as well as indicating thruster usage and damage.&lt;br /&gt;
&lt;br /&gt;
Priced at 4,000 E$.&lt;br /&gt;
&lt;br /&gt;
== AT-K225 ==&lt;br /&gt;
[[File:AT-K225 Hud.png|center|frameless|800x800px]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The stock HUD of the AT-K225 is dedicated for ships with docking bays. It shares the signature Antonoff philosophy of distributing information into corners of the screen; however, with an increased number of readouts available for general cargo carriers, it doesn&#039;t provide as a clear overview of the surroundings as its predecessor. -In-game Description&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AT-K225 HUD compresses all essential information into two corners, with navigation and equipment displays in the top left, and ship status in the bottom left. Notable features include the large visual feed, and the unique ship display that incorporates the cargo bay and attached containers. Currently, the AT-K225 HUD is the only HUD in the game that can display the status of attached cargo containers.&lt;br /&gt;
&lt;br /&gt;
Similar to the K37 HUD, however trading off the LIDAR pings for the container information on the ship overlay. Displays the status of anything on cradles (if a slot has an object in a cradle or not), and will display the fill level of [[Cargo Container|THICCs]] and [[Cargo Container|THIMCCs]].&lt;br /&gt;
&lt;br /&gt;
Priced at 6,000 E$.&lt;br /&gt;
&lt;br /&gt;
== Eagle Prospector (metric mod) ==&lt;br /&gt;
[[File:Eagle_Prospector_Metic_Hud.png|center|frameless|800x800px]]&amp;lt;blockquote&amp;gt;This popular third-party modification of the stock Eagle Prospector HUD re-scales all of its readouts to metric units. -In-game Description  &amp;lt;/blockquote&amp;gt;The metric mod for the Eagle Prospector HUD is essentially identical to the original, only changing the readouts to the metric system.  &lt;br /&gt;
&lt;br /&gt;
Priced at 10,000 E$.  &lt;br /&gt;
&lt;br /&gt;
== OCP-209 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;[[File:OCP-209 Hud.png|center|frameless|800x800px]]The stock HUD of Obonto&#039;s Orbital Construction Platform is an unexpected juxtaposition of style, economy, and utility. The interesting folding structure, circular displays, and branded, curvy styling are a bit at odds with the inexpensive plastic and utilitarian design. The extra physical hardware is less convenient than a digital HUD, but independent power and control systems give them a degree of redundancy that a digital overlay cannot offer. -In-game Description  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The OCP-209 HUD has a unique circular design that uses highly transparent readouts, providing excellent visibility, even where the HUD obscures. Information is concisely displayed in the four corners, though it lacks a ship display like most other HUDs have, visual indicators can be found next to the circular cargo hold and LIDAR displays.&lt;br /&gt;
&lt;br /&gt;
The physical HUD aspect of the OCP, like that of the HAL9000, gains a resilience to EMP damage, where the computer will still be damageable by it, but the autopilot and readings will not get knocked out in the process. The radial cargo bay display is most optimal for the odd geometries of the OCP.&lt;br /&gt;
&lt;br /&gt;
Priced at 15,000 E$.  &lt;br /&gt;
&lt;br /&gt;
== Elon Interstellar Model E ==&lt;br /&gt;
[[File:Elon_Interstellar_Model_E_Hud.png|center|frameless|800x800px]]&amp;lt;blockquote&amp;gt;The stock HUD of the Elon Interstellar Model E, this display was designed with the intent of keeping necessary information visible and close to the pilot&#039;s focus, in the context of the crew&#039;s current activity. -In-game Description&amp;lt;/blockquote&amp;gt;The EIME HUD has a unique visual style, having readouts fade in and out around the ship, depending on current activity. The LIDAR is also unique, overlaid on the entire screen, so it can be read while maintaining focus on piloting the ship. The cargo bay is overlaid with the actual ship, to more intuitively understand cargo placement and behavior (note: this display will only be correctly placed when piloting an EIME). &lt;br /&gt;
&lt;br /&gt;
Despite it&#039;s many features, the constantly moving displays and effects are generally detrimental to use, and some pilots find themselves motion sick while using it. It can be recommended to tune the opacity of hidden displays to remain partially visible to counteract it somewhat, but problems may still occur.&lt;br /&gt;
&lt;br /&gt;
The EIME&#039;s HUD is the only one fitted with readings for the remaining fusion reactants for the ZAP drives.&lt;br /&gt;
&lt;br /&gt;
Priced at 25,000 E$.&lt;br /&gt;
&lt;br /&gt;
== Kitsune HUD ==&lt;br /&gt;
[[File:Kitsune HUD.jpg|center|frameless|800x800px]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The stock HUD of Light Interlunar Shuttle Kitsune sports a fully digital display with unique multiple-resolution monitors for both the visual feed and sensors, useful for close-quarter docking maneuvers. -In-Game Description&amp;lt;/blockquote&amp;gt;The Kitsune&#039;s HUD pushes everything to the sides to provide maximum visibility to the surroundings. Unique to this HUD are split visfeed and LIDAR screens, showing multiple viewpoints at different zoom levels instead of a single image that switches between zoom on the visfeed, or a static zoom for LIDAR. As it is intended for a light shuttle and quick dives, there is no depth number fitted to any of the numerical tabs.&lt;br /&gt;
Priced at 31,000 E$&lt;br /&gt;
&lt;br /&gt;
== Bald Eagle Racing HUD ==&lt;br /&gt;
[[File:Racing_hud.png|center|frameless|800x800px]]&amp;lt;blockquote&amp;gt;This highly-customized HUD is made for Eagle Prospectors with the highly controversial suite of racing mods that creates the &amp;quot;Bald Eagle.&amp;quot; It sacrifices most mining-related readouts, instead favoring a clear display of flight and power readings. -In-game Description&amp;lt;/blockquote&amp;gt;The Bald Eagle HUD is minimalistic, and designed solely for racing. Cargo bay and equipment readouts are completely absent, though these can still be accessed in the OMS menu. Ultracapacitor and reactor graphs, along with the many dials at the top of the screen present critical information for pilots to utilize. Further information, some redundant readouts, as well as LIDAR and visual feeds are at the bottom. This HUD is not recommended for general mining purposes, and lacks key readouts for general use.&lt;br /&gt;
Priced at 50,000 E$.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:DoritoafterGungirPunch.jpg&amp;diff=38438</id>
		<title>File:DoritoafterGungirPunch.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:DoritoafterGungirPunch.jpg&amp;diff=38438"/>
		<updated>2024-08-09T03:42:43Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dorito without HUD overlay, after Gungir hit&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Pirate_(Disambiguation)&amp;diff=38437</id>
		<title>Pirate (Disambiguation)</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Pirate_(Disambiguation)&amp;diff=38437"/>
		<updated>2024-08-09T03:17:33Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Removed hybrid (realized it&amp;#039;s not UIO)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The terms &amp;quot;Pirate&amp;quot; or &amp;quot;UIO&amp;quot; May refer to any of the following:&lt;br /&gt;
&lt;br /&gt;
* [[Ganymedean Anarchy]]&lt;br /&gt;
* [[Pirate (Ship)]]&lt;br /&gt;
* [[Pirate (Abductor)]]&lt;br /&gt;
* [[Ganymedian Anarchy Station]]&lt;br /&gt;
* [[Rogue THICC]]&lt;br /&gt;
* [[Minefield]] ([[Mikefield]])&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:Dorito.jpg&amp;diff=38436</id>
		<title>File:Dorito.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:Dorito.jpg&amp;diff=38436"/>
		<updated>2024-08-09T03:15:40Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hybrid, or &#039;Dorito&#039; ship&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Pirate_(Disambiguation)&amp;diff=38434</id>
		<title>Pirate (Disambiguation)</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Pirate_(Disambiguation)&amp;diff=38434"/>
		<updated>2024-08-09T03:03:41Z</updated>

		<summary type="html">&lt;p&gt;Butitruns: Adding Hybrid heading and page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The terms &amp;quot;Pirate&amp;quot; or &amp;quot;UIO&amp;quot; May refer to any of the following:&lt;br /&gt;
&lt;br /&gt;
* [[Ganymedean Anarchy]]&lt;br /&gt;
* [[Pirate (Ship)]]&lt;br /&gt;
* [[Pirate (Abductor)]]&lt;br /&gt;
* [[Ganymedian Anarchy Station]]&lt;br /&gt;
* [[Rogue THICC]]&lt;br /&gt;
* [[Minefield]] ([[Mikefield]])&lt;br /&gt;
* Hybrids&lt;/div&gt;</summary>
		<author><name>Butitruns</name></author>
	</entry>
</feed>