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		<id>https://delta-v.kodera.pl/index.php?title=Understanding_the_Ship%27s_Equipment&amp;diff=38435</id>
		<title>Understanding the Ship&#039;s Equipment</title>
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		<updated>2024-08-09T03:08:22Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: adds skeleton to HUD, Sensors, Recon Drone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Your ship requires numerous systems and equipment to run and fly properly, with no one piece being vastly more important than the others for operation, and with each being separated by their own section on the equipment and/or repair menus. This guide aims to explain the basics behind what each type does, as well as giving a list of what is applicable where and what can be fitted to various systems. &lt;br /&gt;
&lt;br /&gt;
The guide will also provide lists of equipment that can be used for each type. For obvious reasons, no empty slot names will be used. &lt;br /&gt;
&lt;br /&gt;
== Hardpoints ==&lt;br /&gt;
Hardpoints are the main course when it comes to your involvement in the rings. These allow you to fit various equipment that lets you break rocks, store minerals, make a claim, and a multitude of other uses. There are several types of hardpoints - high-stress, spinal, low-stress, docking bays, and drone bays - each with their own restrictions and capabilities to what can be fitted to them. &lt;br /&gt;
&lt;br /&gt;
==== High-Stress Hardpoints ====&lt;br /&gt;
These are the big boys when it comes to equipment fittings. Attached directly to the spine of many larger vessels, they are capable of supporting any equipment available to you both structurally as well as through power and consumable requirements. Due to the requirements, most ships are only capable of fitting one, if at all. &lt;br /&gt;
&lt;br /&gt;
&#039;The following table shows the available equipment equippable on a High-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+High-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AR-1500 Manipulator&lt;br /&gt;
|56,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Can be tuned to grab different types of object&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|NANI&lt;br /&gt;
|300,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal Hardpoint ====&lt;br /&gt;
Spinal hardpoints are an equivalent to high-stress hardpoints, just used on lighter shuttles. These hold up to most of the capabilities of a high-stress hardpoint, with the exception of a couple of equipment that still overstress it. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Spinal Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Low-Stress Hardpoints ====&lt;br /&gt;
Low-stress hardpoints are seen on nearly all ships in the rings. These can fit most equipment, and usually being side-mounted, can fit a few extra exclusives that might not be seen on a central spinal-fitted or high-stress hardpoint. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Low-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Low-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|External Impact Absorber&lt;br /&gt;
|4,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, remaining cradle can be used to collect other objects&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|SPC Gungnir&lt;br /&gt;
|270,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Charges up (30 secs for full charge) and releases for a burst of protons that deals extreme damage of all 3 types (thermal, EMP, kinetic). Positively charges struck objects&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a low-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Docking Bays ====&lt;br /&gt;
Docking bays are primarily used to store cargo containers, but can also fit drone and point defense turret mounts. Found exclusively on the AT-K225 line of ships, &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable in a docking bay:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Docking Bay Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active. Equippable only on the front two docking bays&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drone Hardpoint ====&lt;br /&gt;
Drone hardpoints are intended for drone fittings only. These hardpoints are exclusive to the Eagle Prospector class of ships:&lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a drone hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Drone Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumable Storages ==&lt;br /&gt;
Consumables are extra materials that need to be supplied to some equipment to ensure they work. Some aren&#039;t required, like mass driver ammunition and nanodrone components, as you might not be using equipment that needs them, but when you are using them, the storage units for it are all necessary for use. As much as that they all have tiny internal magazines, worth 100kg of consumable space, but that quickly gets used up, thus making a storage for them necessary. Propellant is the big requirement for ships. Nearly everything uses propellant somewhere down the line, as it&#039;s used in most reactors as well as for thrust in nearly all cases.&lt;br /&gt;
&lt;br /&gt;
==== Kinetic Ammunition ====&lt;br /&gt;
This set of storage is a necessity for all mass driver-like equipment. You&#039;re likely already familiar with it as all stock K37 ships come with a mass driver and storage. Each storage also has a delivery speed, which will bottleneck if you are using a lot of items that need ammo or the equipment uses it too fast.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Kinetic Ammunition Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Projectile magazine&lt;br /&gt;
|1,000&lt;br /&gt;
|100&lt;br /&gt;
|5,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual projectile magazine&lt;br /&gt;
|2,000&lt;br /&gt;
|200&lt;br /&gt;
|10,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy projectile magazine&lt;br /&gt;
|5,000&lt;br /&gt;
|200&lt;br /&gt;
|25,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military projectile magazine&lt;br /&gt;
|10,000&lt;br /&gt;
|200&lt;br /&gt;
|50,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Frigate-class projectile magazine&lt;br /&gt;
|20,000&lt;br /&gt;
|500&lt;br /&gt;
|100,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer-class projectile magazine&lt;br /&gt;
|50,000&lt;br /&gt;
|500&lt;br /&gt;
|250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Nanodrone Components ====&lt;br /&gt;
These storages are necessary for use with any drone hardpoint equipment. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Nanodrone Components Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Basic nanodrone storage&lt;br /&gt;
|1,000&lt;br /&gt;
|20&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Industrial nanodrone storage&lt;br /&gt;
|5,000&lt;br /&gt;
|20&lt;br /&gt;
|120,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military nanodrone storage&lt;br /&gt;
|10,000&lt;br /&gt;
|100&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harvester-class nanodrone storage&lt;br /&gt;
|20,000&lt;br /&gt;
|100&lt;br /&gt;
|500,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Station-class nanodrone storage&lt;br /&gt;
|50,000&lt;br /&gt;
|100&lt;br /&gt;
|1,250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Propellant Tanks ====&lt;br /&gt;
These tanks contain a water-based propellant, used by most reactors, thrusters, and plasma throwers. Propellant can be reclaimed in the rings with most MPUs.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Propellant Tank Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Short-range propellant tank&lt;br /&gt;
|15,000&lt;br /&gt;
|6,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Standard propellant tank&lt;br /&gt;
|30,000&lt;br /&gt;
|12,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended propellant tank&lt;br /&gt;
|50,000&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Long-range propellant tank&lt;br /&gt;
|80,000&lt;br /&gt;
|32,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Interplanetary propellant tank&lt;br /&gt;
|200,000&lt;br /&gt;
|160,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Freighter propellant tank array&lt;br /&gt;
|500,000&lt;br /&gt;
|400,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
Thrusters work as the main propulsion mechanism of all ships in the rings using the water-based propellant as a reaction mass. Ships use two types of thruster to operate: Reaction Control System thrusters (RCS) and Torch thrusters. The RCS provides for the basic maneuverability and movement, while the torches provide for unparalleled thrust while using significantly more propellant in the process.&lt;br /&gt;
&lt;br /&gt;
Both will be split into two different sections to make for an easier distribution of info.&lt;br /&gt;
&lt;br /&gt;
==== Reaction Control System (RCS) ====&lt;br /&gt;
&lt;br /&gt;
==== Main Propulsion (Torches) ====&lt;br /&gt;
&lt;br /&gt;
== Reactor Core ==&lt;br /&gt;
The fission reactors used in most ships provide the heat used by turbines and propulsion systems. More intensive reactors are necessary to match the heat consumption of more capable equipment, but can be prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
=== SO6 Fuel Rods ===&lt;br /&gt;
These reactors use between four to 20 nuclear fuel rods to produce heat. Models increase the number of rods used by four at a time. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SO6 Reactor Options&lt;br /&gt;
!Fuel Rods&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|80,000&lt;br /&gt;
|2,000&lt;br /&gt;
|4&lt;br /&gt;
|Stock reactor of the K37 and Kitsune&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|4,000&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|240,000&lt;br /&gt;
|6,000&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|320,000&lt;br /&gt;
|8,000&lt;br /&gt;
|16&lt;br /&gt;
|Stock reactor of the AT-K225 series&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|400,000&lt;br /&gt;
|10,000&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ND YAMA-SSR ===&lt;br /&gt;
These liquid-core reactors, produced by Nakamura Dynamics, provide greater heat generation and reduced weight compared to SO6 reactors at the cost of price. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Model&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|SSR-12&lt;br /&gt;
|750,000&lt;br /&gt;
|5,000&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16&lt;br /&gt;
|1,000,000&lt;br /&gt;
|5,500&lt;br /&gt;
|40&lt;br /&gt;
|Stock reactor of the Eagle Prospector&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16S&lt;br /&gt;
|1,500,000&lt;br /&gt;
|6,000&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StarCAT Stellarator ===&lt;br /&gt;
The fusion reactor of the Elon Interstellar Model E. Offers unmatched heat and power generation with practically zero risk of catastrophic failure, but is extraordinarily expensive. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Repair Price (E$)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Electrical Production(MW)&lt;br /&gt;
|-&lt;br /&gt;
|250,000&lt;br /&gt;
|100&lt;br /&gt;
|1,500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ultracapacitor Arrays ==&lt;br /&gt;
&lt;br /&gt;
== Powerplants ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- The power production of turbines varies based on the temperature of the reactor core. &lt;br /&gt;
&lt;br /&gt;
== Auxiliary Power Systems ==&lt;br /&gt;
Additional generators or power banks which can supplement, but not replace, the capabilities of ultracapacitors or powerplants. Relatively expensive, but allow for unrestricted use of intensive modules. &lt;br /&gt;
&lt;br /&gt;
== Cargo Bay ==&lt;br /&gt;
Modules mounted within the cargo bay. Almost always useful to some extent. &lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay Baffles ===&lt;br /&gt;
One-way spring-mounted doors which prevent ore from leaving the cargo hold. Useful during intensive manuevers and for ships with small processed storages. &lt;br /&gt;
&lt;br /&gt;
=== Mineral Processing Units (MPU) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MPU Options&lt;br /&gt;
!Model&lt;br /&gt;
!Processing Capacity (kg/s)&lt;br /&gt;
!Power Draw (MW/chunk)&lt;br /&gt;
!Mineral Processing Efficiency&lt;br /&gt;
!Remass Processing Efficiency&lt;br /&gt;
!Mass&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Rusatom-Antonoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Takes up minimal cargo bay volume and processes ore nearly anywhere in the bay&lt;br /&gt;
|-&lt;br /&gt;
|Nakamura Dynamics&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mitsudaya-Starbus&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|90%&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Takes up the most cargo bay volume out of any MPU&lt;br /&gt;
|-&lt;br /&gt;
|Voyager Fabricator&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Draws from processed storage to produce Nanodrones and Kinetic Ammunition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autopilots ==&lt;br /&gt;
Manages flight characteristics under autopilot control, and can provide integration with other equipment modules. &lt;br /&gt;
&lt;br /&gt;
=== MLF ===&lt;br /&gt;
Extremely limited, but functional. Highlights objects in view that are pinged by LIDAR, allowing for easy tracking of on-screen ores without a Geologist on-board. &lt;br /&gt;
&lt;br /&gt;
=== MA-337 ===&lt;br /&gt;
A more versatile autopilot which can compensate for moving ore chunks within the cargo as well as thruster damage. Objects pinged on LIDAR are displayed through a color-coded bar graph around the autopilot circle. &lt;br /&gt;
&lt;br /&gt;
=== NDCI ===&lt;br /&gt;
Aggressive and versatile autopilot well-suited to both high-speed flight and low-intensity mining. Displays the firing arcs of weapons and provides intuitive collision alerts, and leverages thrusters for the highest performance. Capable of effectively utilizing gimballed RCS and torches, and retains their effectiveness in manual flight through fly-by-wire operation. &lt;br /&gt;
&lt;br /&gt;
=== ER-42 ===&lt;br /&gt;
Optimized for racing, and unlocked by interacting with race teams. Extremely capable flight-focused autopilot with intuitive course anticipation. &lt;br /&gt;
&lt;br /&gt;
=== EIAA-1337 ===&lt;br /&gt;
The stock autopilot of the Elon Interstellar Model E. Extremely capable flight-focused autopilot which attempts automatic collision avoidance and ore collection.&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
Provides information to the player which is pertinent to the ship&#039;s operation and status. Typically vulnerable to EMP effects, which can disable HUDs and autopilot controls. &lt;br /&gt;
[[File:HAL9000 VR.jpg|thumb|HAL9000 used in the Minding Virtual Flight Service]]&lt;br /&gt;
&lt;br /&gt;
=== HAL9000 ===&lt;br /&gt;
Cheap and effective physical HUD without any particular focus. Remains active even while taking EMP damage, though computer readouts will remain affected. &lt;br /&gt;
&lt;br /&gt;
== Sensors ==&lt;br /&gt;
Provides information about the Rings outside of your visual view. &lt;br /&gt;
&lt;br /&gt;
== Reconnaissance Craft ==&lt;br /&gt;
Necessary for your visual view. Capable of interfacing with equipment or working alongside your crew.&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:HAL9000_VR.jpg&amp;diff=38433</id>
		<title>File:HAL9000 VR.jpg</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:HAL9000_VR.jpg&amp;diff=38433"/>
		<updated>2024-08-09T03:02:22Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;screenshot of a KTA24 in Minding Sim using HAL9000 HUD&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Understanding_the_Ship%27s_Equipment&amp;diff=38432</id>
		<title>Understanding the Ship&#039;s Equipment</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Understanding_the_Ship%27s_Equipment&amp;diff=38432"/>
		<updated>2024-08-09T02:54:07Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: adds autopilots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Your ship requires numerous systems and equipment to run and fly properly, with no one piece being vastly more important than the others for operation, and with each being separated by their own section on the equipment and/or repair menus. This guide aims to explain the basics behind what each type does, as well as giving a list of what is applicable where and what can be fitted to various systems. &lt;br /&gt;
&lt;br /&gt;
The guide will also provide lists of equipment that can be used for each type. For obvious reasons, no empty slot names will be used. &lt;br /&gt;
&lt;br /&gt;
== Hardpoints ==&lt;br /&gt;
Hardpoints are the main course when it comes to your involvement in the rings. These allow you to fit various equipment that lets you break rocks, store minerals, make a claim, and a multitude of other uses. There are several types of hardpoints - high-stress, spinal, low-stress, docking bays, and drone bays - each with their own restrictions and capabilities to what can be fitted to them. &lt;br /&gt;
&lt;br /&gt;
==== High-Stress Hardpoints ====&lt;br /&gt;
These are the big boys when it comes to equipment fittings. Attached directly to the spine of many larger vessels, they are capable of supporting any equipment available to you both structurally as well as through power and consumable requirements. Due to the requirements, most ships are only capable of fitting one, if at all. &lt;br /&gt;
&lt;br /&gt;
&#039;The following table shows the available equipment equippable on a High-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+High-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AR-1500 Manipulator&lt;br /&gt;
|56,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Can be tuned to grab different types of object&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|NANI&lt;br /&gt;
|300,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal Hardpoint ====&lt;br /&gt;
Spinal hardpoints are an equivalent to high-stress hardpoints, just used on lighter shuttles. These hold up to most of the capabilities of a high-stress hardpoint, with the exception of a couple of equipment that still overstress it. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Spinal Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Low-Stress Hardpoints ====&lt;br /&gt;
Low-stress hardpoints are seen on nearly all ships in the rings. These can fit most equipment, and usually being side-mounted, can fit a few extra exclusives that might not be seen on a central spinal-fitted or high-stress hardpoint. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Low-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Low-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|External Impact Absorber&lt;br /&gt;
|4,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, remaining cradle can be used to collect other objects&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|SPC Gungnir&lt;br /&gt;
|270,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Charges up (30 secs for full charge) and releases for a burst of protons that deals extreme damage of all 3 types (thermal, EMP, kinetic). Positively charges struck objects&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a low-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Docking Bays ====&lt;br /&gt;
Docking bays are primarily used to store cargo containers, but can also fit drone and point defense turret mounts. Found exclusively on the AT-K225 line of ships, &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable in a docking bay:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Docking Bay Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active. Equippable only on the front two docking bays&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drone Hardpoint ====&lt;br /&gt;
Drone hardpoints are intended for drone fittings only. These hardpoints are exclusive to the Eagle Prospector class of ships:&lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a drone hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Drone Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumable Storages ==&lt;br /&gt;
Consumables are extra materials that need to be supplied to some equipment to ensure they work. Some aren&#039;t required, like mass driver ammunition and nanodrone components, as you might not be using equipment that needs them, but when you are using them, the storage units for it are all necessary for use. As much as that they all have tiny internal magazines, worth 100kg of consumable space, but that quickly gets used up, thus making a storage for them necessary. Propellant is the big requirement for ships. Nearly everything uses propellant somewhere down the line, as it&#039;s used in most reactors as well as for thrust in nearly all cases.&lt;br /&gt;
&lt;br /&gt;
==== Kinetic Ammunition ====&lt;br /&gt;
This set of storage is a necessity for all mass driver-like equipment. You&#039;re likely already familiar with it as all stock K37 ships come with a mass driver and storage. Each storage also has a delivery speed, which will bottleneck if you are using a lot of items that need ammo or the equipment uses it too fast.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Kinetic Ammunition Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Projectile magazine&lt;br /&gt;
|1,000&lt;br /&gt;
|100&lt;br /&gt;
|5,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual projectile magazine&lt;br /&gt;
|2,000&lt;br /&gt;
|200&lt;br /&gt;
|10,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy projectile magazine&lt;br /&gt;
|5,000&lt;br /&gt;
|200&lt;br /&gt;
|25,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military projectile magazine&lt;br /&gt;
|10,000&lt;br /&gt;
|200&lt;br /&gt;
|50,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Frigate-class projectile magazine&lt;br /&gt;
|20,000&lt;br /&gt;
|500&lt;br /&gt;
|100,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer-class projectile magazine&lt;br /&gt;
|50,000&lt;br /&gt;
|500&lt;br /&gt;
|250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Nanodrone Components ====&lt;br /&gt;
These storages are necessary for use with any drone hardpoint equipment. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Nanodrone Components Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Basic nanodrone storage&lt;br /&gt;
|1,000&lt;br /&gt;
|20&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Industrial nanodrone storage&lt;br /&gt;
|5,000&lt;br /&gt;
|20&lt;br /&gt;
|120,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military nanodrone storage&lt;br /&gt;
|10,000&lt;br /&gt;
|100&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harvester-class nanodrone storage&lt;br /&gt;
|20,000&lt;br /&gt;
|100&lt;br /&gt;
|500,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Station-class nanodrone storage&lt;br /&gt;
|50,000&lt;br /&gt;
|100&lt;br /&gt;
|1,250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Propellant Tanks ====&lt;br /&gt;
These tanks contain a water-based propellant, used by most reactors, thrusters, and plasma throwers. Propellant can be reclaimed in the rings with most MPUs.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Propellant Tank Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Short-range propellant tank&lt;br /&gt;
|15,000&lt;br /&gt;
|6,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Standard propellant tank&lt;br /&gt;
|30,000&lt;br /&gt;
|12,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended propellant tank&lt;br /&gt;
|50,000&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Long-range propellant tank&lt;br /&gt;
|80,000&lt;br /&gt;
|32,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Interplanetary propellant tank&lt;br /&gt;
|200,000&lt;br /&gt;
|160,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Freighter propellant tank array&lt;br /&gt;
|500,000&lt;br /&gt;
|400,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
Thrusters work as the main propulsion mechanism of all ships in the rings using the water-based propellant as a reaction mass. Ships use two types of thruster to operate: Reaction Control System thrusters (RCS) and Torch thrusters. The RCS provides for the basic maneuverability and movement, while the torches provide for unparalleled thrust while using significantly more propellant in the process.&lt;br /&gt;
&lt;br /&gt;
Both will be split into two different sections to make for an easier distribution of info.&lt;br /&gt;
&lt;br /&gt;
==== Reaction Control System (RCS) ====&lt;br /&gt;
&lt;br /&gt;
==== Main Propulsion (Torches) ====&lt;br /&gt;
&lt;br /&gt;
== Reactor Core ==&lt;br /&gt;
The fission reactors used in most ships provide the heat used by turbines and propulsion systems. More intensive reactors are necessary to match the heat consumption of more capable equipment, but can be prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
=== SO6 Fuel Rods ===&lt;br /&gt;
These reactors use between four to 20 nuclear fuel rods to produce heat. Models increase the number of rods used by four at a time. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SO6 Reactor Options&lt;br /&gt;
!Fuel Rods&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|80,000&lt;br /&gt;
|2,000&lt;br /&gt;
|4&lt;br /&gt;
|Stock reactor of the K37 and Kitsune&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|4,000&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|240,000&lt;br /&gt;
|6,000&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|320,000&lt;br /&gt;
|8,000&lt;br /&gt;
|16&lt;br /&gt;
|Stock reactor of the AT-K225 series&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|400,000&lt;br /&gt;
|10,000&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ND YAMA-SSR ===&lt;br /&gt;
These liquid-core reactors, produced by Nakamura Dynamics, provide greater heat generation and reduced weight compared to SO6 reactors at the cost of price. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Model&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|SSR-12&lt;br /&gt;
|750,000&lt;br /&gt;
|5,000&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16&lt;br /&gt;
|1,000,000&lt;br /&gt;
|5,500&lt;br /&gt;
|40&lt;br /&gt;
|Stock reactor of the Eagle Prospector&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16S&lt;br /&gt;
|1,500,000&lt;br /&gt;
|6,000&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StarCAT Stellarator ===&lt;br /&gt;
The fusion reactor of the Elon Interstellar Model E. Offers unmatched heat and power generation with practically zero risk of catastrophic failure, but is extraordinarily expensive. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Repair Price (E$)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Electrical Production(MW)&lt;br /&gt;
|-&lt;br /&gt;
|250,000&lt;br /&gt;
|100&lt;br /&gt;
|1,500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ultracapacitor Arrays ==&lt;br /&gt;
&lt;br /&gt;
== Powerplants ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- The power production of turbines varies based on the temperature of the reactor core. &lt;br /&gt;
&lt;br /&gt;
== Auxiliary Power Systems ==&lt;br /&gt;
Additional generators or power banks which can supplement, but not replace, the capabilities of ultracapacitors or powerplants. Relatively expensive, but allow for unrestricted use of intensive modules. &lt;br /&gt;
&lt;br /&gt;
== Cargo Bay ==&lt;br /&gt;
Modules mounted within the cargo bay. Almost always useful to some extent. &lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay Baffles ===&lt;br /&gt;
One-way spring-mounted doors which prevent ore from leaving the cargo hold. Useful during intensive manuevers and for ships with small processed storages. &lt;br /&gt;
&lt;br /&gt;
=== Mineral Processing Units (MPU) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MPU Options&lt;br /&gt;
!Model&lt;br /&gt;
!Processing Capacity (kg/s)&lt;br /&gt;
!Power Draw (MW/chunk)&lt;br /&gt;
!Mineral Processing Efficiency&lt;br /&gt;
!Remass Processing Efficiency&lt;br /&gt;
!Mass&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Rusatom-Antonoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Takes up minimal cargo bay volume and processes ore nearly anywhere in the bay&lt;br /&gt;
|-&lt;br /&gt;
|Nakamura Dynamics&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mitsudaya-Starbus&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|90%&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Takes up the most cargo bay volume out of any MPU&lt;br /&gt;
|-&lt;br /&gt;
|Voyager Fabricator&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Draws from processed storage to produce Nanodrones and Kinetic Ammunition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autopilots ==&lt;br /&gt;
Manages flight characteristics under autopilot control, and can provide integration with other equipment modules. &lt;br /&gt;
&lt;br /&gt;
=== MLF ===&lt;br /&gt;
Extremely limited, but functional. Highlights objects in view that are pinged by LIDAR, allowing for easy tracking of on-screen ores without a Geologist on-board. &lt;br /&gt;
&lt;br /&gt;
=== MA-337 ===&lt;br /&gt;
A more versatile autopilot which can compensate for moving ore chunks within the cargo as well as thruster damage. Objects pinged on LIDAR are displayed through a color-coded bar graph around the autopilot circle. &lt;br /&gt;
&lt;br /&gt;
=== NDCI ===&lt;br /&gt;
Aggressive and versatile autopilot well-suited to both high-speed flight and low-intensity mining. Displays the firing arcs of weapons and provides intuitive collision alerts, and leverages thrusters for the highest performance. Capable of effectively utilizing gimballed RCS and torches, and retains their effectiveness in manual flight through fly-by-wire operation. &lt;br /&gt;
&lt;br /&gt;
=== ER-42 ===&lt;br /&gt;
Optimized for racing, and unlocked by interacting with race teams. Extremely capable flight-focused autopilot with intuitive course anticipation. &lt;br /&gt;
&lt;br /&gt;
=== EIAA-1337 ===&lt;br /&gt;
The stock autopilot of the Elon Interstellar Model E. Extremely capable flight-focused autopilot which attempts automatic collision avoidance and ore collection.&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Understanding_the_Ship%27s_Equipment&amp;diff=38431</id>
		<title>Understanding the Ship&#039;s Equipment</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Understanding_the_Ship%27s_Equipment&amp;diff=38431"/>
		<updated>2024-08-09T02:39:29Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: adds MPU category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Your ship requires numerous systems and equipment to run and fly properly, with no one piece being vastly more important than the others for operation, and with each being separated by their own section on the equipment and/or repair menus. This guide aims to explain the basics behind what each type does, as well as giving a list of what is applicable where and what can be fitted to various systems. &lt;br /&gt;
&lt;br /&gt;
The guide will also provide lists of equipment that can be used for each type. For obvious reasons, no empty slot names will be used. &lt;br /&gt;
&lt;br /&gt;
== Hardpoints ==&lt;br /&gt;
Hardpoints are the main course when it comes to your involvement in the rings. These allow you to fit various equipment that lets you break rocks, store minerals, make a claim, and a multitude of other uses. There are several types of hardpoints - high-stress, spinal, low-stress, docking bays, and drone bays - each with their own restrictions and capabilities to what can be fitted to them. &lt;br /&gt;
&lt;br /&gt;
==== High-Stress Hardpoints ====&lt;br /&gt;
These are the big boys when it comes to equipment fittings. Attached directly to the spine of many larger vessels, they are capable of supporting any equipment available to you both structurally as well as through power and consumable requirements. Due to the requirements, most ships are only capable of fitting one, if at all. &lt;br /&gt;
&lt;br /&gt;
&#039;The following table shows the available equipment equippable on a High-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+High-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AR-1500 Manipulator&lt;br /&gt;
|56,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Can be tuned to grab different types of object&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|NANI&lt;br /&gt;
|300,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal Hardpoint ====&lt;br /&gt;
Spinal hardpoints are an equivalent to high-stress hardpoints, just used on lighter shuttles. These hold up to most of the capabilities of a high-stress hardpoint, with the exception of a couple of equipment that still overstress it. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Spinal Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Low-Stress Hardpoints ====&lt;br /&gt;
Low-stress hardpoints are seen on nearly all ships in the rings. These can fit most equipment, and usually being side-mounted, can fit a few extra exclusives that might not be seen on a central spinal-fitted or high-stress hardpoint. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Low-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Low-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|External Impact Absorber&lt;br /&gt;
|4,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, remaining cradle can be used to collect other objects&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|SPC Gungnir&lt;br /&gt;
|270,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Charges up (30 secs for full charge) and releases for a burst of protons that deals extreme damage of all 3 types (thermal, EMP, kinetic). Positively charges struck objects&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a low-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Docking Bays ====&lt;br /&gt;
Docking bays are primarily used to store cargo containers, but can also fit drone and point defense turret mounts. Found exclusively on the AT-K225 line of ships, &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable in a docking bay:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Docking Bay Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active. Equippable only on the front two docking bays&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drone Hardpoint ====&lt;br /&gt;
Drone hardpoints are intended for drone fittings only. These hardpoints are exclusive to the Eagle Prospector class of ships:&lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a drone hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Drone Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumable Storages ==&lt;br /&gt;
Consumables are extra materials that need to be supplied to some equipment to ensure they work. Some aren&#039;t required, like mass driver ammunition and nanodrone components, as you might not be using equipment that needs them, but when you are using them, the storage units for it are all necessary for use. As much as that they all have tiny internal magazines, worth 100kg of consumable space, but that quickly gets used up, thus making a storage for them necessary. Propellant is the big requirement for ships. Nearly everything uses propellant somewhere down the line, as it&#039;s used in most reactors as well as for thrust in nearly all cases.&lt;br /&gt;
&lt;br /&gt;
==== Kinetic Ammunition ====&lt;br /&gt;
This set of storage is a necessity for all mass driver-like equipment. You&#039;re likely already familiar with it as all stock K37 ships come with a mass driver and storage. Each storage also has a delivery speed, which will bottleneck if you are using a lot of items that need ammo or the equipment uses it too fast.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Kinetic Ammunition Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Projectile magazine&lt;br /&gt;
|1,000&lt;br /&gt;
|100&lt;br /&gt;
|5,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual projectile magazine&lt;br /&gt;
|2,000&lt;br /&gt;
|200&lt;br /&gt;
|10,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy projectile magazine&lt;br /&gt;
|5,000&lt;br /&gt;
|200&lt;br /&gt;
|25,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military projectile magazine&lt;br /&gt;
|10,000&lt;br /&gt;
|200&lt;br /&gt;
|50,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Frigate-class projectile magazine&lt;br /&gt;
|20,000&lt;br /&gt;
|500&lt;br /&gt;
|100,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer-class projectile magazine&lt;br /&gt;
|50,000&lt;br /&gt;
|500&lt;br /&gt;
|250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Nanodrone Components ====&lt;br /&gt;
These storages are necessary for use with any drone hardpoint equipment. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Nanodrone Components Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Basic nanodrone storage&lt;br /&gt;
|1,000&lt;br /&gt;
|20&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Industrial nanodrone storage&lt;br /&gt;
|5,000&lt;br /&gt;
|20&lt;br /&gt;
|120,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military nanodrone storage&lt;br /&gt;
|10,000&lt;br /&gt;
|100&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harvester-class nanodrone storage&lt;br /&gt;
|20,000&lt;br /&gt;
|100&lt;br /&gt;
|500,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Station-class nanodrone storage&lt;br /&gt;
|50,000&lt;br /&gt;
|100&lt;br /&gt;
|1,250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Propellant Tanks ====&lt;br /&gt;
These tanks contain a water-based propellant, used by most reactors, thrusters, and plasma throwers. Propellant can be reclaimed in the rings with most MPUs.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Propellant Tank Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Short-range propellant tank&lt;br /&gt;
|15,000&lt;br /&gt;
|6,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Standard propellant tank&lt;br /&gt;
|30,000&lt;br /&gt;
|12,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended propellant tank&lt;br /&gt;
|50,000&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Long-range propellant tank&lt;br /&gt;
|80,000&lt;br /&gt;
|32,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Interplanetary propellant tank&lt;br /&gt;
|200,000&lt;br /&gt;
|160,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Freighter propellant tank array&lt;br /&gt;
|500,000&lt;br /&gt;
|400,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
Thrusters work as the main propulsion mechanism of all ships in the rings using the water-based propellant as a reaction mass. Ships use two types of thruster to operate: Reaction Control System thrusters (RCS) and Torch thrusters. The RCS provides for the basic maneuverability and movement, while the torches provide for unparalleled thrust while using significantly more propellant in the process.&lt;br /&gt;
&lt;br /&gt;
Both will be split into two different sections to make for an easier distribution of info.&lt;br /&gt;
&lt;br /&gt;
==== Reaction Control System (RCS) ====&lt;br /&gt;
&lt;br /&gt;
==== Main Propulsion (Torches) ====&lt;br /&gt;
&lt;br /&gt;
== Reactor Core ==&lt;br /&gt;
The fission reactors used in most ships provide the heat used by turbines and propulsion systems. More intensive reactors are necessary to match the heat consumption of more capable equipment, but can be prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
=== SO6 Fuel Rods ===&lt;br /&gt;
These reactors use between four to 20 nuclear fuel rods to produce heat. Models increase the number of rods used by four at a time. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SO6 Reactor Options&lt;br /&gt;
!Fuel Rods&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|80,000&lt;br /&gt;
|2,000&lt;br /&gt;
|4&lt;br /&gt;
|Stock reactor of the K37 and Kitsune&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|4,000&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|240,000&lt;br /&gt;
|6,000&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|320,000&lt;br /&gt;
|8,000&lt;br /&gt;
|16&lt;br /&gt;
|Stock reactor of the AT-K225 series&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|400,000&lt;br /&gt;
|10,000&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ND YAMA-SSR ===&lt;br /&gt;
These liquid-core reactors, produced by Nakamura Dynamics, provide greater heat generation and reduced weight compared to SO6 reactors at the cost of price. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Model&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|SSR-12&lt;br /&gt;
|750,000&lt;br /&gt;
|5,000&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16&lt;br /&gt;
|1,000,000&lt;br /&gt;
|5,500&lt;br /&gt;
|40&lt;br /&gt;
|Stock reactor of the Eagle Prospector&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16S&lt;br /&gt;
|1,500,000&lt;br /&gt;
|6,000&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StarCAT Stellarator ===&lt;br /&gt;
The fusion reactor of the Elon Interstellar Model E. Offers unmatched heat and power generation with practically zero risk of catastrophic failure, but is extraordinarily expensive. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Repair Price (E$)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Electrical Production(MW)&lt;br /&gt;
|-&lt;br /&gt;
|250,000&lt;br /&gt;
|100&lt;br /&gt;
|1,500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ultracapacitor Arrays ==&lt;br /&gt;
&lt;br /&gt;
== Powerplants ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- The power production of turbines varies based on the temperature of the reactor core. &lt;br /&gt;
&lt;br /&gt;
== Auxiliary Power Systems ==&lt;br /&gt;
Additional generators or power banks which can supplement, but not replace, the capabilities of ultracapacitors or powerplants. Relatively expensive, but allow for unrestricted use of intensive modules. &lt;br /&gt;
&lt;br /&gt;
== Cargo Bay ==&lt;br /&gt;
Modules mounted within the cargo bay. Almost always useful to some extent. &lt;br /&gt;
&lt;br /&gt;
=== Cargo Bay Baffles ===&lt;br /&gt;
One-way spring-mounted doors which prevent ore from leaving the cargo hold. Useful during intensive manuevers and for ships with small processed storages. &lt;br /&gt;
&lt;br /&gt;
=== Mineral Processing Units (MPU) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MPU Options&lt;br /&gt;
!Model&lt;br /&gt;
!Processing Capacity (kg/s)&lt;br /&gt;
!Power Draw (MW/chunk)&lt;br /&gt;
!Mineral Processing Efficiency&lt;br /&gt;
!Remass Processing Efficiency&lt;br /&gt;
!Mass&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Rusatom-Antonoff&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Takes up minimal cargo bay volume and processes ore nearly anywhere in the bay&lt;br /&gt;
|-&lt;br /&gt;
|Nakamura Dynamics&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mitsudaya-Starbus&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|90%&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Takes up the most cargo bay volume out of any MPU&lt;br /&gt;
|-&lt;br /&gt;
|Voyager Fabricator&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Draws from processed storage to produce Nanodrones and Kinetic Ammunition&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Understanding_the_Ship%27s_Equipment&amp;diff=38430</id>
		<title>Understanding the Ship&#039;s Equipment</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Understanding_the_Ship%27s_Equipment&amp;diff=38430"/>
		<updated>2024-08-09T02:20:15Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: adds reactor cores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Your ship requires numerous systems and equipment to run and fly properly, with no one piece being vastly more important than the others for operation, and with each being separated by their own section on the equipment and/or repair menus. This guide aims to explain the basics behind what each type does, as well as giving a list of what is applicable where and what can be fitted to various systems. &lt;br /&gt;
&lt;br /&gt;
The guide will also provide lists of equipment that can be used for each type. For obvious reasons, no empty slot names will be used. &lt;br /&gt;
&lt;br /&gt;
== Hardpoints ==&lt;br /&gt;
Hardpoints are the main course when it comes to your involvement in the rings. These allow you to fit various equipment that lets you break rocks, store minerals, make a claim, and a multitude of other uses. There are several types of hardpoints - high-stress, spinal, low-stress, docking bays, and drone bays - each with their own restrictions and capabilities to what can be fitted to them. &lt;br /&gt;
&lt;br /&gt;
==== High-Stress Hardpoints ====&lt;br /&gt;
These are the big boys when it comes to equipment fittings. Attached directly to the spine of many larger vessels, they are capable of supporting any equipment available to you both structurally as well as through power and consumable requirements. Due to the requirements, most ships are only capable of fitting one, if at all. &lt;br /&gt;
&lt;br /&gt;
&#039;The following table shows the available equipment equippable on a High-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+High-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AR-1500 Manipulator&lt;br /&gt;
|56,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Can be tuned to grab different types of object&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|NANI&lt;br /&gt;
|300,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal Hardpoint ====&lt;br /&gt;
Spinal hardpoints are an equivalent to high-stress hardpoints, just used on lighter shuttles. These hold up to most of the capabilities of a high-stress hardpoint, with the exception of a couple of equipment that still overstress it. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Spinal Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EINAT Kzinti Lesson MkII&lt;br /&gt;
|100,000&lt;br /&gt;
|Propellant, thermal power, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a spinal hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Low-Stress Hardpoints ====&lt;br /&gt;
Low-stress hardpoints are seen on nearly all ships in the rings. These can fit most equipment, and usually being side-mounted, can fit a few extra exclusives that might not be seen on a central spinal-fitted or high-stress hardpoint. &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a Low-Stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Low-Stress Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|External Impact Absorber&lt;br /&gt;
|4,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, remaining cradle can be used to collect other objects&lt;br /&gt;
|-&lt;br /&gt;
|EMD-14 mass driver&lt;br /&gt;
|10,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Railgun MkI&lt;br /&gt;
|20,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ERFMD-17 mass driver&lt;br /&gt;
|30,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AEMD-14 mass driver&lt;br /&gt;
|32,000&lt;br /&gt;
|Mass driver ammunition, electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active&lt;br /&gt;
|-&lt;br /&gt;
|MWG microwave emitter&lt;br /&gt;
|70,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|CL-150 mining laser&lt;br /&gt;
|150,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetsuo HMX-2000l&lt;br /&gt;
|160,000&lt;br /&gt;
|Processed iron, mass driver ammunition&lt;br /&gt;
|Processed iron (if any stored on ship) is consumed before mass driver ammo&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CL-200AP pulse mining laser&lt;br /&gt;
|220,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|SPC Gungnir&lt;br /&gt;
|270,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|Charges up (30 secs for full charge) and releases for a burst of protons that deals extreme damage of all 3 types (thermal, EMP, kinetic). Positively charges struck objects&lt;br /&gt;
|-&lt;br /&gt;
|CL-600P pulse mining laser&lt;br /&gt;
|320,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a low-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Docking Bays ====&lt;br /&gt;
Docking bays are primarily used to store cargo containers, but can also fit drone and point defense turret mounts. Found exclusively on the AT-K225 line of ships, &lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable in a docking bay:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Docking Bay Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|43,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, allows creation of a claim for 1,000 E$ per day active. Equippable only on the front two docking bays&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|74,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 15,000 kg of each mineral&lt;br /&gt;
|-&lt;br /&gt;
|THI Monoargo Container&lt;br /&gt;
|111,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, stores processed minerals (requires MPU) of up to 90,000 kg of a specific mineral&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|115,000&lt;br /&gt;
|N/A&lt;br /&gt;
|Can be released, once released mines rocks and collects ore chunks&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Microwave Generator&lt;br /&gt;
|180,000&lt;br /&gt;
|Electrical power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
The following equipment needs to be unlocked before use on a high-stress hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Unlockable Equipment&lt;br /&gt;
|Name&lt;br /&gt;
|Cost (E$)&lt;br /&gt;
|Consumes&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|NDPT-4205&lt;br /&gt;
|135,000&lt;br /&gt;
|Mass driver ammo, electrical power&lt;br /&gt;
|Unlocked through Obonto Habitats, requires holding down the trigger to fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drone Hardpoint ====&lt;br /&gt;
Drone hardpoints are intended for drone fittings only. These hardpoints are exclusive to the Eagle Prospector class of ships:&lt;br /&gt;
&lt;br /&gt;
The following table shows the available equipment equippable on a drone hardpoint:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Drone Capable Equipment&lt;br /&gt;
!Name&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Consumes&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|MPI Tug drones&lt;br /&gt;
|250,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the rings &lt;br /&gt;
|-&lt;br /&gt;
|MLF Haul Drones&lt;br /&gt;
|350,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Drones stop any ore chunk of lifepod that passes it&#039;s filter relative to the ship, proceeds to bring it in front of the ship, and (if excavator is open) brings it inside the cargo bay&lt;br /&gt;
|-&lt;br /&gt;
|OME Maintenance drones&lt;br /&gt;
|400,000&lt;br /&gt;
|Nanodrone components, electrical power&lt;br /&gt;
|Repairs any and all damaged equipment up to 65% total durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumable Storages ==&lt;br /&gt;
Consumables are extra materials that need to be supplied to some equipment to ensure they work. Some aren&#039;t required, like mass driver ammunition and nanodrone components, as you might not be using equipment that needs them, but when you are using them, the storage units for it are all necessary for use. As much as that they all have tiny internal magazines, worth 100kg of consumable space, but that quickly gets used up, thus making a storage for them necessary. Propellant is the big requirement for ships. Nearly everything uses propellant somewhere down the line, as it&#039;s used in most reactors as well as for thrust in nearly all cases.&lt;br /&gt;
&lt;br /&gt;
==== Kinetic Ammunition ====&lt;br /&gt;
This set of storage is a necessity for all mass driver-like equipment. You&#039;re likely already familiar with it as all stock K37 ships come with a mass driver and storage. Each storage also has a delivery speed, which will bottleneck if you are using a lot of items that need ammo or the equipment uses it too fast.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Kinetic Ammunition Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Projectile magazine&lt;br /&gt;
|1,000&lt;br /&gt;
|100&lt;br /&gt;
|5,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual projectile magazine&lt;br /&gt;
|2,000&lt;br /&gt;
|200&lt;br /&gt;
|10,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy projectile magazine&lt;br /&gt;
|5,000&lt;br /&gt;
|200&lt;br /&gt;
|25,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military projectile magazine&lt;br /&gt;
|10,000&lt;br /&gt;
|200&lt;br /&gt;
|50,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Frigate-class projectile magazine&lt;br /&gt;
|20,000&lt;br /&gt;
|500&lt;br /&gt;
|100,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer-class projectile magazine&lt;br /&gt;
|50,000&lt;br /&gt;
|500&lt;br /&gt;
|250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Nanodrone Components ====&lt;br /&gt;
These storages are necessary for use with any drone hardpoint equipment. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Nanodrone Components Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Delivery Speed (kg/s)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Basic nanodrone storage&lt;br /&gt;
|1,000&lt;br /&gt;
|20&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Industrial nanodrone storage&lt;br /&gt;
|5,000&lt;br /&gt;
|20&lt;br /&gt;
|120,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military nanodrone storage&lt;br /&gt;
|10,000&lt;br /&gt;
|100&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harvester-class nanodrone storage&lt;br /&gt;
|20,000&lt;br /&gt;
|100&lt;br /&gt;
|500,000&lt;br /&gt;
|Can only be fitted on Cothon class ships, K225 class ships, and the OCP-209&lt;br /&gt;
|-&lt;br /&gt;
|Station-class nanodrone storage&lt;br /&gt;
|50,000&lt;br /&gt;
|100&lt;br /&gt;
|1,250,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Propellant Tanks ====&lt;br /&gt;
These tanks contain a water-based propellant, used by most reactors, thrusters, and plasma throwers. Propellant can be reclaimed in the rings with most MPUs.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Propellant Tank Options&lt;br /&gt;
!Name&lt;br /&gt;
!Storage Amount (kg)&lt;br /&gt;
!Cost (E$)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Short-range propellant tank&lt;br /&gt;
|15,000&lt;br /&gt;
|6,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Standard propellant tank&lt;br /&gt;
|30,000&lt;br /&gt;
|12,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended propellant tank&lt;br /&gt;
|50,000&lt;br /&gt;
|20,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Long-range propellant tank&lt;br /&gt;
|80,000&lt;br /&gt;
|32,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Interplanetary propellant tank&lt;br /&gt;
|200,000&lt;br /&gt;
|160,000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Freighter propellant tank array&lt;br /&gt;
|500,000&lt;br /&gt;
|400,000&lt;br /&gt;
|Can only be fitted on K225 class ships and the OCP-209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
Thrusters work as the main propulsion mechanism of all ships in the rings using the water-based propellant as a reaction mass. Ships use two types of thruster to operate: Reaction Control System thrusters (RCS) and Torch thrusters. The RCS provides for the basic maneuverability and movement, while the torches provide for unparalleled thrust while using significantly more propellant in the process.&lt;br /&gt;
&lt;br /&gt;
Both will be split into two different sections to make for an easier distribution of info.&lt;br /&gt;
&lt;br /&gt;
==== Reaction Control System (RCS) ====&lt;br /&gt;
&lt;br /&gt;
==== Main Propulsion (Torches) ====&lt;br /&gt;
&lt;br /&gt;
== Reactor Core ==&lt;br /&gt;
The fission reactors used in most ships provide the heat used by turbines and propulsion systems. More intensive reactors are necessary to match the heat consumption of more capable equipment, but can be prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
=== SO6 Fuel Rods ===&lt;br /&gt;
These reactors use between four to 20 nuclear fuel rods to produce heat. Models increase the number of rods used by four at a time. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SO6 Reactor Options&lt;br /&gt;
!Fuel Rods&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|80,000&lt;br /&gt;
|2,000&lt;br /&gt;
|4&lt;br /&gt;
|Stock reactor of the K37 and Kitsune&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|4,000&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|240,000&lt;br /&gt;
|6,000&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|320,000&lt;br /&gt;
|8,000&lt;br /&gt;
|16&lt;br /&gt;
|Stock reactor of the AT-K225 series&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|400,000&lt;br /&gt;
|10,000&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ND YAMA-SSR ===&lt;br /&gt;
These liquid-core reactors, produced by Nakamura Dynamics, provide greater heat generation and reduced weight compared to SO6 reactors at the cost of price. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Model&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|SSR-12&lt;br /&gt;
|750,000&lt;br /&gt;
|5,000&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16&lt;br /&gt;
|1,000,000&lt;br /&gt;
|5,500&lt;br /&gt;
|40&lt;br /&gt;
|Stock reactor of the Eagle Prospector&lt;br /&gt;
|-&lt;br /&gt;
|SSR-16S&lt;br /&gt;
|1,500,000&lt;br /&gt;
|6,000&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StarCAT Stellarator ===&lt;br /&gt;
The fusion reactor of the Elon Interstellar Model E. Offers unmatched heat and power generation with practically zero risk of catastrophic failure, but is extraordinarily expensive. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Repair Price (E$)&lt;br /&gt;
!Heat Production(GW)&lt;br /&gt;
!Electrical Production(MW)&lt;br /&gt;
|-&lt;br /&gt;
|250,000&lt;br /&gt;
|100&lt;br /&gt;
|1,500&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Profiteering_Off_of_Derelicts&amp;diff=38273</id>
		<title>Profiteering Off of Derelicts</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Profiteering_Off_of_Derelicts&amp;diff=38273"/>
		<updated>2024-08-05T00:04:29Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: adds minor caveat to thruster behaviors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Derelict ships are worth a lot. Even a K37 with mediocre gear once patched up can sell for over 200 grand. Obviously this leads to the question of &amp;quot;how can you maximize profit using derelicts?&amp;quot; This guide hopes to cover the main aspects of derelict hunting, and how to make a living off of it.&lt;br /&gt;
&lt;br /&gt;
== Basics to Gathering Derelicts ==&lt;br /&gt;
This section will be a brief description of the bare minimum to pick up derelicts. This guide here goes into more depth about the process.&lt;br /&gt;
&lt;br /&gt;
There are two way to capture derelicts: sending a crewmember out to try to board pilot the ship, or grab it with a manipulator arm.&lt;br /&gt;
&lt;br /&gt;
* Boarding a ship has a chance to fail.&lt;br /&gt;
** A successful salvage with crew will have the ship appear in dock, but you lose that crewmember for the rest of the dive. &lt;br /&gt;
** A failed salvage causes the ship to damage itself in the reactor, and potentially injure the crewmate in the process, and will have to be put on leave. &lt;br /&gt;
** A failed piloting salvage will need a manipulator arm to re-attempt salvaging.&lt;br /&gt;
* Using a manipulator is a way to guarantee one derelict per dive (up to two on the OCP, as it has two high-stress hardpoints)&lt;br /&gt;
** The manipulator arm isn&#039;t particularly strong, and the derelict can be flung from fast enough maneuvers&lt;br /&gt;
*** You can mitigate this by rotating the ship slowly, and disabling autopilot for astrogation. &lt;br /&gt;
&lt;br /&gt;
* Thrusters can still affect the derelict and cause it to be pushed out of the arm&#039;s grip, made to rotate fast, and will apply thermal heat too.&lt;br /&gt;
** Too much thermal heat on the reactor can cause it to undergo meltdown, and causing it to detonate. You can still collect the lifepod.&lt;br /&gt;
** Thrusters can be individually disabled through the Mechanic tab to prevent them from firing. &lt;br /&gt;
** The Vulture Prospector and the EIME are the two ships that have no thrusters that can easily interfere with a captured derelict, and can make salvage particularly easy. Reminder that sharp maneuvers can still free the derelict from the arms, and the ships do have the downside of low morale and expensive repairs for the respective ships, as well as being decently pricey for early-game.&lt;br /&gt;
&lt;br /&gt;
If you fail to salvage a ship, and your arm is either full, or you don&#039;t have one on the current ship, you can always attempt to blow the reactor and capture the lifepod instead. This won&#039;t be possible with all tools, as it requires mainly thermal damage to cause meltdown, and some ships are resilient to it (namely the EIME, being unable to go through meltdown whatsoever.)&lt;br /&gt;
&lt;br /&gt;
== Finding and Collecting Derelicts ==&lt;br /&gt;
&lt;br /&gt;
==== Finding Derelicts in the Wild ====&lt;br /&gt;
Derelicts can have a chance at spawning at random in the rings. The derelicts that can be found do have specific conditions that they can be found in. Derelicts are less likely to spawn when rolled with the more money you currently have on hand, down to a 10% chance at worst, however each derelict has a ceiling money, which when above prevents it from spawning altogether. This does not mean that you should go out with basically no money, but it means that you should at least artificially keep it lower by putting some in the mineral market. Each ship&#039;s ceiling is listed here:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Derelict Hull&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|K37 TNTRL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|K44 MHFTR&lt;br /&gt;
|spawns in propellers&lt;br /&gt;
|-&lt;br /&gt;
|Cothon-212&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Prospector&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elon Interstellar Model E&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Each hull type has a chance at failing the event spawn entirely when it is set to happen. The chance is based on an initial chance, and scales linearly with the amount of money in the bank. The minimum chance of success is fixed at a 10% absolute floor. Each hull has a set maximum value to limit chances with, but these numbers will be different from the actual threshold to meet the 10% floor. A table offers the chance and money requirement values below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Derelict Hull&lt;br /&gt;
!Default Chance at 0 E$&lt;br /&gt;
!Valued Money Threshold&lt;br /&gt;
!Actual Money Threshold&lt;br /&gt;
|-&lt;br /&gt;
|K37 TNTRL&lt;br /&gt;
|80%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|4,375,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|K44 MHFTR&lt;br /&gt;
|40%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|3,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Cothon-212&lt;br /&gt;
|80%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|8,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Prospector&lt;br /&gt;
|100%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|9,000,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Elon Interstellar Model E&lt;br /&gt;
|50%&lt;br /&gt;
|2,000,000 E$&lt;br /&gt;
|1,600,000 E$&lt;br /&gt;
|}&lt;br /&gt;
The search and rescue MAD-CERF ships will also spawn a K37 the event spawn cycle after it spawns, although do note that these usually are claimed by the S&amp;amp;R ship, and crew will refuse to board most of the time. You can still successfully salvage with a manipulator.&lt;br /&gt;
&lt;br /&gt;
This method can be decently frustrating, as you&#039;re reliant on the random chance for a derelict event to be chosen, and then another random chance for it to actually spawn.&lt;br /&gt;
&lt;br /&gt;
Do note that although the modified AT-K225 is found in derelict condition, it is exempt from anywhere in this guide as it is a guaranteed find from a questline astrogation marker.&lt;br /&gt;
&lt;br /&gt;
==== Ganymedian Pirates (Part 1) ====&lt;br /&gt;
The pirates are a fierce sight to many within the rings, and frequently attack civilian ships as well as the Vilcy. However, like everything else in the rings, they can be used to profit from in some way or another. In the case of derelict hunting, you can easily hunt them for their lifepods, or if you manage to incapacitate a ship without blowing the reactor, it then becomes legitimate salvage to be taken home to Enceladus Prime. You need a manipulator arm to salvage a derelict made of a pirate, as the ship likely won&#039;t be flyable anyway.&lt;br /&gt;
&lt;br /&gt;
If you have a bounty hunting license, you can bring the lifepod and/or derelict to the Big Bad Wolf to collect an extra bounty. Bounty from lifepods can be collected while they are anywhere attached to the ship (in the cargo bay, attached to a cradle arm, and/or attached to a manipulator arm). Derelicts will need a constant hold from a manipulator arm, which may be difficult with the nature of the BBW.&lt;br /&gt;
&lt;br /&gt;
Bounties from the BBW can range from 50k E$ to 150K E$, compared to the 25k E$ extra you get for lifepods only on Enceladus Prime. Being able to submit to BBW will require you to have access to it&#039;s location.&lt;br /&gt;
&lt;br /&gt;
Doing any of these activities, regardless of whether you were the aggressor or not, will lower the relations with the Ganymedians. It also requires combat to happen to succeed with, which requires at least appropriate equipment and willingness to fight.&lt;br /&gt;
&lt;br /&gt;
==== Civilian and Vilcy Ships ====&lt;br /&gt;
You are given free reign over what you can do in the rings, and this can include attacking civilian and Vilcy ships. You will not be able to get legitimate salvage off of any of these ships, regardless of how they were knocked out, as they hold residency on Enceladus Prime, and the ship will be returned to them. However, this is not true of lifepods, being safety devices in an emergency. The 50k E$ reward is given to any lifepod regardless of source. &lt;br /&gt;
&lt;br /&gt;
Depending on which faction you attack, your relation will loosen with either, and fees will be incurred that, depending on faction, can be paid out to reps in the rings, or straight from the services menu at Enceladus Prime. Any miner using the EIME is also only going to incur fees, and as satated earlier, the reactor is hardy against meltdown, and worst case for them only shuts down the ship.&lt;br /&gt;
&lt;br /&gt;
==== Ganymedian Pirates (Part 2) ====&lt;br /&gt;
The pirates have a knack for being profitable regardless of the side you take in their faction war. If you are particularly popular with the ganymedians, they can offer you certain drop points in return for a hefty sum. Any pirate will be able to make offers, and unlike their base (the Ganymedian Anarchy Station), they can offer both THICC and derelict drop points, instead of only the THICCs that the station provides.&lt;br /&gt;
&lt;br /&gt;
While not technically being derelicts, rogue THICCs at least deserve a mention. They are cargo containers filled and left alone by the pirates, as they are unable to return to EP. Upon spotting you, they will boot up and attempt to flee at speeds up to 100 m/s. They can spawn randomly, or be purchased from pirates for 100k E$, and contain a random mixture of all 6 minerals.&lt;br /&gt;
&lt;br /&gt;
Back to the main point, the pirates&#039; offer for derelicts are a more reliable way to collect salvage, albeit they aren&#039;t always as kitted as generously as a derelict found at random. They will be offered at 200k E$ regardless of hull, and will offer either a K37, Cothon-212, or Eagle Prospector. Despite being sourced from civilian miners, these derelicts are guaranteed to be legitimate salvage. &lt;br /&gt;
&lt;br /&gt;
All drop points bought from Ganymedians will appear in the geologist menu.&lt;br /&gt;
&lt;br /&gt;
== Repairing and Reequipping Derelicts ==&lt;br /&gt;
Most derelicts that you will find will end up being damaged and unable to fly safely. Regardless of whether you seek to use the derelict, or to sell for profit, it is almost required to properly repair the derelict. &lt;br /&gt;
&lt;br /&gt;
==== Repair Optimisations ====&lt;br /&gt;
Repairs work on a system where every repair made halves the damage to each damage type. This leads to an exponential decline in cost efficiency to repair. For cost efficiency, It&#039;s generally a good idea to repair until the total durability is in the range of 80-90% total, which is just before the cost efficiency to the equipment value really drops off. If you are moving on to outfitting the ship for flying, this is good enough for use, however if you are looking to sell, there is another thing you can do to get a little extra cash out of the ship.&lt;br /&gt;
&lt;br /&gt;
==== Stripping Parts ====&lt;br /&gt;
Once you have made the appropriate repairs, you should strip down the parts to the cheapest equipment for everything. This can net you easily an extra 20-30 thousand if it&#039;s fitted with decent equipment compared to selling straight, but does take a little extra time to setup.&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Ganymedean_Anarchy&amp;diff=37514</id>
		<title>Ganymedean Anarchy</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Ganymedean_Anarchy&amp;diff=37514"/>
		<updated>2024-07-10T13:59:15Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: rewrite which separates different gameplay traits of the GA and broadens information on most gameplay interactions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Based in the rings, the Ganymedeans For Anarchy(G4A) are comprised of displaced native Ganymedeans, their ringborn children, and anti-establishment individuals who consider themselves Ganymedean. Unable to return to society and hunted by the Vilcy, they resort to piracy to survive. G4A regards miners as prey, ambushing and extorting them wherever possible, and attacks Vilcy bounty hunters on sight. &lt;br /&gt;
&lt;br /&gt;
== Reputation ==&lt;br /&gt;
Crewmembers with ties to G4A can establish a temporary neutrality between G4A and their captain, allowing for the possibility of trade when they would otherwise be hostile. &lt;br /&gt;
&lt;br /&gt;
Trading with G4A will gradually improve standing, and assisting them in battles will greatly improve standing. &lt;br /&gt;
&lt;br /&gt;
Anarchists which fear you, likely as a result of a history of unprovoked attacks, can be extorted and will be unwilling to engage in combat. &lt;br /&gt;
&lt;br /&gt;
== Bounties ==&lt;br /&gt;
After meeting with the Big Bad Wolf, G4A lifepods and ships can be brought to it for a reward between E$50,000-100,000, in addition to the lifepod recovery fee received at Enceladus Prime. &lt;br /&gt;
&lt;br /&gt;
== Station ==&lt;br /&gt;
Crewmembers with ties to G4A can provide you with the astrogation coordinates to their station. Here, you can:&lt;br /&gt;
&lt;br /&gt;
* Establish trades &lt;br /&gt;
* Purchase drinks for your crew, substantially raising their morale &lt;br /&gt;
* Access GANet, which allows members to communicate with one another. It also provides information on one&#039;s current standing with the faction. If one&#039;s standing is poor, attempting to access GANet will revoke their docking privileges. &lt;br /&gt;
&lt;br /&gt;
The station can also be encountered naturally by following a Big Lidar Contact astrogation point. &lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
There are multiple ways to trade with G4A: &lt;br /&gt;
&lt;br /&gt;
* The station will accept either Mass Driver Ammunition(E$7,500/1,000kg)or Nanodrone Components(E$15,000/1,000kg). &lt;br /&gt;
* Given sufficient standing, the station will sell you the location of a modified and loaded THI-CC for E$100,000. &lt;br /&gt;
* Given sufficient standing, anarchists found naturally in the rings will sell the coordinates of derelict ships for E$200,000. &lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Anarchists found naturally in the rings fly basic K37s and are armed with EMD-14 mass drivers. Their weaponry enables them to trade roughly 1-to-1 with Vilcy ships, though their flight behaviors are indistinguishable from other factions. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The station trades only one resource(Ammunition or Components) at a time. Their preference changes weekly.&lt;br /&gt;
* The modified THI-CC offered in trade will attempt to accelerate towards the edge of the rings upon identification on LIDAR. Although it lacks agility, it accelerates up to a velocity of 100m/s if given sufficient time, making interception dangerous for large or unwieldy craft. Its autopilot will disable when the player comes near, but will readily reactivate if the distance then increases. Upon docking in a cradle arm, the player gains ownership of the THI-CC, and can order it to return to Enceladus. It lacks a transponder, and carries a random assortment of minerals, so its total value can vary. &lt;br /&gt;
* Sold derelicts are not spaceworthy, and must be retrieved with an ARM. If not retrieved, they will be lost. &lt;br /&gt;
* Anarchist ships brought to Enceladus Prime through use of an ARM are considered your property, and are added to your fleet. &lt;br /&gt;
&lt;br /&gt;
[[Category:Codex]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Cradle&amp;diff=37426</id>
		<title>Cradle</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Cradle&amp;diff=37426"/>
		<updated>2024-07-09T08:18:29Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: adds caveat for mass imba counters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cradles are the ship-side connection for any small craft types of equipment. Currently, there are five different pieces of equipment that use cradles: [[Impact Absorber|Impact Absorbers]], [[B8 Claim Beacon|B8 Claim Beacons]], [[Cargo Container|THI Cargo Containers, THI Mono Cargo Containers]], and [[NT Mining Companion|NT Mining Companions]]. Each of these equipment pieces can be released from the ship by disabling the cradle&#039;s slot, either through the hotkey appropriate to the [[hardpoint]], or through the mechanic tab in [[OMS]](accessible by &#039;J&#039; by default), where the empty cradle can be re-enabled to recapture the craft, or to capture a different craft. &lt;br /&gt;
[[File:Cradle array of all cradled equopment.png|border|left|frame|A showcase of all the states for cradles using different equipment. States going left-to-right: equipment in cradle, cradle enabled, cradle disabled. Equipment contained from each state going top-to-bottom: Impact Absorber, Cargo Container (Mono Container looks identical), NT Mining Companion, B8 Claim Beacon]]&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;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Basic usage of the cradle is to hold, capture, and release small autonomous vehicles. As stated before, they are toggled via hotkey or OMS, and will attempt to grab the nearest small craft while enabled without anything connected to it. A secondary function that isn&#039;t initially stated with cradles is that any free cradle with power will also attempt to capture [[Lifepod|lifepods]].&lt;br /&gt;
&lt;br /&gt;
Specific craft will have different behaviour depending on the type whilst connected:&lt;br /&gt;
&lt;br /&gt;
* [[Processed Cargo|Processed cargo]] will be transferred between [[THICC|THICCs]] and the internal processed cargo hold depending on fill level and [[OMS|geologist settings]]&lt;br /&gt;
* B8 Claim Beacons, THICCs and NT Companions will have their [[remass]] tanks refueled to max tuned.&lt;br /&gt;
* [[Lifepod|Lifepods]] will interface with the ship&lt;br /&gt;
* A [[rogue THICC]] or [[rogue NT Companion]] will be reprogrammed to accept your commands, allowing you to release it and send it to Enceladus to your benefit&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Cradled equipment can get very heavy. The cradle&#039;s own mass of 500kg is negligible on it&#039;s own, but other equipment can easily swamp the ship&#039;s mass. THICCs alone are the biggest offender to this problem, as they can gain up to 90 tonnes above their dry mass. The dry and potential masses are displayed in this table (cradle weight not accounted for):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Equipment Name&lt;br /&gt;
!Dry Mass&lt;br /&gt;
!Wet Mass (minimum)&lt;br /&gt;
!Wet Mass (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
|External Impact Absorber&lt;br /&gt;
|8,000 kg&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|B8 Claim Beacon&lt;br /&gt;
|8,000 kg&lt;br /&gt;
|16,000 (non-tunable)&lt;br /&gt;
|16,000 (non-tunable)&lt;br /&gt;
|-&lt;br /&gt;
|THI Cargo Container&lt;br /&gt;
|8,000 kg&lt;br /&gt;
|9,000 kg up to 99,000 kg w/full mineral hold (15 tonnes/mineral) at 1,000 kg propellant reserve&lt;br /&gt;
|18,000 kg up to 108,000 kg w/full mineral hold (15 tonnes/mineral) at 10,000 kg propellant reserve&lt;br /&gt;
|-&lt;br /&gt;
|THI Mono Cargo Container&lt;br /&gt;
|8,000 kg&lt;br /&gt;
|9,000 kg up to 99,000 kg w/full mineral hold (90 tonnes single mineral) at 1,000 kg propellant reserve&lt;br /&gt;
|18,000 kg up to 108,000 kg w/full mineral hold (90 tonnes single mineral) at 10,000 kg propellant reserve&lt;br /&gt;
|-&lt;br /&gt;
|NT Mining Companion&lt;br /&gt;
|12,500 kg&lt;br /&gt;
|13,500 kg (not including captured ore)&lt;br /&gt;
|22,500 kg (not including captured ore)&lt;br /&gt;
|}&lt;br /&gt;
The masses of attached vehicles are not centred, so if a ship does not have anything equipped mirrored on the other side, there can be rotational sway depending on how much mass is contained. Disabling a hardpoint when certain equipments are no longer needed may be a good counter to this, and may also free up the cradle for other oddities. The effects of mass imbalance can also be reduced through use of certain autopilots or manual controls&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37397</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37397"/>
		<updated>2024-07-08T09:03:10Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: adds more equipment, adds damage resistances and damage vulnerabilities, adds Tetsuo to thruster damage section (lol?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain pieces of equipment can be damaged, decreasing its effectiveness and causing the piece to lose value. The effectiveness of a damaged module can be partially recovered through jury-rigging, trading one form of damage for another. Each equipment can take damage from three different sources. Equipment take different types of damage and have different penalties depending on their class. Within a given class, different pieces of equipment may offer greater resistances to certain types of damage. &lt;br /&gt;
&lt;br /&gt;
== Damage Sources ==&lt;br /&gt;
There are five types of damage: &lt;br /&gt;
&lt;br /&gt;
=== Kinetic ===&lt;br /&gt;
Caused by impacts. This can include high-mass ringroid impacts as well as high-velocity ones from mass drivers or pulsed lasers.&lt;br /&gt;
&lt;br /&gt;
=== Acceleration ===&lt;br /&gt;
Caused by sudden changes in velocity. This is typically caused by collisions, but can also accumulate from excessively powerful thrusters relative to ship mass.  &lt;br /&gt;
&lt;br /&gt;
=== Thermal ===&lt;br /&gt;
Caused by rapid heating. Typically from thrust exhaust, microwaves, and proximity supercritical materials.&lt;br /&gt;
&lt;br /&gt;
=== Wear ===&lt;br /&gt;
Accumulated by using the equipment. The rate of wear can be extensively tuned. Accumulates at a slow rate on many equipment.  &lt;br /&gt;
&lt;br /&gt;
=== Electromagnetic ===&lt;br /&gt;
Caused by EMPs and electrically charged objects. Rare to encounter.  &lt;br /&gt;
&lt;br /&gt;
== Vulnerable Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
Main thrusters, RCS, EINAT Kzinti Lesson Mk II, NANI, and Tetsuo HMX-2000I can suffer from the same types of damage: &lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by heavy impacts, causes thrusters to fire at an angle. Typically caused by ringroid impacts.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by usage, causes thrusters to fire erratically, reducing effective thrust. Different thruster designs provide substantial resistances or vulnerabilities to this damage type. &lt;br /&gt;
&lt;br /&gt;
-  Choke, caused by high-velocity impacts, reduces thrust output. &lt;br /&gt;
&lt;br /&gt;
The best way to jury-rig damaged thrusters depends on personal playstyle as well as one&#039;s autopilot selection. Advanced autopilots can account for bad thruster misalignment, while those relying on manual controls can find even minor misalignment extremely detrimental to handling. &lt;br /&gt;
&lt;br /&gt;
=== Hardpoint-Attached Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== Mass Drivers ====&lt;br /&gt;
Kinetic weapons can suffer from the following types of damage:&lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by impacts, causes the weapon to point off-center.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by general usage, reduces muzzle velocity of projectiles.&lt;br /&gt;
&lt;br /&gt;
- Warped Barrel, caused by rapid heating, reduces accuracy of fire. &lt;br /&gt;
&lt;br /&gt;
An optimal jury-rig largely depends on the presence of the NDCI Autopilot, which provides firing solutions. This reveals the misalignment and firing spread of the weapon, giving a captain the information they need to effectively jury rig their mass driver. &lt;br /&gt;
&lt;br /&gt;
Wear damage takes a very long time to accumulate.   &lt;br /&gt;
&lt;br /&gt;
==== Mining Lasers ====&lt;br /&gt;
Mining Lasers can suffer from the following types of damage: &lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by impacts, causes the weapon to point off-center.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by general usage, causes the weapon to output less heat. &lt;br /&gt;
&lt;br /&gt;
- Pump Failure, caused by electromagnetic damage, causes the weapon to fire erratically. &lt;br /&gt;
&lt;br /&gt;
A laser with total pump failure becomes effectively useless, making it a priority to address. &lt;br /&gt;
&lt;br /&gt;
Wear damage takes a very long time to accumulate. &lt;br /&gt;
&lt;br /&gt;
==== Microwave Emitters ====&lt;br /&gt;
Microwave emitters can suffer from the following types of damage:&lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by impacts, causes the weapon to point off-center.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by general usage, causes microwaves to fire erratically. &lt;br /&gt;
&lt;br /&gt;
- Warped Dish, caused by rapid heating, causes the beam to be spread over a wider area. &lt;br /&gt;
&lt;br /&gt;
Wear damage takes a very long time to accumulate. &lt;br /&gt;
&lt;br /&gt;
==== Particle Accelerators ====&lt;br /&gt;
SPC Gungnir currently lacks a damage model and accumulates no damage. &lt;br /&gt;
&lt;br /&gt;
==== AR-1500 Manipulator ====&lt;br /&gt;
ARM can suffer from the following types of damage: &lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by impacts to the arm, causes manipulator to miss open excavators. &lt;br /&gt;
&lt;br /&gt;
- Wear, caused by general usage, causes manipulator actuators to act choppy. &lt;br /&gt;
&lt;br /&gt;
- Overheat, caused by thermal damage to the arm, reduces manipulator strength. &lt;br /&gt;
&lt;br /&gt;
Misalignment of the arm can be very detrimental if not dealt with. &lt;br /&gt;
&lt;br /&gt;
=== Computers ===&lt;br /&gt;
Computers can suffer from the following types of damage: &lt;br /&gt;
&lt;br /&gt;
- Faulty Connection, caused by impacts, cause sensors to briefly provide empty readouts.&lt;br /&gt;
&lt;br /&gt;
- Short Circuit, caused by electromagnetic damage, cause sensors to provide false information.&lt;br /&gt;
&lt;br /&gt;
- Overheat, caused by heat near cabin, slows down the computer. &lt;br /&gt;
&lt;br /&gt;
Computer damage means that astrogation plot progress may not visually update while the astrogation system is functioning nominally. Maintaining desired velocity without tripping proximity alerts will allow astrogation jumps to be performed normally. &lt;br /&gt;
&lt;br /&gt;
Rebooting the computer may reduce the effects of damage. &lt;br /&gt;
&lt;br /&gt;
=== Reactors ===&lt;br /&gt;
Reactors can suffer from the following types of damage: &lt;br /&gt;
&lt;br /&gt;
- Jammed rods, caused by sudden changes in velocity, cause larger temperature fluctuations, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
- Reactor leaks, caused by impacts, cause constant propellant loss as well as reduces the temperature the reactor can reach before going critical. &lt;br /&gt;
&lt;br /&gt;
- Turbine Galling, caused by overheating, forces the reactor to run hotter for the same power generation, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
Reactor Leaks are typically the most dangerous damage type, as the constant propellant loss effectively places a time limit on your dive. &lt;br /&gt;
&lt;br /&gt;
More powerful reactors are more prone to overheating.  &lt;br /&gt;
&lt;br /&gt;
== Damage Resistances ==&lt;br /&gt;
Certain types of damage can be mitigated. &lt;br /&gt;
&lt;br /&gt;
- Acceleration and some types of Kinetic damage can be reduced through use of External Impact Absorbers. &lt;br /&gt;
&lt;br /&gt;
- Wear accumulation can be reduced by lowering equipment power in Tuning. &lt;br /&gt;
&lt;br /&gt;
- Electromagnetic damage can be significantly reduced in ships with EMP shielding or by turning off the vulnerable equipment prior to taking electromagnetic damage. &lt;br /&gt;
&lt;br /&gt;
Certain designs of equipment provide damage resistances. For example, low-thrust or inefficient thrusters are typically more resistant to damage.&lt;br /&gt;
&lt;br /&gt;
== Damage Vulnerabilities ==&lt;br /&gt;
Certain designs of equipment are more vulnerable to damage. For example, highly efficient and/or powerful thrusters typically accumulate wear at an accelerated rate and are more fragile.&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37390</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37390"/>
		<updated>2024-07-08T04:41:34Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: additional caveats similar to notes for special cases, resistances, and vulnerabilities under each category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain pieces of equipment can be damaged, decreasing its effectiveness and causing the piece to lose value. The effectiveness of a damaged module can be partially recovered through jury-rigging, trading one form of damage for another. &lt;br /&gt;
&lt;br /&gt;
Each equipment can take damage from three different sources. There are five types of damage:&lt;br /&gt;
&lt;br /&gt;
- Kinetic, caused by high-speed impacts. This can include heavy ringroid impacts as well as high-velocity ones from mass drivers or pulsed lasers.&lt;br /&gt;
&lt;br /&gt;
- Acceleration, caused by sudden changes in velocity. This is typically caused by collisions, but can also occur from excessively powerful thrusters relative to ship mass. &lt;br /&gt;
&lt;br /&gt;
- Thermal, caused by rapid heating. Typically caused by thrust exhaust, microwaves, and supercritical materials.&lt;br /&gt;
&lt;br /&gt;
- Wear, accumulated by using the equipment. The rate of wear can be extensively tuned. &lt;br /&gt;
&lt;br /&gt;
- Electromagnetic, caused by EMPs and electrically charged objects. &lt;br /&gt;
&lt;br /&gt;
Equipment take different types of damage and have different penalties depending on their class. Within a given class, different pieces of equipment may offer greater resistances to certain types of damage. &lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
Main thrusters, RCS, EI Kzinti Lesson, and the NANI can suffer from the same types of damage: &lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by heavy impacts, causes thrusters to fire at an angle. Typically caused by ringroid impacts.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by usage, causes thrusters to fire erratically, reducing effective thrust. Different thruster designs provide substantial resistances or vulnerabilities to this damage type. &lt;br /&gt;
&lt;br /&gt;
-  Choke, caused by high-velocity impacts, reduces thrust output. &lt;br /&gt;
&lt;br /&gt;
Low-thrust or inefficient thrusters are typically more resistant to damage and are less costly to repair. &lt;br /&gt;
&lt;br /&gt;
The best way to jury-rig damaged thrusters depends on personal playstyle as well as one&#039;s autopilot selection. Advanced autopilots can account for bad thruster misalignment, while those relying on manual controls can find even minor misalignment extremely detrimental to handling. &lt;br /&gt;
&lt;br /&gt;
== Reactors ==&lt;br /&gt;
Reactors can suffer from the following types of damage: &lt;br /&gt;
&lt;br /&gt;
- Jammed rods, caused by sudden changes in velocity, cause larger temperature fluctuations, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
- Reactor leaks, caused by impacts, cause constant propellant loss as well as reduces the temperature the reactor can reach before going critical. &lt;br /&gt;
&lt;br /&gt;
- Turbine Galling, caused by rapid heating, forces the reactor to run hotter for the same power generation, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
Reactor Leaks are typically the most dangerous damage type, as the propellant loss effectively places a time limit on your dive. &lt;br /&gt;
&lt;br /&gt;
More powerful reactors are more prone to overheating.  &lt;br /&gt;
&lt;br /&gt;
== Mass Drivers ==&lt;br /&gt;
Kinetic weapons can suffer from the following types of damage:&lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by impacts, causes the weapon to point off-center.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by general usage, reduces muzzle velocity of projectiles.&lt;br /&gt;
&lt;br /&gt;
- Warped Barrel, caused by rapid heating, reduces accuracy of fire &lt;br /&gt;
&lt;br /&gt;
An optimal jury-rig largely depends on the presence of the NDCI Autopilot, which provides firing solutions. This reveals the misalignment and firing spread of the weapon, giving a captain the information they need to effectively jury rig their mass driver. &lt;br /&gt;
&lt;br /&gt;
A badly damaged Railgun can be inaccurate enough to strike the side of the ship on certain hardpoint placements.  &lt;br /&gt;
&lt;br /&gt;
== Mining Lasers ==&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37384</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37384"/>
		<updated>2024-07-08T00:56:57Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: including the plasmathrowers in thrusters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain pieces of equipment can be damaged, decreasing its effectiveness and causing the piece to lose value. The effectiveness of a damaged module can be partially recovered through jury-rigging, trading one form of damage for another. &lt;br /&gt;
&lt;br /&gt;
Each equipment can take damage from three different sources. There are five types of damage:&lt;br /&gt;
&lt;br /&gt;
- Kinetic, caused by high-speed impacts. This can include heavy ringroid impacts as well as high-velocity ones from mass drivers or pulsed lasers.&lt;br /&gt;
&lt;br /&gt;
- Acceleration, caused by sudden changes in velocity. This is typically caused by collisions, but can also occur from excessively powerful thrusters relative to ship mass. &lt;br /&gt;
&lt;br /&gt;
- Thermal, caused by rapid heating. Typically caused by thrust exhaust, microwaves, and supercritical materials.&lt;br /&gt;
&lt;br /&gt;
- Wear, accumulated by using the equipment. The rate of wear can be extensively tuned. &lt;br /&gt;
&lt;br /&gt;
- Electromagnetic, caused by EMPs and electrically charged objects. &lt;br /&gt;
&lt;br /&gt;
Equipment take different types of damage and have different penalties depending on their class. Within a given class, different pieces of equipment may offer greater resistances to certain types of damage. &lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
Main thrusters, RCS, EI Kzinti Lesson, and the NANI can suffer from the same types of damage: &lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by heavy impacts, causes thrusters to fire at an angle. Typically caused by ringroid impacts.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by usage, causes thrusters to fire erratically, reducing effective thrust. Different thruster designs provide substantial resistances or vulnerabilities to this damage type. &lt;br /&gt;
&lt;br /&gt;
-  Choke, caused by high-velocity impacts, reduces thrust output. &lt;br /&gt;
&lt;br /&gt;
The best way to jury-rig damaged thrusters depends on personal playstyle as well as one&#039;s autopilot selection. Advanced autopilots can account for bad thruster misalignment, while those relying on manual controls can find even minor misalignment extremely detrimental to handling. &lt;br /&gt;
&lt;br /&gt;
== Reactors ==&lt;br /&gt;
Reactors can suffer from the following types of damage: &lt;br /&gt;
&lt;br /&gt;
- Jammed rods, caused by sudden changes in acceleration, cause larger temperature fluctuations, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
- Reactor leaks, caused by impacts, cause constant propellant loss as well as reduces the temperature the reactor can reach before going critical. &lt;br /&gt;
&lt;br /&gt;
- Turbine Galling, caused by rapid heating, forces the reactor to run hotter for the same power generation, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
Reactor Leaks are typically the most dangerous damage type, as the propellant loss effectively places a time limit on your dive. &lt;br /&gt;
&lt;br /&gt;
== Mass Drivers ==&lt;br /&gt;
Kinetic weapons can suffer from the following types of damage:&lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by impacts, causes the weapon to point off-center.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by general usage, reduces muzzle velocity of projectiles.&lt;br /&gt;
&lt;br /&gt;
- Warped Barrel, caused by rapid heating, reduces accuracy of fire &lt;br /&gt;
&lt;br /&gt;
An optimal jury-rig largely depends on the presence of the NDCI Autopilot, which provides firing solutions. This reveals the misalignment and firing spread of the weapon, giving a captain the information they need to effectively jury rig their mass driver. &lt;br /&gt;
&lt;br /&gt;
== Mining Lasers ==&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37383</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Damage&amp;diff=37383"/>
		<updated>2024-07-08T00:34:19Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: overview of damage types and sources as well as class-specific overviews of damage and tuning recommendations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain pieces of equipment can be damaged, decreasing its effectiveness and causing the piece to lose value. The effectiveness of a damaged module can be partially recovered through jury-rigging, trading one form of damage for another. &lt;br /&gt;
&lt;br /&gt;
Each equipment can take damage from three different sources. There are five types of damage:&lt;br /&gt;
&lt;br /&gt;
- Kinetic, caused by high-speed impacts. This can include heavy ringroid impacts as well as high-velocity ones from mass drivers or pulsed lasers.&lt;br /&gt;
&lt;br /&gt;
- Acceleration, caused by sudden changes in velocity. This is typically caused by collisions, but can also occur from excessively powerful thrusters relative to ship mass. &lt;br /&gt;
&lt;br /&gt;
- Thermal, caused by rapid heating. Typically caused by thrust exhaust, microwaves, and supercritical materials.&lt;br /&gt;
&lt;br /&gt;
- Wear, accumulated by using the equipment. The rate of wear can be extensively tuned. &lt;br /&gt;
&lt;br /&gt;
- Electromagnetic, caused by EMPs and electrically charged objects. &lt;br /&gt;
&lt;br /&gt;
Equipment take different types of damage and have different penalties depending on their class. Within a given class, different pieces of equipment may offer greater resistances to certain types of damage. &lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
Both main thrusters and RCS can suffer from the same types of damage: &lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by heavy impacts, causes thrusters to fire at an angle. Typically caused by ringroid impacts.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by usage, causes thrusters to fire erratically, reducing effective thrust. Different thruster designs provide substantial resistances or vulnerabilities to this damage type. &lt;br /&gt;
&lt;br /&gt;
-  Choke, caused by high-velocity impacts, reduces thrust output. &lt;br /&gt;
&lt;br /&gt;
The best way to jury-rig damaged thrusters depends on personal playstyle as well as one&#039;s autopilot selection. Advanced autopilots can account for bad thruster misalignment, while those relying on manual controls can find even minor misalignment extremely detrimental to handling. &lt;br /&gt;
&lt;br /&gt;
== Reactors ==&lt;br /&gt;
Reactors can suffer from the following types of damage: &lt;br /&gt;
&lt;br /&gt;
- Jammed rods, caused by sudden changes in acceleration, cause larger temperature fluctuations, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
- Reactor leaks, caused by impacts, cause constant propellant loss as well as reduces the temperature the reactor can reach before going critical. &lt;br /&gt;
&lt;br /&gt;
- Turbine Galling, caused by rapid heating, forces the reactor to run hotter for the same power generation, which can contribute to meltdown. &lt;br /&gt;
&lt;br /&gt;
Reactor Leaks are typically the most dangerous damage type, as the propellant loss effectively places a time limit on your dive. &lt;br /&gt;
&lt;br /&gt;
== Mass Drivers ==&lt;br /&gt;
Kinetic weapons can suffer from the following types of damage:&lt;br /&gt;
&lt;br /&gt;
- Misalignment, caused by impacts, causes the weapon to point off-center.&lt;br /&gt;
&lt;br /&gt;
- Wear, caused by general usage, reduces muzzle velocity of projectiles.&lt;br /&gt;
&lt;br /&gt;
- Warped Barrel, caused by rapid heating, reduces accuracy of fire &lt;br /&gt;
&lt;br /&gt;
An optimal jury-rig largely depends on the presence of the NDCI Autopilot, which provides firing solutions. This reveals the misalignment and firing spread of the weapon, giving a captain the information they need to effectively jury rig their mass driver. &lt;br /&gt;
&lt;br /&gt;
== Mining Lasers ==&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Kinetic_Ammunition&amp;diff=37365</id>
		<title>Kinetic Ammunition</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Kinetic_Ammunition&amp;diff=37365"/>
		<updated>2024-07-07T12:29:52Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: added a caveat regarding G4A trading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to fire [[Mass Driver|Mass Drivers]], kinetic ammunition must be carried on the ship. When launching for a dive, ammunition can be bought in batches of 1000kg for an average cost of 250 E$, though this price will fluctuate with the market. &lt;br /&gt;
&lt;br /&gt;
To store ammunition, a projectile magazine must be installed on the ship. Each magazine has two stats a captain needs to consider: Storage and Delivery. &#039;&#039;&#039;Storage&#039;&#039;&#039; refers to how many kilograms of ammunition a ship is able to carry. &#039;&#039;&#039;Delivery&#039;&#039;&#039; is how many kilograms per second the storage system can supply to weapons; if the combined ammunition usage of all mass drivers on the ship exceeds this, their rate of fire will be limited to the delivery speed.&lt;br /&gt;
&lt;br /&gt;
If no mass driver is installed, sealing the magazine is recommended due to the redundant weight of bringing ammo that cannot be used, unless the ammo is intended for trade. &lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Price (E$)&lt;br /&gt;
!Storage (kg)&lt;br /&gt;
!Delivery (kg/s)&lt;br /&gt;
|-&lt;br /&gt;
|Projectile magazine&lt;br /&gt;
|5,000&lt;br /&gt;
|1,000&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Dual projectile magazine&lt;br /&gt;
|10,000&lt;br /&gt;
|2,000&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Heavy projectile magazine&lt;br /&gt;
|25,000&lt;br /&gt;
|5,000&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Military projectile magazine&lt;br /&gt;
|50,000&lt;br /&gt;
|10,000&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Frigate-class projectile magazine&lt;br /&gt;
|100,000&lt;br /&gt;
|20,000&lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer-class projectile magazine&lt;br /&gt;
|250,000&lt;br /&gt;
|50,000&lt;br /&gt;
|500&lt;br /&gt;
|}&lt;br /&gt;
Note that Frigate &amp;amp; Destroyer-class magazines can only be installed on large ships, such as the [[K225|Antonoff-Titan K225]] and [[OCP-209]].&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=AR-1500_Manipulator&amp;diff=37364</id>
		<title>AR-1500 Manipulator</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=AR-1500_Manipulator&amp;diff=37364"/>
		<updated>2024-07-07T12:17:37Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: added images using K37&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Screenshot 2024-07-07 at 8.12.42 PM.png|thumb]]&lt;br /&gt;
[[File:Screenshot 2024-07-07 at 8.14.41 PM.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The Actuated Recovery Manipulator is Triskelion-Armstrong&#039;s contribution to the salvage industry. Using relatively inexpensive technologies and being available for any vessel with a high-stress mounting, it became a mainstay of some of the more underfunded salvage, recovery, and search-and-rescue operations across the system.&lt;br /&gt;
&lt;br /&gt;
Some pilots have used this system to enter the industry as independents, though it&#039;s important to note that only legitimately salvaged derelicts transfer to the salvager. Authorities may pay a finder&#039;s fee or a bounty for ships with a prior owner, provided the salvager is clear of any standing warrants or bounties. In addition, the recent expiration of the patent on SAN-BUS protocols have revealed a capacity for the ARM to handle ore, providing pilots with a more affordable alternative to drones.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User Manual ==&lt;br /&gt;
&lt;br /&gt;
* Automatically catches ships, small asteroids, and ore.&lt;br /&gt;
* Derelict or disabled pirate ships can be claimed upon return to the station.&lt;br /&gt;
* Will attempt to move caught items into the cargo bay when you open the excavator.&lt;br /&gt;
* Disable the hardpoint to release item held.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Arm Strength&lt;br /&gt;
!1500 kN&lt;br /&gt;
|-&lt;br /&gt;
|Reach&lt;br /&gt;
|40 m&lt;br /&gt;
|-&lt;br /&gt;
|Power Draw (peak)&lt;br /&gt;
|180 MW&lt;br /&gt;
|-&lt;br /&gt;
|Mounting Location&lt;br /&gt;
|High-stress only&lt;br /&gt;
|-&lt;br /&gt;
|Mass&lt;br /&gt;
|8000 kg&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer&lt;br /&gt;
|Triskelion-Armstrong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
- Held items have a considerable effect upon the ship&#039;s center of mass, making manuevers clumsier&lt;br /&gt;
&lt;br /&gt;
- The ARM has a limited grip strength, and can lose control of excessively fast or heavy objects. &lt;br /&gt;
&lt;br /&gt;
- Misalignment of the ARM will cause it to miss an open excavator. &lt;br /&gt;
&lt;br /&gt;
- ARM can be given filters in the Geologist tab.&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:Screenshot_2024-07-07_at_8.14.41_PM.png&amp;diff=37363</id>
		<title>File:Screenshot 2024-07-07 at 8.14.41 PM.png</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:Screenshot_2024-07-07_at_8.14.41_PM.png&amp;diff=37363"/>
		<updated>2024-07-07T12:15:11Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stock K37 with nothing but an unpowered ARM&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=File:Screenshot_2024-07-07_at_8.12.42_PM.png&amp;diff=37362</id>
		<title>File:Screenshot 2024-07-07 at 8.12.42 PM.png</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=File:Screenshot_2024-07-07_at_8.12.42_PM.png&amp;diff=37362"/>
		<updated>2024-07-07T12:13:32Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stock K37 with nothing but a deployed ARM&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=AR-1500_Manipulator&amp;diff=37361</id>
		<title>AR-1500 Manipulator</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=AR-1500_Manipulator&amp;diff=37361"/>
		<updated>2024-07-07T12:04:41Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: added notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The Actuated Recovery Manipulator is Triskelion-Armstrong&#039;s contribution to the salvage industry. Using relatively inexpensive technologies and being available for any vessel with a high-stress mounting, it became a mainstay of some of the more underfunded salvage, recovery, and search-and-rescue operations across the system.&lt;br /&gt;
&lt;br /&gt;
Some pilots have used this system to enter the industry as independents, though it&#039;s important to note that only legitimately salvaged derelicts transfer to the salvager. Authorities may pay a finder&#039;s fee or a bounty for ships with a prior owner, provided the salvager is clear of any standing warrants or bounties. In addition, the recent expiration of the patent on SAN-BUS protocols have revealed a capacity for the ARM to handle ore, providing pilots with a more affordable alternative to drones.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User Manual ==&lt;br /&gt;
&lt;br /&gt;
* Automatically catches ships, small asteroids, and ore.&lt;br /&gt;
* Derelict or disabled pirate ships can be claimed upon return to the station.&lt;br /&gt;
* Will attempt to move caught items into the cargo bay when you open the excavator.&lt;br /&gt;
* Disable the hardpoint to release item held.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Arm Strength&lt;br /&gt;
!1500 kN&lt;br /&gt;
|-&lt;br /&gt;
|Reach&lt;br /&gt;
|40 m&lt;br /&gt;
|-&lt;br /&gt;
|Power Draw (peak)&lt;br /&gt;
|180 MW&lt;br /&gt;
|-&lt;br /&gt;
|Mounting Location&lt;br /&gt;
|High-stress only&lt;br /&gt;
|-&lt;br /&gt;
|Mass&lt;br /&gt;
|8000 kg&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer&lt;br /&gt;
|Triskelion-Armstrong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
- Held items have a considerable effect upon the ship&#039;s center of mass, making manuevers clumsier&lt;br /&gt;
&lt;br /&gt;
- The ARM has a limited grip strength, and can lose control of excessively fast or heavy objects. &lt;br /&gt;
&lt;br /&gt;
- Misalignment of the ARM will cause it to miss an open excavator. &lt;br /&gt;
&lt;br /&gt;
- ARM can be given filters in the Geologist tab.&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37360</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37360"/>
		<updated>2024-07-07T11:32:20Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: removed a defunct column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design, mass-drivers can be used as weapons, mining tools, or delivery systems. &lt;br /&gt;
&lt;br /&gt;
=== EMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk14 Electromagnetic Mass Driver fires 10 kg projectiles of iron-vanadium alloy at 4500m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration.”&amp;lt;/blockquote&amp;gt;A cheap, simple, and reliable mining tool, the EMD-14 is the most common mass driver in the rings. It’s effective at cracking ringroids of all sizes, and its precise and powerful shots are highly effective when used offensively. However, its low rate of fire is suboptimal for the hectic combat in the rings, and its high energy output is prone to breaking rocks apart at high velocities. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MPI Railgun ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A railgun relies on direct contact of the projectile with guiding rails to form an electrical circuit, inducing the electromagnetic force which accelerates the projectile. While this simple design offers great velocities and impressive rates of fire, friction lowers the power efficiency and it wears faster than coilguns.”&amp;lt;/blockquote&amp;gt;A less accurate, powerful, and efficient design than other mass drivers, the Railgun more than makes up for its flaws with its high volume of fire, rendering it highly effective at breaking up fragmenting ringroids as well as saturating ships with kinetic fire. Its versatility is unmatched - accept no substitutes. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|5000&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AEMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“This semi-autonomous variant of the EMD-14 uses sensors to automatically adjust targeting within a narrow arc, to more accurately hit distant targets.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14, utilizing gimbals to target objects in a manner similar to the CL-200AP Pulse Mining Laser. A useful upgrade to the EMD-14 with minimal downsides, especially when without an autopilot which provides firing solutions. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|Gimbaled(36 deg/s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ERFMD-17 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk17 Electromagnetic Rapid Fire Mass Driver rapidly fires 10 kg projectiles of iron-vanadium alloy at 3000m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration. Reduced peak power allows rapid delivery of new projectiles.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14 which fires less powerfully, but at a higher rate of fire. Its ammunition consumption is thus considerably higher than typical mass drivers, but remains manageable with increased magazine sizes. Similarly to the Railgun, its high rate of fire makes it effective at quickly breaking large ringroids into ore, but more accurately and at a lower power cost.  &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tetsuo HMX-2000I ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Tetsuo Engineering HMX-2000I Mass Driver is an industrial iron delivery system with unmatched thoroughput. Leveraging proven magnetoplasmadynamic power generation technology from rocket thrusters and combining it with superconducting acceleration coils, it accelerates iron particles up to 2000 m/s, easily delivering over 500kg of material per second. A compatible industrial ammunition delivery system can supplement direct access to processed cargo storage. Unlike traditional mass drivers, the Tetsuo HMX-2000I is powered directly by converting the energy from plasma drawn from the ship’s reactor.”&amp;lt;/blockquote&amp;gt;The Tetsuo is impractical for mining as well as being overkill for most combat purposes. However, its preference for processed iron as ammunition makes it useful for removing low-value iron from the cargo of variable storage ships such as the OCP-209. Consumes less power than typical mass drivers, and projectiles deal mild thermal damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Effective Range(m)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity (m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[Tetsuo HMX-2000I]]&lt;br /&gt;
|160&lt;br /&gt;
|1000&lt;br /&gt;
|10&lt;br /&gt;
|2000&lt;br /&gt;
|50&lt;br /&gt;
|200&lt;br /&gt;
|17.0&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== NDPT-4205 Point Defense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A small semi-autonomous ship and station defence railgun capable of fracturing both incoming asteroids and hostile ships. The governing AI will pick targets, adjust aim, coordinate firing solutions across multiple systems and prime the rails. However, humans are still required to pull the trigger and fire, thus circumventing the Sofia Treaty on Sentient and Semi-sentient weaponry provisions.”&amp;lt;/blockquote&amp;gt;Unlocked by working with the Obonto Habitats, this railgun turret can target in an approximately 100 degree cone. Although it’s less powerful than its fixed counterpart, it remains useful as both a mining and combat implement, especially on unwieldy ships, and can be considered a longer range alternative to the PDMWG.&lt;br /&gt;
&lt;br /&gt;
Targeting criteria can be extensively tuned. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|Hidden unlock, point defense targeting (but requires manual firing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, Railgun deals twice the damage expected from its projectile mass and muzzle velocity,  &lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37359</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37359"/>
		<updated>2024-07-07T11:30:53Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: added single-shot stats to the Tetsuo, figures taken from its dedicated page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design, mass-drivers can be used as weapons, mining tools, or delivery systems. &lt;br /&gt;
&lt;br /&gt;
=== EMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk14 Electromagnetic Mass Driver fires 10 kg projectiles of iron-vanadium alloy at 4500m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration.”&amp;lt;/blockquote&amp;gt;A cheap, simple, and reliable mining tool, the EMD-14 is the most common mass driver in the rings. It’s effective at cracking ringroids of all sizes, and its precise and powerful shots are highly effective when used offensively. However, its low rate of fire is suboptimal for the hectic combat in the rings, and its high energy output is prone to breaking rocks apart at high velocities. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MPI Railgun ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A railgun relies on direct contact of the projectile with guiding rails to form an electrical circuit, inducing the electromagnetic force which accelerates the projectile. While this simple design offers great velocities and impressive rates of fire, friction lowers the power efficiency and it wears faster than coilguns.”&amp;lt;/blockquote&amp;gt;A less accurate, powerful, and efficient design than other mass drivers, the Railgun more than makes up for its flaws with its high volume of fire, rendering it highly effective at breaking up fragmenting ringroids as well as saturating ships with kinetic fire. Its versatility is unmatched - accept no substitutes. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|5000&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AEMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“This semi-autonomous variant of the EMD-14 uses sensors to automatically adjust targeting within a narrow arc, to more accurately hit distant targets.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14, utilizing gimbals to target objects in a manner similar to the CL-200AP Pulse Mining Laser. A useful upgrade to the EMD-14 with minimal downsides, especially when without an autopilot which provides firing solutions. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|Gimbaled(36 deg/s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ERFMD-17 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk17 Electromagnetic Rapid Fire Mass Driver rapidly fires 10 kg projectiles of iron-vanadium alloy at 3000m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration. Reduced peak power allows rapid delivery of new projectiles.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14 which fires less powerfully, but at a higher rate of fire. Its ammunition consumption is thus considerably higher than typical mass drivers, but remains manageable with increased magazine sizes. Similarly to the Railgun, its high rate of fire makes it effective at quickly breaking large ringroids into ore, but more accurately and at a lower power cost.  &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tetsuo HMX-2000I ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Tetsuo Engineering HMX-2000I Mass Driver is an industrial iron delivery system with unmatched thoroughput. Leveraging proven magnetoplasmadynamic power generation technology from rocket thrusters and combining it with superconducting acceleration coils, it accelerates iron particles up to 2000 m/s, easily delivering over 500kg of material per second. A compatible industrial ammunition delivery system can supplement direct access to processed cargo storage. Unlike traditional mass drivers, the Tetsuo HMX-2000I is powered directly by converting the energy from plasma drawn from the ship’s reactor.”&amp;lt;/blockquote&amp;gt;The Tetsuo is impractical for mining as well as being overkill for most combat purposes. However, its preference for processed iron as ammunition makes it useful for removing low-value iron from the cargo of variable storage ships such as the OCP-209. Consumes less power than typical mass drivers, and projectiles deal mild thermal damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Effective Range(m)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity (m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[Tetsuo HMX-2000I]]&lt;br /&gt;
|160&lt;br /&gt;
|1000&lt;br /&gt;
|10&lt;br /&gt;
|2000&lt;br /&gt;
|50&lt;br /&gt;
|200&lt;br /&gt;
|17.0&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== NDPT-4205 Point Defense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A small semi-autonomous ship and station defence railgun capable of fracturing both incoming asteroids and hostile ships. The governing AI will pick targets, adjust aim, coordinate firing solutions across multiple systems and prime the rails. However, humans are still required to pull the trigger and fire, thus circumventing the Sofia Treaty on Sentient and Semi-sentient weaponry provisions.”&amp;lt;/blockquote&amp;gt;Unlocked by working with the Obonto Habitats, this railgun turret can target in an approximately 100 degree cone. Although it’s less powerful than its fixed counterpart, it remains useful as both a mining and combat implement, especially on unwieldy ships, and can be considered a longer range alternative to the PDMWG.&lt;br /&gt;
&lt;br /&gt;
Targeting criteria can be extensively tuned. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Average Power Usage&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|Hidden unlock, point defense targeting (but requires manual firing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, Railgun deals twice the damage expected from its projectile mass and muzzle velocity,  &lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Tetsuo_HMX-2000I&amp;diff=37358</id>
		<title>Tetsuo HMX-2000I</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Tetsuo_HMX-2000I&amp;diff=37358"/>
		<updated>2024-07-07T11:28:05Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: removed an apostrophe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The Tetsuo HMX-2000I is a combination of thruster magnetoplasmagenerator technology combined with superconducting acceleration coils. Being able to deliver 500 kg of iron per second, lobbed at over 2000 m/s, this tool will pack a punch into whatever it is directed at. A neat feature of this mass driver is its ability to pull mass from both the driver ammunition magazine as well as the processed iron hold. It may be beneficial to fit to a ship with [[Processed Cargo|variable geometry]] to remove iron from them, being worth significantly less than other ores.&lt;br /&gt;
&lt;br /&gt;
== User Manual ==&lt;br /&gt;
&lt;br /&gt;
* Deals kinetic and mild thermal damage&lt;br /&gt;
* Draws iron directly from the processed cargo storage of your ship&lt;br /&gt;
* Can use standard kinetic ammunition if your iron storage is empty&lt;br /&gt;
* Draws most of its power directly from the ship reactor heat&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Power Consumption (peak)&lt;br /&gt;
!200 MW&lt;br /&gt;
|-&lt;br /&gt;
!Thermal Consumption (peak)&lt;br /&gt;
!17.0 GW&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Mass&lt;br /&gt;
|10 kg&lt;br /&gt;
|-&lt;br /&gt;
|Muzzle Velocity&lt;br /&gt;
|2000 m/s&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire&lt;br /&gt;
|10 pps&lt;br /&gt;
|-&lt;br /&gt;
|Mounting Location&lt;br /&gt;
|High-stress, low-stress, low-stress spinal&lt;br /&gt;
|-&lt;br /&gt;
|Mass&lt;br /&gt;
|5,500 kg&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer&lt;br /&gt;
|Tetsuo Engineering&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37357</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37357"/>
		<updated>2024-07-07T11:25:43Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: removed DPS columns, they&amp;#039;re misleading given the damage mechanisms that actually matter in this game; we don&amp;#039;t have health pools, components are critically damaged extremely quickly, and efficacy at ringroid shattering is up to far more variables than megajoule output alone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design, mass-drivers can be used as weapons, mining tools, or delivery systems. &lt;br /&gt;
&lt;br /&gt;
=== EMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk14 Electromagnetic Mass Driver fires 10 kg projectiles of iron-vanadium alloy at 4500m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration.”&amp;lt;/blockquote&amp;gt;A cheap, simple, and reliable mining tool, the EMD-14 is the most common mass driver in the rings. It’s effective at cracking ringroids of all sizes, and its precise and powerful shots are highly effective when used offensively. However, its low rate of fire is suboptimal for the hectic combat in the rings, and its high energy output is prone to breaking rocks apart at high velocities. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MPI Railgun ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A railgun relies on direct contact of the projectile with guiding rails to form an electrical circuit, inducing the electromagnetic force which accelerates the projectile. While this simple design offers great velocities and impressive rates of fire, friction lowers the power efficiency and it wears faster than coilguns.”&amp;lt;/blockquote&amp;gt;A less accurate, powerful, and efficient design than other mass drivers, the Railgun more than makes up for its flaws with its high volume of fire, rendering it highly effective at breaking up fragmenting ringroids as well as saturating ships with kinetic fire. Its versatility is unmatched - accept no substitutes. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|5000&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AEMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“This semi-autonomous variant of the EMD-14 uses sensors to automatically adjust targeting within a narrow arc, to more accurately hit distant targets.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14, utilizing gimbals to target objects in a manner similar to the CL-200AP Pulse Mining Laser. A useful upgrade to the EMD-14 with minimal downsides, especially when without an autopilot which provides firing solutions. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|Gimbaled(36 deg/s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ERFMD-17 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk17 Electromagnetic Rapid Fire Mass Driver rapidly fires 10 kg projectiles of iron-vanadium alloy at 3000m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration. Reduced peak power allows rapid delivery of new projectiles.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14 which fires less powerfully, but at a higher rate of fire. Its ammunition consumption is thus considerably higher than typical mass drivers, but remains manageable with increased magazine sizes. Similarly to the Railgun, its high rate of fire makes it effective at quickly breaking large ringroids into ore, but more accurately and at a lower power cost.  &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tetsuo HMX-2000I ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Tetsuo Engineering HMX-2000I Mass Driver is an industrial iron delivery system with unmatched thoroughput. Leveraging proven magnetoplasmadynamic power generation technology from rocket thrusters and combining it with superconducting acceleration coils, it accelerates iron particles up to 2000 m/s, easily delivering over 500kg of material per second. A compatible industrial ammunition delivery system can supplement direct access to processed cargo storage. Unlike traditional mass drivers, the Tetsuo HMX-2000I is powered directly by converting the energy from plasma drawn from the ship’s reactor.”&amp;lt;/blockquote&amp;gt;The Tetsuo is impractical for mining as well as being overkill for most combat purposes. However, its preference for processed iron as ammunition makes it useful for removing low-value iron from the cargo of variable storage ships such as the OCP-209. Consumes less power than typical mass drivers, and projectiles deal mild thermal damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Effective Range(m)&lt;br /&gt;
!Delivery Rate (kg/s)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!DPS (MJ)&lt;br /&gt;
|-&lt;br /&gt;
|[[Tetsuo HMX-2000I]]&lt;br /&gt;
|160&lt;br /&gt;
|1000&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|17.0&lt;br /&gt;
|Lots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== NDPT-4205 Point Defense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A small semi-autonomous ship and station defence railgun capable of fracturing both incoming asteroids and hostile ships. The governing AI will pick targets, adjust aim, coordinate firing solutions across multiple systems and prime the rails. However, humans are still required to pull the trigger and fire, thus circumventing the Sofia Treaty on Sentient and Semi-sentient weaponry provisions.”&amp;lt;/blockquote&amp;gt;Unlocked by working with the Obonto Habitats, this railgun turret can target in an approximately 100 degree cone. Although it’s less powerful than its fixed counterpart, it remains useful as both a mining and combat implement, especially on unwieldy ships, and can be considered a longer range alternative to the PDMWG.&lt;br /&gt;
&lt;br /&gt;
Targeting criteria can be extensively tuned. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Average Power Usage&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Kinetic Damage (MJ)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|Hidden unlock, point defense targeting (but requires manual firing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, Railgun deals twice the damage expected from its projectile mass and muzzle velocity,  &lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37309</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37309"/>
		<updated>2024-07-07T04:41:55Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: changed everything / separated the stats table into individual paragraphs, including E&amp;#039;s description quote, characteristics paragraph, and cannibalized and cut down the old table for stats. also added the Tetsuo and removed a now-unnecessary note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design, mass-drivers can be used as weapons, mining tools, or delivery systems. &lt;br /&gt;
&lt;br /&gt;
=== EMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk14 Electromagnetic Mass Driver fires 10 kg projectiles of iron-vanadium alloy at 4500m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration.”&amp;lt;/blockquote&amp;gt;A cheap, simple, and reliable mining tool, the EMD-14 is the most common mass driver in the rings. It’s effective at cracking ringroids of all sizes, and its precise and powerful shots are highly effective when used offensively. However, its low rate of fire is suboptimal for the hectic combat in the rings, and its high energy output is prone to breaking rocks apart at high velocities. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MPI Railgun ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A railgun relies on direct contact of the projectile with guiding rails to form an electrical circuit, inducing the electromagnetic force which accelerates the projectile. While this simple design offers great velocities and impressive rates of fire, friction lowers the power efficiency and it wears faster than coilguns.”&amp;lt;/blockquote&amp;gt;A less accurate, powerful, and efficient design than other mass drivers, the Railgun more than makes up for its flaws with its high volume of fire, rendering it highly effective at breaking up fragmenting ringroids as well as saturating ships with kinetic fire. Its versatility is unmatched - accept no substitutes. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|5000&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|1125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AEMD-14 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“This semi-autonomous variant of the EMD-14 uses sensors to automatically adjust targeting within a narrow arc, to more accurately hit distant targets.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14, utilizing gimbals to target objects in a manner similar to the CL-200AP Pulse Mining Laser. A useful upgrade to the EMD-14 with minimal downsides, especially when without an autopilot which provides firing solutions. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Gimbaled(36 deg/s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ERFMD-17 mass driver ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Mk17 Electromagnetic Rapid Fire Mass Driver rapidly fires 10 kg projectiles of iron-vanadium alloy at 3000m/s. Its slugs are shaped for ice fracturing, designed to impart shock without overpenetration. Reduced peak power allows rapid delivery of new projectiles.”&amp;lt;/blockquote&amp;gt;A modification to the EMD-14 which fires less powerfully, but at a higher rate of fire. Its ammunition consumption is thus considerably higher than typical mass drivers, but remains manageable with increased magazine sizes. Similarly to the Railgun, its high rate of fire makes it effective at quickly breaking large ringroids into ore, but more accurately and at a lower power cost.  &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tetsuo HMX-2000I ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The Tetsuo Engineering HMX-2000I Mass Driver is an industrial iron delivery system with unmatched thoroughput. Leveraging proven magnetoplasmadynamic power generation technology from rocket thrusters and combining it with superconducting acceleration coils, it accelerates iron particles up to 2000 m/s, easily delivering over 500kg of material per second. A compatible industrial ammunition delivery system can supplement direct access to processed cargo storage. Unlike traditional mass drivers, the Tetsuo HMX-2000I is powered directly by converting the energy from plasma drawn from the ship’s reactor.”&amp;lt;/blockquote&amp;gt;The Tetsuo is impractical for mining as well as being overkill for most combat purposes. However, its preference for processed iron as ammunition makes it useful for removing low-value iron from the cargo of variable storage ships such as the OCP-209. Consumes less power than typical mass drivers, and projectiles deal mild thermal damage. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Effective Range(m)&lt;br /&gt;
!Delivery Rate (kg/s)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
|-&lt;br /&gt;
|[[Tetsuo HMX-2000I]]&lt;br /&gt;
|160&lt;br /&gt;
|1000&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|17.0&lt;br /&gt;
|Lots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== NDPT-4205 Point Defense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“A small semi-autonomous ship and station defence railgun capable of fracturing both incoming asteroids and hostile ships. The governing AI will pick targets, adjust aim, coordinate firing solutions across multiple systems and prime the rails. However, humans are still required to pull the trigger and fire, thus circumventing the Sofia Treaty on Sentient and Semi-sentient weaponry provisions.”&amp;lt;/blockquote&amp;gt;Unlocked by working with the Obonto Habitats, this railgun turret can target in an approximately 100 degree cone. Although it’s less powerful than its fixed counterpart, it remains useful as both a mining and combat implement, especially on unwieldy ships, and can be considered a longer range alternative to the PDMWG.&lt;br /&gt;
&lt;br /&gt;
Targeting criteria can be extensively tuned. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Average Power Usage&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|140.625&lt;br /&gt;
|Hidden unlock, point defense targeting (but requires manual firing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, Railgun deals twice the damage expected from its projectile mass and muzzle velocity,  &lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=37306</id>
		<title>Reaction Control System</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=37306"/>
		<updated>2024-07-06T23:40:12Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: fixed formatting and added additional note regarding powerful RCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Reaction Control System(RCS) is a set of manuevering thrusters located along the Reaction  Wheel of the ship, allowing the ship to perform fine maneuvers. RCS consumes propellant, heat and electricity.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+RCS Table&lt;br /&gt;
!Name&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Repair Price(E$)&lt;br /&gt;
!Thrust(kN)&lt;br /&gt;
!Exhaust Velocity(km/s)&lt;br /&gt;
!Prop Consumption (kg/s)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Flavor&lt;br /&gt;
|-&lt;br /&gt;
|NDSTR&lt;br /&gt;
|1250&lt;br /&gt;
|200&lt;br /&gt;
|600&lt;br /&gt;
|7&lt;br /&gt;
|85.7&lt;br /&gt;
|1&lt;br /&gt;
|2.1&lt;br /&gt;
|20&lt;br /&gt;
|Pulsed Thrust&lt;br /&gt;
|-&lt;br /&gt;
|NDVTT&lt;br /&gt;
|2500&lt;br /&gt;
|400&lt;br /&gt;
|500&lt;br /&gt;
|7&lt;br /&gt;
|71.4&lt;br /&gt;
|1&lt;br /&gt;
|1.8&lt;br /&gt;
|30&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|RAK-K37&lt;br /&gt;
|3125&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|15&lt;br /&gt;
|13.3&lt;br /&gt;
|5&lt;br /&gt;
|1.5&lt;br /&gt;
|70&lt;br /&gt;
|Pulsed Thrust, Integrated 1GW Generator&lt;br /&gt;
|-&lt;br /&gt;
|MA150HO&lt;br /&gt;
|4375&lt;br /&gt;
|1500&lt;br /&gt;
|150&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|2.3&lt;br /&gt;
|80&lt;br /&gt;
|Variable Thrust, Integrated generators, renowned for reliability&lt;br /&gt;
|-&lt;br /&gt;
|RA-K44&lt;br /&gt;
|6250&lt;br /&gt;
|1000&lt;br /&gt;
|400&lt;br /&gt;
|15&lt;br /&gt;
|26.6&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|75&lt;br /&gt;
|Pulsed Thrust, Excessive Wear&lt;br /&gt;
|-&lt;br /&gt;
|EI Ion&lt;br /&gt;
|8000&lt;br /&gt;
|3000&lt;br /&gt;
|120&lt;br /&gt;
|50&lt;br /&gt;
|2.4&lt;br /&gt;
|40&lt;br /&gt;
|3.0&lt;br /&gt;
|90&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|ERS-NAGHET5020&lt;br /&gt;
|8500&lt;br /&gt;
|3200&lt;br /&gt;
|210&lt;br /&gt;
|27&lt;br /&gt;
|7.8&lt;br /&gt;
|50&lt;br /&gt;
|2.8&lt;br /&gt;
|130&lt;br /&gt;
|Variable Thrust, Gimballed(20d)&lt;br /&gt;
|-&lt;br /&gt;
|MA350HO&lt;br /&gt;
|10000&lt;br /&gt;
|3500&lt;br /&gt;
|350&lt;br /&gt;
|25&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|4.4&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Integrated generators, not as reliable&lt;br /&gt;
|-&lt;br /&gt;
|EI AGILE&lt;br /&gt;
|12000&lt;br /&gt;
|3000&amp;lt;sup&amp;gt;&#039;&#039;[verify?]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|120&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|60&lt;br /&gt;
|2.5&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Gimballed(35d)&lt;br /&gt;
|-&lt;br /&gt;
|RA-K69V&lt;br /&gt;
|18600&lt;br /&gt;
|1500&lt;br /&gt;
|400&lt;br /&gt;
|12&lt;br /&gt;
|33.3&lt;br /&gt;
|25&lt;br /&gt;
|3.6&lt;br /&gt;
|150&lt;br /&gt;
|Gimballed(25d), frequent maintenance, unlocked by talking to a racer.&lt;br /&gt;
|}&lt;br /&gt;
All thrusters take 4 hours to repair* and 1 hour to replace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;*The number of mechanics you have hired affects repair time. See [[:Category:Equipment]] for more details.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optimal thruster selection largely depends upon one&#039;s personal playstyle. Stock thrusters are often cheap and reliable, but won&#039;t be performant. Higher thrust equipment typically comes with monetary, electrical, and heat costs, as well as being less reliable and cheap to repair. On the other hand, more efficient or reliable thrusters often sacrifice total thrust output. &lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
- Gimballed thrusters have an increased range of motion that oftentimes allows them to provide increased effective thrust.&lt;br /&gt;
&lt;br /&gt;
- Tuning can help improve the performance of RCS, especially in unwieldy ships - see [[Tuning guide]].&lt;br /&gt;
&lt;br /&gt;
- Sufficiently powerful RCS can output more thrust than a relatively weak main drive&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=37305</id>
		<title>Reaction Control System</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=37305"/>
		<updated>2024-07-06T23:32:12Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: rewrites intro sentences for accuracy and flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Reaction Control System(RCS) is a set of manuevering thrusters located along the Reaction  Wheel of the ship, allowing the ship to perform fine maneuvers. RCS consumes propellant, heat and electricity.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+RCS Table&lt;br /&gt;
!Name&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Repair Price(E$)&lt;br /&gt;
!Thrust(kN)&lt;br /&gt;
!Exhaust Velocity(km/s)&lt;br /&gt;
!Prop Consumption (kg/s)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Flavor&lt;br /&gt;
|-&lt;br /&gt;
|NDSTR&lt;br /&gt;
|1250&lt;br /&gt;
|200&lt;br /&gt;
|600&lt;br /&gt;
|7&lt;br /&gt;
|85.7&lt;br /&gt;
|1&lt;br /&gt;
|2.1&lt;br /&gt;
|20&lt;br /&gt;
|Pulsed Thrust&lt;br /&gt;
|-&lt;br /&gt;
|NDVTT&lt;br /&gt;
|2500&lt;br /&gt;
|400&lt;br /&gt;
|500&lt;br /&gt;
|7&lt;br /&gt;
|71.4&lt;br /&gt;
|1&lt;br /&gt;
|1.8&lt;br /&gt;
|30&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|RAK-K37&lt;br /&gt;
|3125&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|15&lt;br /&gt;
|13.3&lt;br /&gt;
|5&lt;br /&gt;
|1.5&lt;br /&gt;
|70&lt;br /&gt;
|Pulsed Thrust, Integrated 1GW Generator&lt;br /&gt;
|-&lt;br /&gt;
|MA150HO&lt;br /&gt;
|4375&lt;br /&gt;
|1500&lt;br /&gt;
|150&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|2.3&lt;br /&gt;
|80&lt;br /&gt;
|Variable Thrust, Integrated generators, renowned for reliability&lt;br /&gt;
|-&lt;br /&gt;
|RA-K44&lt;br /&gt;
|6250&lt;br /&gt;
|1000&lt;br /&gt;
|400&lt;br /&gt;
|15&lt;br /&gt;
|26.6&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|75&lt;br /&gt;
|Pulsed Thrust, Excessive Wear&lt;br /&gt;
|-&lt;br /&gt;
|EI Ion&lt;br /&gt;
|8000&lt;br /&gt;
|3000&lt;br /&gt;
|120&lt;br /&gt;
|50&lt;br /&gt;
|2.4&lt;br /&gt;
|40&lt;br /&gt;
|3.0&lt;br /&gt;
|90&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|ERS-NAGHET5020&lt;br /&gt;
|8500&lt;br /&gt;
|3200&lt;br /&gt;
|210&lt;br /&gt;
|27&lt;br /&gt;
|7.8&lt;br /&gt;
|50&lt;br /&gt;
|2.8&lt;br /&gt;
|130&lt;br /&gt;
|Variable Thrust, Gimballed(20d)&lt;br /&gt;
|-&lt;br /&gt;
|MA350HO&lt;br /&gt;
|10000&lt;br /&gt;
|3500&lt;br /&gt;
|350&lt;br /&gt;
|25&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|4.4&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Integrated generators, not as reliable&lt;br /&gt;
|-&lt;br /&gt;
|EI AGILE&lt;br /&gt;
|12000&lt;br /&gt;
|3000&amp;lt;sup&amp;gt;&#039;&#039;[verify?]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|120&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|60&lt;br /&gt;
|2.5&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Gimballed(35d)&lt;br /&gt;
|-&lt;br /&gt;
|RA-K69V&lt;br /&gt;
|18600&lt;br /&gt;
|1500&lt;br /&gt;
|400&lt;br /&gt;
|12&lt;br /&gt;
|33.3&lt;br /&gt;
|25&lt;br /&gt;
|3.6&lt;br /&gt;
|150&lt;br /&gt;
|Gimballed(25d), frequent maintenance, unlocked by talking to a racer.&lt;br /&gt;
|}&lt;br /&gt;
All thrusters take 4 hours to repair* and 1 hour to replace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;*The number of mechanics you have hired affects repair time. See [[:Category:Equipment]] for more details.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optimal thruster selection largely depends upon one&#039;s personal playstyle. Stock thrusters are often cheap and reliable, but won&#039;t be performant. Higher thrust equipment typically comes with monetary, electrical, and heat costs, as well as being less reliable and cheap to repair. On the other hand, more efficient or reliable thrusters often sacrifice total thrust output. &lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
- Gimballed thrusters have an increased range of motion that oftentimes allows them to provide increased effective thrust.&lt;br /&gt;
- Tuning can help improve the performance of RCS, especially in unwieldy ships - see [[Tuning guide]].&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=37304</id>
		<title>Reaction Control System</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Reaction_Control_System&amp;diff=37304"/>
		<updated>2024-07-06T23:27:21Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: rewrites an opinionated paragraph to serve better as an characteristics guide, adds a notes section with traits for gimbaed thrusters and tuning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Reaction Control System(RCS) is a set of 8 thrusters, 2 pointing in each direction.  &lt;br /&gt;
&lt;br /&gt;
RCS allows your ship to perform fine maneuvers.  &lt;br /&gt;
&lt;br /&gt;
RCS consumes propellant, heat and electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+RCS Table&lt;br /&gt;
!Name&lt;br /&gt;
!Price(E$)&lt;br /&gt;
!Repair Price(E$)&lt;br /&gt;
!Thrust(kN)&lt;br /&gt;
!Exhaust Velocity(km/s)&lt;br /&gt;
!Prop Consumption (kg/s)&lt;br /&gt;
!Power Consumption (MW)&lt;br /&gt;
!Thermal Consumption (GW)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Flavor&lt;br /&gt;
|-&lt;br /&gt;
|NDSTR&lt;br /&gt;
|1250&lt;br /&gt;
|200&lt;br /&gt;
|600&lt;br /&gt;
|7&lt;br /&gt;
|85.7&lt;br /&gt;
|1&lt;br /&gt;
|2.1&lt;br /&gt;
|20&lt;br /&gt;
|Pulsed Thrust&lt;br /&gt;
|-&lt;br /&gt;
|NDVTT&lt;br /&gt;
|2500&lt;br /&gt;
|400&lt;br /&gt;
|500&lt;br /&gt;
|7&lt;br /&gt;
|71.4&lt;br /&gt;
|1&lt;br /&gt;
|1.8&lt;br /&gt;
|30&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|RAK-K37&lt;br /&gt;
|3125&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|15&lt;br /&gt;
|13.3&lt;br /&gt;
|5&lt;br /&gt;
|1.5&lt;br /&gt;
|70&lt;br /&gt;
|Pulsed Thrust, Integrated 1GW Generator&lt;br /&gt;
|-&lt;br /&gt;
|MA150HO&lt;br /&gt;
|4375&lt;br /&gt;
|1500&lt;br /&gt;
|150&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|2.3&lt;br /&gt;
|80&lt;br /&gt;
|Variable Thrust, Integrated generators, renowned for reliability&lt;br /&gt;
|-&lt;br /&gt;
|RA-K44&lt;br /&gt;
|6250&lt;br /&gt;
|1000&lt;br /&gt;
|400&lt;br /&gt;
|15&lt;br /&gt;
|26.6&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|75&lt;br /&gt;
|Pulsed Thrust, Excessive Wear&lt;br /&gt;
|-&lt;br /&gt;
|EI Ion&lt;br /&gt;
|8000&lt;br /&gt;
|3000&lt;br /&gt;
|120&lt;br /&gt;
|50&lt;br /&gt;
|2.4&lt;br /&gt;
|40&lt;br /&gt;
|3.0&lt;br /&gt;
|90&lt;br /&gt;
|Variable Thrust&lt;br /&gt;
|-&lt;br /&gt;
|ERS-NAGHET5020&lt;br /&gt;
|8500&lt;br /&gt;
|3200&lt;br /&gt;
|210&lt;br /&gt;
|27&lt;br /&gt;
|7.8&lt;br /&gt;
|50&lt;br /&gt;
|2.8&lt;br /&gt;
|130&lt;br /&gt;
|Variable Thrust, Gimballed(20d)&lt;br /&gt;
|-&lt;br /&gt;
|MA350HO&lt;br /&gt;
|10000&lt;br /&gt;
|3500&lt;br /&gt;
|350&lt;br /&gt;
|25&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|4.4&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Integrated generators, not as reliable&lt;br /&gt;
|-&lt;br /&gt;
|EI AGILE&lt;br /&gt;
|12000&lt;br /&gt;
|3000&amp;lt;sup&amp;gt;&#039;&#039;[verify?]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|120&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|60&lt;br /&gt;
|2.5&lt;br /&gt;
|120&lt;br /&gt;
|Variable Thrust, Gimballed(35d)&lt;br /&gt;
|-&lt;br /&gt;
|RA-K69V&lt;br /&gt;
|18600&lt;br /&gt;
|1500&lt;br /&gt;
|400&lt;br /&gt;
|12&lt;br /&gt;
|33.3&lt;br /&gt;
|25&lt;br /&gt;
|3.6&lt;br /&gt;
|150&lt;br /&gt;
|Gimballed(25d), frequent maintenance, unlocked by talking to a racer.&lt;br /&gt;
|}&lt;br /&gt;
All thrusters take 4 hours to repair* and 1 hour to replace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;*The number of mechanics you have hired affects repair time. See [[:Category:Equipment]] for more details.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optimal thruster selection largely depends upon one&#039;s personal playstyle. Stock thrusters are often cheap and reliable, but won&#039;t be performant. Higher thrust equipment typically comes with monetary, electrical, and heat costs, as well as being less reliable and cheap to repair. On the other hand, more efficient or reliable thrusters often sacrifice total thrust output. &lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
- Gimballed thrusters have an increased range of motion that oftentimes allows them to provide increased effective thrust.&lt;br /&gt;
- Tuning can help improve the performance of RCS, especially in unwieldy ships - see [[Tuning guide]].&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37294</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37294"/>
		<updated>2024-07-06T13:06:39Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: realized that ERFMD-17 isn&amp;#039;t the Tetsuo, and that i&amp;#039;ve never used it. where is the tetsuo placed?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design, mass-drivers can be used as weapons, mining tools, or delivery systems. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Mass Drivers&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Average Power Usage&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|5000&lt;br /&gt;
|10&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|1125&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|250&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|225&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Gimbaled(36 deg/s)&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|140.625&lt;br /&gt;
|Hidden unlock, point defense targeting (but requires manual firing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, Railgun deals twice the damage expected from their projectile mass and muzzle velocity.&lt;br /&gt;
* The Railgun is the most versatile mass driver, having good effectiveness in both mining and combat applications due to its high rate of fire and uncompromised damage. &lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37293</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37293"/>
		<updated>2024-07-06T12:54:44Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: moves an opinionated note about the Railgun to the Notes section. needs numbers on Tetsuo&amp;#039;s heat consumption and Railgun&amp;#039;s inaccuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design, mass-drivers can be used as weapons, mining tools, or delivery systems. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Mass driver table&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Peak Power Draw(MW)&lt;br /&gt;
!Ammo Consumption(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Average Power Usage&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|7500&lt;br /&gt;
|10&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|1125&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|250&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|225&lt;br /&gt;
|Consumes reactor heat&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Gimbal(36d)&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|140.625&lt;br /&gt;
|Hidden unlock, point defense targeting (but requires manual firing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, Railgun deals twice the damage expected from their projectile mass and muzzle velocity.&lt;br /&gt;
* The Railgun is the most versatile mass driver, having good effectiveness in both mining and combat applications due to its high rate of fire and uncompromised damage. &lt;br /&gt;
&lt;br /&gt;
===== Types of mass-drivers =====&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37292</id>
		<title>Mass Driver</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mass_Driver&amp;diff=37292"/>
		<updated>2024-07-06T12:47:48Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: grammatical change to introductory sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mass-driver is a device used to accelerate an object. Depending on design, mass-drivers can be used as weapons, mining tools, or delivery systems. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Mass driver table&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Price(k)&lt;br /&gt;
!Power(MW)&lt;br /&gt;
!Mass(kg)&lt;br /&gt;
!Velocity(m/s)&lt;br /&gt;
!RoF(pps)&lt;br /&gt;
!Average Power Usage&lt;br /&gt;
!Penetration&lt;br /&gt;
!Estimated Damage (MJ)&lt;br /&gt;
!DPS (MW)&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[EMD-14 Mass Driver|EMD-14]]&lt;br /&gt;
|10&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[MPI Railgun Mk I|MPI Railgun]]&lt;br /&gt;
|20&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|7500&lt;br /&gt;
|10&lt;br /&gt;
|800&lt;br /&gt;
|2&lt;br /&gt;
|112.5&lt;br /&gt;
|1125&lt;br /&gt;
|dakadakadaka&lt;br /&gt;
|-&lt;br /&gt;
|[[ERFMD-17 Mass Driver|ERFMD-17]]&lt;br /&gt;
|30&lt;br /&gt;
|500&lt;br /&gt;
|10&lt;br /&gt;
|3000&lt;br /&gt;
|5&lt;br /&gt;
|250&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|225&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[AEMD-14 Mass Driver|AEMD-14]]&lt;br /&gt;
|32&lt;br /&gt;
|750&lt;br /&gt;
|10&lt;br /&gt;
|4500&lt;br /&gt;
|2&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|101.25&lt;br /&gt;
|202.5&lt;br /&gt;
|Gimbal(36d)&lt;br /&gt;
|-&lt;br /&gt;
|[[NDPT-4205]]&lt;br /&gt;
|135&lt;br /&gt;
|400&lt;br /&gt;
|2&lt;br /&gt;
|3750&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|28.125&lt;br /&gt;
|140.625&lt;br /&gt;
|Hidden, autotargets (but no autofire)&lt;br /&gt;
|}&lt;br /&gt;
The railgun is the only good mass driver.  if you are breaking rocks, energy weapons are a much better choice, and if you are breaking ships, the rail gun does it twice as well as any of the others.  watch out for the high power usage though.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Penetration is a hidden stat that multiplies the damage of a projectile. Because of it, railguns deal twice the damage one&#039;d expect from their projectile mass and muzzle velocity.&lt;br /&gt;
&lt;br /&gt;
===== Types of mass-drivers =====&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=KTA24&amp;diff=37287</id>
		<title>KTA24</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=KTA24&amp;diff=37287"/>
		<updated>2024-07-06T10:28:40Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: added a cautionary note regarding frontal RCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KTA24.png|right|A KTA24 in the fleet menu]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This dedicated tug/recovery variant, made in collaboration with Triskellion-Armstrong, features a shorter, more robust frame and angled reverse thrust. Her unconventional thrust layout is well-suited for independent salvage and recovery missions.&lt;br /&gt;
&lt;br /&gt;
-In-Game Description &amp;lt;/blockquote&amp;gt;{{#invoke:Ships|infobox|KTA24}}The KTA24 is a tug vessel, extremely small but still capable of mounting an ARM. Angled reverse thrust prevents thrust against objects on approach, but may lead to handling issues on some configurations. The heavily reduced cargo capacity limits usability as a mining vessel, but the shortened frame is advantageous at high speeds or in combat.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The KTA24 is the smallest ship able to mount an ARM.&lt;br /&gt;
*The angled reverse thrust causes backwards acceleration while strafing.&lt;br /&gt;
*Its frontal RCS thrusters remain capable of thrusting against the reactor of ships grabbed by the ARM, so it&#039;s advisable to manually disable them during salvaging operations.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Ships|variants|K37&lt;br /&gt;
|Name&lt;br /&gt;
|High-Stress&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Crew&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Processed cargo&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=LIDAR&amp;diff=37286</id>
		<title>LIDAR</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=LIDAR&amp;diff=37286"/>
		<updated>2024-07-06T10:17:38Z</updated>

		<summary type="html">&lt;p&gt;SecruoseR: grammar adjustments to RADAR and Phased LIDAR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lidar acts as a visual identifier of objects in a surrounding area. Once an object is &amp;quot;pinged&amp;quot;, or detected, it will show as a dot of varying brightness intensity based on what the object is. Any metallic or man-made object will flash once pinged.&lt;br /&gt;
[[File:IRL-360 LIDAR SCREEN.png|thumb|IRL-360 in use with K37 HUD]]&lt;br /&gt;
&lt;br /&gt;
== IRL-360 Infrared LIDAR ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Standard-issue general-purpose Doppler LIDAR offers a good balance of resolution, range, and sweep frequency. -In-Game Description&amp;lt;/blockquote&amp;gt;Stock LIDAR for most ships. This LIDAR performs a full 360 degree sweep every 500 ms, allowing for quick coverage of the surrounding area, and is also capable of observing Doppler shifts of relative velocities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MLF LONG WAVE RADAR.png|thumb|MLF RADAR in use with the K37 HUD]]&lt;br /&gt;
== MLF long-wave RADAR ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Utilizing long-wave radar technology, this classical RADAR can pierce even the thickest ice formations and detect any metallic objects and vehicles hidden behind them. Sporting high resolution, this device is popular among both prospecting and rescue teams. Still, its low accuracy in detecting ice formations and slow scanning speed make it ill-suitable for general mining. -In-Game Description&amp;lt;/blockquote&amp;gt;The RADAR specializes in detecting metallic objects. It only completes a 360 degree sweep every 2 seconds, but allows for precise identification of  ore nuggets and ships. RADAR scans pass through rocks with high water concentrations,  detecting objects behind them and allowing you to better find out where that one beryllium chunk went.&lt;br /&gt;
&lt;br /&gt;
The RADAR does not have Doppler capabilities, and only faintly detects ringroids.&lt;br /&gt;
&lt;br /&gt;
[[File:IRL-30-BF LIDAR.png|thumb|Beamformed LIDAR in use with the K37 HUD]]&lt;br /&gt;
&lt;br /&gt;
== IRL-30-BF Beamformed Infrared LIDAR ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This beam-formed infrared LIDAR offers superior resolution and detection speed by focusing the beam in a narrow cone in front of the ship. -In-Game Description&amp;lt;/blockquote&amp;gt;The Beamformed LIDAR is an interesting option in the range. It acts similarly to a standard IRL-360, except limiting the scanning range to a 30 degree cone centered at the front of the ship. Keeping the 500 ms sweep time, it is able to perform high-resolution scans in a fraction of a second, at the cost of being only able to see a narrower area around the ship. The cone angle is tunable between a 5 to 270 degree sweep angle, allowing for more or less to be observed within the scan range.    &lt;br /&gt;
&lt;br /&gt;
[[File:HIGH RESOLUTION LIDAR.png|thumb|High-Res LIDAR in use with the K37 HUD]]&lt;br /&gt;
&lt;br /&gt;
== Runasimi High-Resolution LIDAR ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;A well-established high-resolution LIDAR designed for scientific missions offers superior scanning resolution, precise Doppler-shift detection, and increased onboard memory, but sacrifices detection speed in order to ensure high precision of all measurements. -In-Game Description&amp;lt;/blockquote&amp;gt;The High-Resolution LIDAR is a good option if you want to more precisely make out your surroundings, at the cost of being slower than a standard LIDAR fitting, taking 2 seconds to complete a 360 degree sweep.     &lt;br /&gt;
&lt;br /&gt;
[[File:CL-144PLA LITTLE GHOSTING.png|thumb|Phased Array LIDAR in use with the K37 HUD]][[File:CL-144PLA LOTS OF GHOSTING.png|thumb|Phased Array LIDAR showing a bad case of ghosting]]&lt;br /&gt;
== CL-144PLA Phased LIDAR Array ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;A novel phase-shifting array approach to infrared LIDAR detectors presented by Coherent Light can direct its infrared laser beam in any direction without any mechanical elements. While the novel approach allows almost immediate threat detection and excellent coverage, the array cannot detect Doppler shifts, and its output is prone to ghosting artifacts. -In-Game Description&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This LIDAR fitting removes the necessity of waiting for the sweep to pass an object, instead going for a more arbitrary approach of randomly scanning a direction. The lack of a need for the sweep cycle can rapidly identify objects as they appear, making way to allow for faster escapes if the situation requires. The array however lacks any Doppler capabilities, and any scanned objects appear to have a &amp;quot;ghosting&amp;quot; artifact trail, as the marker takes a moment to disappear even after the object was scanned again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Rotating LIDAR and RADAR fittings spin clockwise&lt;br /&gt;
** This can be countered by spinning anticlockwise, or sped up by spinning clockwise&lt;br /&gt;
* The RADAR isn&#039;t useful for racing or high-speed flying due to the low visibility of rocks.&lt;/div&gt;</summary>
		<author><name>SecruoseR</name></author>
	</entry>
</feed>