Purges ship’s heat into a disposable sink block, which is then ejected. Requires ammunition.
The Heatsink Launcher is a utility module that can be used to temporarily reduce a ship’s heat levels. When activated, all of a ship’s internally stored heat is rapidly transferred into a heatsink, and then the heatsink itself is ejected from the ship.
Contents
Usage
The Heatsink Launcher can be used both in normal space and while in Supercruise. Heatsinks are most commonly used in connection with Silent Running or with larger ships dumping excess heat when making multiple hyperspace jumps or straying too close to a star while fuel scooping. Heatsink Launchers are also important to prevent overheating caused by the use of Shield Cell Banks or other high-heat modules and weapons. Additionally, deploying a heatsink partially replenishes the Power Distributor’s WEP (weapon) capacitor; each active heatsink provides 2.0MW/s of power to WEP, allowing more powerful weapons to be sustained for a short period of time. This effect stacks with multiple heatsinks.
Heatsink Launchers are installed on a ship’s Utility Mount. Multiple launchers can be installed, but activating them will only ever fire a single heatsink from one launcher at a time, even if all Heatsink Launchers are linked to the same fire group. Each launcher holds 3 heatsinks and each heatsink can hold approx 90-100% of the ship’s maximum heat capacity. Heatsinks can be launched via a dedicated key binding or the fire button of the fire group to which the launcher is assigned. Hardpoints do not need to be deployed to launch a heatsink.
Heatsinks can be restocked at Starports, or via Synthesis.
Specifications
Rating
Mass (T)
Integrity
Power Draw
Armour Penetration
Thermal Load
Ammo Clip Size
Ammo Maximum
Value (CR)
I
1.30
B
0.200
F
0
1
3
3,500
Engineer Modifications
The following modifications can be applied to this module by Engineers to enhance its abilities:
Purchase Locations
This is the most common item in the game. Most stations with outfitting have this item. Almost all if not all industrial stations have this item.
«Purges ship’s heat into a disposable sink block, which is then ejected. Requires ammunition.» ― In-Game Description
Heat sinks can be used to temporarily cool the ship by transferring all internally stored heat to a disposable sink and then ejecting the disposable sink from the ship.
Deploying a heat sink when weapons systems are overheated will also speed up the cool down process. The heat sink launchers are installed on a ship’s Utility Mount and you can install more than one providing your ship has additional Utility Mounts to install them in. Each heat sink has a capacity of 3 sinks and each sink can hold approx 90-100% of the ship’s maximum heat capacity. Heat sinks can be launched via a dedicated key binding or launched via the fire button of the fire group the launcher is assigned to. Hardpoints do not need to be deployed to launch a heat sink.
Heat sinks are functional outside of normal space, meaning they can be used while in Supercruise.
If you use fire groups to launch heat sinks, make sure each launcher is bound separately. Otherwise, every sink bound to that key will launch at once, depleting ammo.
Rating
Mass (T)
Integrity
Power Draw
Armour Penetration
Thermal Load
Ammo Clip Size
Ammo Maximum
Value (CR)
I
1.30
B
0.200
F
0
1
3
3,500
Engineer Modifications [ ]
The following modifications can be applied to this module by Engineers to enhance its abilities:
Purchase Locations [ ]
This is the most common item in the game. Most stations with outfitting have this item. Almost all if not all industrial stations have this item.
Теплоотводная катапульта (англ. Heatsink Launcher) — модуль, собирающий тепло с остальных модулей корабля и позволяющий быстро охладить корабль.
Принцип работы
При активации всё тепло, хранящееся внутри корабля, быстро отводится на теплоотводный блок, а затем, сам теплоотводный блок отстреливается из корабля. Общая температура корабля при этом снижается на 90
Применение
Теплоотводную катапульту можно использовать как в обычном пространстве, так и в гиперкрейсерском режиме.
Теплоотводные катапульты устанавливаются на монтажное крепление корабля, можно установить более одной катапульты, при условии, что на вашем корабле есть дополнительные вспомогательные крепления для установки в них. Каждый радиатор имеет ёмкость 3 теплоотводных блока, и каждый теплоотводный блок может собрать примерно 90
100 % от максимального значения теплоёмкости корабля.
Важный модуль для боевых кораблей, на которых установлено термическое вооружение выделяющее избыточное тепло, например, электромагнитная пушка или ускоритель плазмы, а также мощные лазеры. Во время активации, энергия силовой установки не тратится на охлаждение орудий (тепло отводится в теплоотводный блок) и следовательно становятся доступны дополнительные мощности для вооружения.
Можно использовать в качестве ловушки для ракет с самонаведением.
Крайне полезен в режиме скрытного передвижения, при котором корабль не выделяет тепло в окружающее пространство (не имеет теплового следа) а «копит» внутри корабля, перегревая его.
С выходом обновления Elite Dangerous: Horizons теплоотводные катапульты также стали важным элементом для предотвращения перегрева при использовании щитонакопителей.
На более крупных кораблях применяется, когда необходимо сбросить избыточное тепло при совершении нескольких «прыжков» подряд в гиперпространстве. Также модуль позволяет сбросить тепло при близком выходе к звезде или когда попадает между звёздами.
Модуль назначается в огневой группе или на горячую клавишу через меню управления настроек. Для запуска теплоотводного блока не требуется выпускать гнёзда. Если теплоотводная катапульта назначается в огневых группах, то необходимо убедиться, что каждый модуль катапульты назначен отдельно от остального вооружения. В противном случае каждый модуль катапульт, назначенный в одну группу, будет производить отстрел теплоодводных блоков одновременно с другим, тратя эти блоки.
Требует расходных частей, которые могут быть пополнены на любой планетарной или орбитальной станции, где есть сервис «Пополнить все запасы» или восполнить с помощью синтеза «Теплоотводы».
Характеристики
Класс и рейтинг
0I
Масса, т
1.30
Целостность
20
Энергопотребление, МВт
0.20
Тяга рапределителя, МВт
2.00
Теплоотведение
90
100 %
Скорость отстрела, шт./с
0,2
Время перезарядки, с
10
Продолжительность действия, с
10
Макс. боекомплект, шт.
2
Стоимость, Кр
3 500
Места продажи
Перейдя по ссылке на сайт EDDB, в поле «Reference System» (Текущая система) введите название системы в которой вы находитесь. После нажатия «Find Stantion» (Найти станцию) внизу в таблице отобразится список станций и систем с наличием модуля, по удаленности от системы, в которой вы находитесь.
Каждый корабль в игре имеет различные наборы слотов или разъёмов под всевозможное оборудование, выполняющее определённые функции. Исходя из желания пилота выполнять определённые цели и задачи (роли), следует устанавливать специальное снаряжение.
В бою модули могут быть уничтожены. Внешние модули — прямыми попаданиями от вооружения противника или взрывной волной ракет и торпед. Внутренние модули уничтожаются при пробивании внешней брони и попадания в корпус модуля от вооружения противника. Также модули могут быть повреждены и уничтожены в связи с высоким нагревом корабля (термические повреждения).
Почти каждый модуль имеет массу (в тоннах) и требует для работы определённого количества энергии корабля (в МВт), вырабатываемой силовой установкой. Различаются модули по классу и рейтингу. Класс — это размер модуля, а рейтинг — это его качество. Чем крупнее корабль, тем крупнее и мощнее нужны модули для эффективного выполнения задачи, и тем большее кол-во энергии они будут потреблять.
Содержание
Класс модуля
Класс модуля/орудия — это показатель его размера. Чем выше класс, тем крупнее данный модуль. Класс варьируется от «0» до «8», где «0» означает стандартное оборудование и не имеет иных размеров (как правило утилиты), «1» — самый маленький модуль, «8» — самый крупный.
Увеличение размера подразумевает установку на более крупные корабли, рост энергопотребления и увеличение технических характеристик модуля.
Рейтинг модуля
Рейтинги снаряжения влияют на характеристики модуля внутри своего класса и является показателем эффективности. У различных групп снаряжения и вооружения различные наименьшие и наивысшие показатели рейтинга. Рассмотрим на примере основных модулей, устанавливаемых в зарезервированные под них слоты:
Рейтинги других модулей имеют схожую зависимость и меняются от наивысшего рейтинга «А» до низшего рейтинга «H».
Гнёзда
Гнёзда (англ. Hardpoints) — место установки корабельного вооружения.
Основное и дополнительное внутреннее оборудование
Основное оборудование
Основное оборудование (англ. Core Internal) — это основные внутренние модули корабля. Все корабли имеют одинаковый тип основных отсеков. Размеры этих отсеков варьируются в зависимости от типа корабля. Каждый основной отсек предназначен для определённого типа оборудования. Эти модули необходимы для установки на каждом корабле, но не смотря на то, что они могут быть улучшены, эти модули нельзя снять. В эти специальные слоты нельзя установить никакие другие типы модулей. Также в каждый слот нельзя установить более 1 модуля каждого типа.
Прочие важные части
Доп. оборудование
Дополнительное оборудование (англ. Optional Internals) — необязательные внутренние модули корабля, предназначенные для узкого круга задач.
Защита и прочность корабля
Добывающее оборудование
Сканеры и навигационные системы
Груз и топливо
Модули перехвата
Контроллеры дронов
Внешнее оборудование
Дизайн
Дизайн (англ. Livery) — в этом меню можно изменить оформление корабля, как внешнее, так и внутреннее, выбрать эмблемы (наклейки), изменить идентификатор корабля, а также настроить бортовой голосовой ассистент. В настоящее время в официальном магазине можно приобрести разнообразные схемы окраски, украшения для приборной панели, наборы внешнего оформления корабля и цвет вооружения.
Модули в хранилище
Любой модуль, независимо от того, подвёргся ли он модификации у инженеров или нет, можно снять с корабля и хранить на станции неограниченное время без каких-либо затрат. Пилот может хранить до 120 модулей на всех станциях.
Модули, находящиеся в хранилище можно переносить с одной станции на другую станцию, где доступна услуга «Снаряжение», за отдельную плату. Стоимость и время перемещения зависит от расстояния между двумя станциями.
60% and 65% Keyboard layouts to be considered in the future for those without a NUMPAD. This will be a difficult adjustment as there are a large number of important keybinds usually needed.
As I make adjustments the keyboard graphic will become outdated for the time being.
When I first started out, I had a lot of trouble piloting with a mouse and keyboard out of the box with this game, so I decided to share a guide on what controls I thought worked the best. Elite Dangerous may be frustrating at first, but it becomes a whole different experience once you get the hang of controlling flight and combat that suits you. However, learning to pilot is only the beginning of the learning curve in the game.
I’ve tried out many different combinations that have been recommended to me. I believe that while the implementation of joystick emulation that comes as default is actually quite good, people who are used to pitch/roll flying will find them okay. However, if you’re already familiar with FPS and MMOs, probably the best and all-around layout will be this guide. (Hopefully)
Keyboard Visual (With Numpad):
This keyboard shows the version as demonstrated in the pictures below and may vary based on your own changes. Otherwise this visual reflects this the keybinds in this guide.
Be sure to check the defaults out by selecting the preset: «Keyboard and Mouse with Yaw».
To find your Keybinds file go to: C:\Users\USERNAME\AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings\ Custom.3.0.binds is for Horizons (This guide uses this keybind file) Custom.4.0.binds is for Odyssey
Download the Keybinds file below and replace it with your file: Google Drive [drive.google.com]
Note: Firefox may have an issue previewing the file contents. Chrome doesn’t appear to have these issues.
The menu may seem overwhelming at first, but there are lots of things you shouldn’t worry about for now. You can always experiment and go back to change certain user-specific settings and miscellaneous options for your own sake.
As you read through each section you should be aware that some categories marked with «Optional», which are not required for an efficient M&K setup. Those options are based on preference and are left at your own discretion.
Be sure to check the defaults out by selecting the preset: «Keyboard and Mouse with Yaw». As we will be using Yaw with the mouse.
Remember to select your preset in-game to Custom first before continuing onto this guide.
Before we name off the other controls, I would like to name off the two types of presets used for flying. These will depend on your preference, so try them out both.
Preset 1 (Rotational): Roll Left/Right to [A/D] Lateral Thrusters Left/Right to [Q/E]
Preset 2 (Strafe): Roll Left/Right to [Q/E] Lateral Thrusters Left/Right to [A/D]
With the Rotational Preset, I find it more comfortable as I am able to rotate at any given time to change my direction and look around easier. However, it may be tougher to get used to strafing when using this preset. Although the Strafe Preset makes strafing much easier and normalizes the flying experience, I’m usually in open-space, so the former suits me more.
Change the Mouse X-Axis to Yaw Remember to adjust your «Mouse Sensitivity» to your desired settings.
Deadzone What is a Deadzone? It’s an area from the center point which moving inside won’t register any inputs. This allows you to precisely adjust any micro-movements that might occur. Usually, for me, I will instead adjust my DPI to a lower setting when needed, especially when docking or landing.
Optional: You may want to adjust «Mouse Power Curve» to help your mouse cursor to properly center and have less wobbling after extreme maneuvers. Should you be having these issues.
If you’re looking for a more minimal experience you can switch Mouse Widget to OFF. I would recommend it to be on versus off, since I like to know what I’m doing with a visual.
Set your Roll Left/Right to [A/D] or [Q/E] on your keyboard.
Set the Lateral Thrusters Left/Right to [Q/E] or [A/D] on your keyboard Set the Vertical Thrusters Up/Down to [W/S] Set the Forward/Backward Thrusters to SPACE and LEFT CTRL
Set Forward/Backward Throttle to the Mouse Wheel. Depending on your type of mouse and its button placement, you may prefer this option instead.
Set Throttle Increments to 10%. Unfortunately something changed. The best way now to use your Mouse scroll-wheel is to set an increment. If you go too low or high of a value, you can use your convenient Speed 0% keybind. You can use any increment that suits you. Continuous doesn’t function in a straight forward fashion anymore.
The key to learning these controls essentially boils down to you learning to «circle strafe» (similar to other games), however since lateral movement is much faster with Roll followed by Pitch, circle-strafing is better handled in the vertical direction as well. Although this can be achieved laterally, it’s a bit trickier because the flight model is actually modeled off Roll/Pitch. Using WASD as your keys (similar to FPS games) soon will make flying become second nature on this system.
Now, you might think that binding the Roll keys to A/D and then placing pitch on the mouse would seem strange. However, it’s actually quite intuitive and easy to pitch with the mouse while rolling with A/D; as the left and right-hand works together to compensate each other.
Since Roll is the fastest type of movement in the game, there’s no special advantage to having it controlled analog-style (as you do it with Pitch anyways, which is a bit slower). On the keyboard, you can only roll as fast as your key-press. Therefore, you need only to hold down the key for as long as you need until you reach your desired position.
With both pairings (rolling and strafing), you have all the essential controls on the most familiar keys (WASD), right under your fingers at all times. Yaw is «weak» in this game, but it’s still essential to fine-tune your aim, especially for FPS-MMO player. It’s intuitive to have it set as the X-Axis on the mouse, as you’d normally would in an FPS/MMO.
Editor’s Note: This section is meant to make flying in Elite Dangerous as familiar as possible to Mouse & Keyboard users in general. There are so many dangerous ways to fly, so be sure to experiment to your own ends!
Change Toggle Flight Assist [] to Toggle This option is recommended only for commanders who have full control over their Yaw and Pitch controls. However, I recommend you set this to «Toggle» if you use FA-Off as it will be less of a hassle to use.
(Visit Tommyttk for more on Flight Assist Off, who gives an excellent explanation.)
Toggle Frame Shift Drive is often confused. It actually performs both Supercriuse and Hyperspace Jump. These are legacy options after Frontier merged the two actions into one. You may use the two key setup instead if you desire, but you could also have all 3 options binded and fly both ways. The option is yours as this keybind was created for convenience.
Rotational Correction (Optional) For commanders that want a bit of a challenge. This option basically turns off/on Rotational Correction, which allows your ship’s rotation to automatically align with a rotating station’s hanger.
Select Target Ahead add [] as an alternative or entirely replacing []
If you have chosen the latter, this means we won’t be needing the [] key for throttling down anymore. I decided to use it as my main targeting button since it was much easier for me to access; being right next to the WASD controls. A general tip is that you always want to be able to quickly target objects to identify them or perhaps shoot them down first.
[] to Cycle Next Subsystem [] to Cycle Previous Subsystems Our option here allows you narrow through another ship’s subsystems quickly to target a specific subsystem. However, it’s recommended for you to use the panel for targeting instead to save time. A more experienced commander who knows their layout, however, will gain an advantage.
Set Cycle Previous Ship to [] This is an extra option that lets you scroll back and between targets.
Cycle Next/Previous Hostile Ship This is also an option if you want to maybe avoid accidentally targeting friendly ships. Personally, I don’t use it. You won’t need to cycle between all ships though, in most cases Cycle Highest Threat is sufficient enough.
Set Target Next System in Route to [] This option is great for traveling. Having it set to this place allows it to relatively be easy to access with a shift of your finger upwards.
Note: There isn’t Wingman cycling, so if there’s the case where you know you won’t have wingman. You can use these keybinds for elsewise. Otherwise, there is really not reliable way in making those 3 keybinds into 1.
This section is very straightforward and requires no change unless you see something that works better for you. I have added [] as an alternative to Deploy Hardpoints for easy access. It’s right next to the movement keys which should allow easy access. I prefer it over the default [] as it’s less awkward for my fingers to reach across over to.
Silent Running There’s a bit to this mode, but I won’t go too deep into it. Silent Running is a mechanic that reduces your visibility to other ships by reducing your ship’s heat signature allowing you to be stealthier. However, during this phase, your shield will be deactivated along with your ship’s cooling vents. Your ship will continue to build up heat as long as it is on. Unbind Silent Running if it is unnecessary for you as it will build up heat to dangerous levels if it goes unnoticed.
Heatsink Heatsink Launchers are a utility module you can fit onto your ship used to quickly reduce heat levels of your ship and then ejected from your ship. This is a popular module to be fitted on Silent Running routines or larger ships that emit larger amounts of heat.
The Miscellaneous section shares a catalog of both necessary options and those that aren’t. Most of these options should be a toggle. Set them to toggle if not. You will be using [Insert], [Home], [Page Up], [Delete], [End], [Page Down], and your [Arrow Keys].
It’s probably best you change your Push to Mute to Toggle or else you would have to hold it to mute the entire time or everyone would hear you throughout the whole trip. To get past this, I recommend using a different application for Voice Comms, since this game doesn’t feature a «Push to Talk» option. Now it does have «Push to Talk«.
Reset HMD Orientation is set to [] as my Steam screenshot is set to []. (F12 is also the Steam default for screenshots)
Don’t bind anything to Jettison All Cargo. This will cause you more issues than convenience, instead, use the actual panel to manage your inventory and dump out your cargo when needed. If you do bind it, be aware of it, it is still very useful to immediately dump all your cargo should you need to escape to another galaxy.
Also, switch Enable Context Menu to ON.
Your ship’s HUD (Heads Up Display) is something you best get used to in Elite Dangerous.
Not many modifications were made here except adding in a few potentially vital binds.
The original writer of this guide helped me get into Elite Dangerous and play with M&K. I haven’t been playing Elite Dangerous for quite a while now, but I enjoyed my time exploring the galaxy. I’m glad I still have the chance to help out other commanders fly.
We both thank everyone who has helped contribute to the guide and recommend different changes throughout its time.
Honestly speaking, this guide could use some more work, but it’s just a simple guide after all. There are many videos out there that explain some of these topics more clear and hopefully this guide has helped you out in some way.