Outfitting in Elite: Dangerous

When you access outfitting, your ship is transported to the workshop hangar and you are presented with the outfitting interface.

In the bottom right of the view an overview panel displays basic information about the weight of your ship, its potential power draw, cargo capacity and jump range.

As you browse modules to buy and sell, you can see the effect such actions will have on these statistics, represented by red values and a down arrow (the statistic is adversely affected) and blue text with an up arrow (the statistic is improved).

The outfitting interface has three tabs:

Hardpoints: This displays a list of all hardpoint entries available on the ship and the modules (if any) fitted to them. Each entry displays the following data:

• Module Name: The name of the fitted module

• Mount Type (if appropriate): The mount type (fixed/gimbal/turret) of the module

• Hardpoint Name: The name of the hardpoint

• Module Rating: The effectiveness rating of the module

• Module Class: The size of the module

Selecting an entry expands it to show the mass of the module and interaction options:

• Buy and Equip: Browse the list of available replacements for this hardpoint

• Sell: Sell the module fitted to this hardpoint

• Swap: move the module to another suitable hardpoint. If the hardpoint has a module fitted, swap them

When you choose to buy a new module for the hardpoint, the interface alters to display a list of modules available at this starport or outpost that can be accepted by the hardpoint. You can highlight a module to view additional statistics in a companion panel.

Modules that are too expensive are displayed in red.

If the starport or outpost has modules for a specific hardpoint, the hardpoint’s entry will gain a blue “+” indicator at the top right edge of the entry.

Internal: Much like the hardpoint interface, the internal interface displays a list of internal ship compartments and modules fitted in them, where applicable.

Some compartments can only accept a subset of modules. For example, the reactor bay can only accept power plant modules. Other compartments are generic and can accept a range of modules.

The same options apply as the hardpoint interface. The only caveat is that mandatory modules cannot be sold; only upgraded, by buying and fitting a new module of the appropriate type.

Livery: This interface has an entry for each decal that may be placed on the ship, as well as entry for a paint job. You can choose which decals and paint job you want to apply to the ship using this interface.