Scanning (exploring) space in EVE Online. On-board scanner Eve online ships to scan

Scanning is the art of searching for various signatures (objects and their complexes) in the boundless space of New Eden. After examining the scan, you can find player ships (as well as other objects belonging to them) in this star system, explorer sites (hidden places where you can get various bonuses), and wormholes (wormholes) leading to deep unexplored space.

Scanning relies on the use of scan-probes (jargon for "plugs") controlled by the player. The position of the desired objects (hereinafter referred to as the “signatures” guide) is determined by simple trilateration. The success of scanning depends not only on the skills or fit of the character, but also on the player's ability to navigate in space, and, again, the player's experience in preparing and positioning samples.

Equipment to start the process

Technically, scanning requires very few skills and equipment to be able to do this in principle, but in practice, there are A LOT of ships, feats, implants and skills that will allow you to catch targets much more efficiently.

Scan samples

Without scan samples, you simply cannot start. Samples are of three types:

  • Core Scanner Probe I used only to search for anomalies and signatures, which are the main target of the explorer. At the time of the translation of the guide, anomalies are easier to find with an onboard scanner without the use of probes, and in practice this type of scan probe is needed only for finding explorer sites. Core probes work at distances from 0.25 to 32 AU.
  • Combat Scanner Probe I capable of detecting anomalies, signatures, player ships, structures, and drones. However, these probes can only be launched using a fairly heavy (220 tf) CPU Expanded Probe Launcher I. These probes work at distances from 0.5 to 64 AU.
  • Deep Space Scanner Probe I- an improved version of the combat test, operating at distances from 2 to 256 AU. Note: The sample itself requires Astrometrics 5.

For those who take the career of a scanner seriously, there are so-called "sister" modifications produced by the Sisters of Eve corporation:

  • Sisters Core Scanner Probe - +10% Probe Scanning Power.
  • Sisters Combat Scanner Probe - +10% Probe Scanning Power.
  • Sisters Deep Space Scanner Probe - +10% probe warp speed.

The RSS variant (RSS Core Scanner Probe), available as one of the Level 4 Matar epic arc rewards, gives +12.5% ​​probe scan power, but has a very short space lifetime after launch.

Trial launchers

Pro-launchers are devices that fit into high-slots. "Guns" for scan-probes. Also vital for scanning

  • Core Probe Launcher I fires Core Probes (and nothing but Core Probes), and only requires 20 CPUs to install.
  • Expanded Probe Launcher I consumes 220 CPU but is capable of firing all types of probes.

In addition to the standard options readily available through the marketplace, the Sisters of Eve also offer custom modifications available either through the LP shop (for those who work for them) or through contracts for everyone else.

  • Sisters Core Scan Probe Launcher - +5% probe scan power and save 5 CPU (total 15 CPU).
  • Sisters Expanded Scan Probe Launcher - +5% probe scan power and save 10 CPU. (total 210 CPUs).

Skills

Some skills are required for a successful scan:

  • Astrometric- Allows +1 probe in space per level. Required at the first level for Core launchers and trials, at the 2nd level for Combat trials and Expanded launchers, at the 5th level for Deep Space trials.
  • Astrometric Acquisition- Reduces the scan time of each sample by 10% per level.
  • Astrometric Pinpointing- Improves scanning accuracy. Reduces maximum target deflection by 10% per level.
  • Astrometric rangefinding- Increases the scan power of each sample by 10% per level.

ships

Technically, the trial launcher can be fit into any free highslot if there is enough CPU. But some t1 frigates and their t2 modifications (covert-ops), as well as certain configurations of t3 cruisers, have bonuses to the scanning power, which helps the player to catch the target.

Frigates

The following T1 frigates have +5% sample scan power per racial frigate level. They are quite cheap and convenient for beginners.

  • Amarr-Magnate
  • Caldari-Heron
  • Gallente-Imicus
  • Minmatar-Probe

Covert-ops ("rugs")

Covert Ops Frigates have a +10% bonus to Sample Scanning Power per Covert Ops skill level. In addition, it is possible to fit Covert Ops Cloaking Device II in them, which will seriously help the safety of movement through systems in dangerous areas of space. It is worth noting that if the skill of the mat is less than 3 - this mat has less scanning power than the racial frigate, since the mat (necessary for learning the skill) of the mat (racial frigate, leveled at 5) gives a 25% bonus to the sample scanning power of the corresponding racial frigate.

  • Amarr - Anathema
  • Caldari - Buzzard
  • Gallente-Helios
  • Minmatar - Cheetah

T3 cruisers

This special type of cruiser, introduced in the EVE Online: Apocrypha expansion, also has a +10% bonus to traffic scanning power per racial Electronic Systems level, provided that such ship is equipped with Electronics - Emergent Locus Analyzer. Two things to consider:
a) T3-cruisers are relatively expensive, and their destruction removes one skill rank in a randomly taken skill of the subsystem of the corresponding race,
b) the ability to install Covert Ops Cloaking Device II for t3 cruisers depends on the presence of another subsystem in the kit, namely Offensive - Covert Reconfiguration.

  • Amarr-Legion
  • Caldari - Tengu
  • Gallente-Proteus
  • Minmatar - Loki

Riga

There are two rigs that raise the scanning power of probe launchers.

  • Gravity Capacitor Upgrade I - +10% scanning power per 200 cal.
  • Gravity Capacitor Upgrade II - +15% scanning power per 300 cal.
Since you can't (by calibration) fit two t2 rigs, or even t1 rig + t2 rig, it's recommended to use 2 t1 rigs.

Implants

Low-grade virtue implants provide a bonus to sample scanning power; full set gives +33.83%

  • Low-grade Virtue Alpha - 1% on its own and 1.1x set multiplier.
  • Low-grade Virtue Beta - 2% on its own and 1.1x set multiplier.
  • Low-grade Virtue Gamma - 3% on its own and 1.1x set multiplier.
  • Low-grade Virtue Delta - 4% on its own and 1.1x set multiplier.
  • Low-grade Virtue Epsilon - 5% on its own and 1.1x set multiplier.
  • Low-grade Virtue Omega - 1.25x set multiplier.

The hardwiring below gives bonuses to various probe attributes.

  • 6th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-0 - 2% reduction in maximum deviation from the target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-1 - 6% reduction in maximum deviation from the target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-2 - 10% reduction in maximum deviation from the target.
  • 7th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-0 - 2% reduction in scan cycle time.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-1 - 6% reduction in scan cycle time.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-2 - 10% reduction in scan cycle time.
  • 8th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-0 - +2% scanning power.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-1 - +6% scanning power.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-2 - +10% scanning power.

Video tutorial.

For all beginners, pilots looking to refresh their memory, or even experienced pilots who would like to improve their technique, there is ( English). It not only explains how to scan quickly and visually, but also allows (from observing the experience of another pilot) to draw a couple of ideas, even if you consider yourself experienced.

Scanning system

Here's what you should know:

  • Sample scan fields must overlap. Otherwise, you will not be able to warp to the found point.
  • Sample scan radius can be changed on the fly. This is necessary to target what you are looking for.
  • Samples can be recalled from space. Lost samples can be reconnected and then saved. Then they come back from space and are placed in your hold for later use.
  • Probes always see what they can see within their radius. The further the target is from the sample and the larger the scanning radius, the weaker the signal.
  • You are not required to move while scanning or firing samples. It is enough to place the samples using the system card. Samples will weld themselves to the right place when you give the command to scan.
  • The scanning time itself is very short. Most of the time during the scan will be occupied by the positioning of the samples. Therefore, the orientation in the space of the scanning player is extremely important, and it is this factor that will determine how long it will take him to catch the signature.

Scan procedure

The scanning procedure is based on trilateration where 3 probes are used to locate a point on a 2d plane and a 4th probe is required to locate a point in space. 4 samples must be placed within the site that is being searched. These probes must be placed on different planes, then a signature to which to warp will be determined.

First, one or more probes determine the approximate position of the signature. Once we know for sure where it is, we can add more probes to calculate the exact position.

  • If two tests have reached certain knowledge, you will receive a red ring, the target is somewhere along the length of this ring.
  • Three samples give 2 points, the target is approximately one or the other point.
  • If a strong signal is reached by four probes, you will get a result that you can warp to if the strength of the probe scan is enough to focus on the signature (remember, the scan strength of the probes depends on their radius).

An example is below.

First, enter the scan interface either via Ctrl-F11 or via the scan button on the left side of the HUD in space (picture below)

This will open the scanning interface. Open the map in the upper right corner of this window to see the system map.

First, we will determine if there are any signatures here at all. Start the test by clicking on the charged probluncher installed on your ship. Set the scan radius to the maximum: either drag the border of the sphere, or right click on the sample that appears in the list and set the scan radius via the dropdown list.

The example uses Core Scanner Probe I, but experienced scanners can use Deep Space Scanner Probe I to maximize the radius. To hint at the right moment when dragging with the mouse, the border of the sphere will be highlighted when the mouse is located where the sphere can be dragged from. This is also seen in the picture below.

Now that the sphere is maxed out, it will lock into place when you release the mouse. Make sure the sphere covers most of the system (ideally the entire system) and hit the analyze button

The result will appear within 10 seconds (or less, depending on skills). There is some kind of signature here. However, the signal strength is quite low because at the moment the sample has a fairly large scanning radius. So the indicated distance is almost certainly highly inaccurate...

To more accurately determine where exactly this site is located in the system, and get a stronger signal, change the sample size. In the example, the sample was shrunk to 8 AU and this is what happened (don't forget to press the analyze button):

It can be concluded that the site is located somewhere near the inner planets of the system. Due to the type of system, there are approximately 3 positions for this signal. It is either near one of the outer planets within the radius of the first probe, or it may be close in the group of planets near the center of the probe we started with. OK, let's place 3 samples to test all 3 cases.

We place the 1st sample with a radius of 4 AU at each of the points:

And we look at the result, showing us that we can forget about the outer planets. By clicking on the signature, we can highlight the result, which shows us which sample caught the signal.

We catch the signature, approaching it. Gradually increase the signal strength by decreasing the probe radius. To move a sample, simply grab and drag it by one of the arrows oriented in directions around the center of the sample. When you move them all - click on the "analyze" button, they will weld to a new position and start scanning.

In the example, one sample is used to check the volume around the inner group of planets. Look at the signal strength indicator for information on how close the sample is to the site. When the sample moves closer to the left neighbor (in the picture below), the signal becomes stronger, but when it moves even further, the signal is lost. This means that the site is probably above or below the planets. We throw in the second sample and place it "above". Here is the result:

A red circle means that the site was caught on both samples and is therefore somewhere within the red circle. Now we can already narrow the probe radius in order to catch a stronger signal, which is done in the example. As soon as the circle is narrowed, we connect the third sample, covering the red circle with it. When all three samples receive a strong signal, 2 dots will appear on the screen.

In fact, the site is located in one of these two points, and we connect the fourth probe, covering one of the two points with it. When the correct point of the two is found, the signature will be the only one:

Although we know the right place in the system - we still need to further reduce the scan radius of our samples in order to catch a stronger signal. This should be easy enough (use alt to center all probes).

The signature point will go through the red, yellow and finally green phase, and in the green phase (100%) you will be able to warp to the target. Having received a green dot, you can click on it, or on the corresponding line in the scanner, right-click to weld to it or teach it. Here's what the finished scan looks like:

The signature is now fully scanned and can be booked or warp-targeted. The result will remain visible until you log out, dock, or disconnect.

If you still can't catch a 100% signature even though you're using the smallest radius possible, it may mean that your scan power isn't strong enough. Use a ship with scan bonuses, upgrade skills or buy the best fit.

Note: this example is just an example. The specific mechanics of scanning are left to the discretion of each individual scanner and should only belong to him and his friends. There are better scanning techniques, but this example is not so much about _doing_ a scan as it is about understanding what happens mechanically when you do a scan.

Scan interface.

The scanning interface can be divided into upper and lower parts, the upper part is used to manage samples, and the lower part is used to display scan results.

Sample management

In addition to the analysis button, there are several more buttons. Here they are:

From left to right:

  • Analyze: probes warp to the positions you specify and scan starts
  • Collect active samples: recalls active samples to your hold where they can be released again in the future.
  • Reconnect to lost samples: reconnects your ship's sensors to all of your probes present in that system. Used when disconnecting or returning to a system that you left by mistakenly forgetting to collect samples.
  • Destroy active samples: the last button permanently destroys active probes. After that, they are lost forever. This can be useful if you need to quickly escape, or hide, hiding your samples from prying eyes.

Individual samples can be selected, disabled, returned or destroyed by right-clicking on them. The shift can be used to move the entire selected group of samples as a whole. Alt moves probes relative to the center of their group.

Scan results

The scan results section displays the results obtained from your samples after they have been analyzed:

This sheet displays the group to which the signatures you found belong, their signal strength, and the approximate distance. The weaker the signal, the less accurate the distance. The signature ID, which is not shown in the figure below, allows you to separate the signatures from each other. The ID is exactly and only what it is - a unique identifier, and does not give any information about the site. ID also changes in case of DT.

As the signal gets stronger, additional information is displayed in the "group" section, based on which frequencies the signal emits. At a certain signal strength, the exact name of the signature will appear in the “type” column, as seen in the figure below.

The signature ID, which is not shown in the figure below, allows you to separate the signatures from each other. The ID is exactly and only what it is - a unique identifier, and does not give any information about the site. ID also changes in case of DT.

Result filter

The result filter is a powerful tool that can be adjusted on the fly to work out unwanted results. After scanning, you can adjust the filter as you wish to see the results you want. New scans are not needed, you can even click through filters with different settings. The filter will be applied to everything that was seen at least out of the corner of the eye by the samples at the time of the last scan.

To create a new filter, click on the corrugated rectangle (in the outdated screenshot instead of a triangle) on the left side of the field with the title Scan result filter, and select the option "create new filter"

A window will open that will allow you to select which groups the pilot wants to see on the scan with this filter. Once you have saved the filter, you can select it from the drop-down menu in the same window, and the scan results will be sorted accordingly on the fly:

Hints

  • The larger the sample radius, the less accurate the samples. Start with large radii, or even a Deep Space Scanner Probe to determine what's in the system, then narrow the radius. Gradually make the scan radius smaller as you get closer to the target. If you have caught the target in the smallest possible radius of your probes and still haven't hit 100% - try using probes that allow for a smaller radius.
  • It is best to move samples along one axis. Then, in case you made a mistake in the direction, it is easier to return it to its place.
  • The lower the signal strength to which the site corresponds, the less accuracy with which the distance to this site is displayed.
  • You don't need to warp through the system, you can be completely safe on the safespot while looking for the signature. Your probes will make all the necessary warps on their own.
  • Probes always report all objects within their radius. The larger the probe radius and the farther the signal is from its center, the lower the strength of this signal.
  • When crossing results from several samples, they are combined into one result.
  • When a signature is selected from the list in the scanning interface, its corresponding visual cue will be highlighted. Please note that samples have an error and their opinion may differ from reality.
  • Filters can be configured on the fly and do not require repeating the scan.
  • Anomalies will always be at 100% from one sample, so this 1st sample is enough for them (and in fact - 0, use the onboard scanner)
  • When moving samples, you can use shift for a group, and alt for mirror positioning relative to the conditional center.

Signal types

unknown

This includes:

  • Unstable Wormhole. Peculiar "gates" leading to unknown solar systems not marked on the map. They have restrictions on the passed mass and lifetime.
  • Unknown - nominal. All kinds of combat complexes with a bunch of NPCs and tasty clothes at the end or expeditions.

Expeditions are a chain of combat complexes in different systems, you only need to scan the starting plex, then all information about the next plexes will (or not, as you're lucky) be displayed in your journal in acc. tab. As a rule, in the first expeditionary complex, you need to blow up some structure in order to give the coordinates of the trail. complex.

This also includes "numbered" plexes such as 6/10, 8/10, 9/10, in the distant, distant times, these plexes were marked with beacons and stood forever in the same places, once almost all of them were removed, leaving only 1/10 , 2/10, 3/10, 4/10 in the empire (can be seen on the galaxy map by selecting Color Stars By -> DED Deadspace Report) and single high-numbered zeros. Now these plexes are also randomly generated in systems and they need to be scanned. The number indicates both the complexity and the allowable size of the ship.

  • 1/10 Frigates
  • 2/10 Frigates, Destroyers
  • 3/10 Cruisers, Frigates, Destroyers
  • 4/10 Battlecruisers, Cruisers, Frigates, Destroyers
  • 5+/10 Battleships, Battlecruisers, Cruisers, Frigates, Destroyers

The general meaning of all Unknown complexes (except for wormholes) is to shoot at the red crosses.

ladar

There are two types:

  • Gas complexes. Having flown in, you find yourself in the middle of several clouds that can be collected with a special “vacuum cleaner” Gas Cloud Harvester I Boosters are made from clouds in known space. During the collection of gas, they can damage the ship, not much, the cruiser copes. In Wormhole systems, the ladar complexes contain the gases needed to build T3 ships. Clouds for half an hour of the test never bitten.
  • Combat complexes with containers for opening which you need Codebreaker I. In BPC contacts for boosters, reactions for boosters, books.

gravimetric

Asteroid belt, may be NPCs, may arrive later. Actually everything.

Magnetometric

These are archaeological complexes in which there are special containers that are opened either by a module Analyzer or module Salvager. There may be NPCs, in high secs, for example, salvage complexes without NPCs. And in 0.0 systems, if you please, shoot. Salvags in containers, sometimes books (skills), sometimes BPC on t2 rigs and if memory does not change BPC on factional structures for the pos.

In these complexes, rigs for the Analyzer's performance will help you:

  • Emission Scope Sharpener III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPW-1. Implant by +5% to the chance of successful work of the Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPY-1. Implant by +5% to the chance of successful operation of Salvager.

radar

Hacking complexes with containers opened by the module codebreaker. Usually you have to shoot. In containers Decryptor's, Datacore's, BPCs for various Data Interface's, special materials for building data interfaces, as well as in special radars, there are BPCs for boosters. In known space, Radars are the source of materials for the Invention. In the Wormhole space, Radarki is a source of materials for Reverse Engineering, i.e. the production of t3 ships.

Rigs for hacking:

  • Memetic Algorithm Bank III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPZ-1. Implant for -5% uptime of Salvager, Codebreaker, Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPX-1. Implant by +5% to the chance of successful operation of Codebreaker.

Cosmic Anomaly

In the process of scanning, you will surely come across “cosmic anomaly” signals - these are simple combat complexes scanned by one plug, as well as a built-in scanner. There are no entrance gates in them, and so they can be passed on any ship. There is a small chance to see a faction NPC (Dread Guristas, True Sansha…) or get an expedition. Combat complexes in factional wars are also cosmic anomaly signals.

With the introduction of Dominion for systems with a claim, the Pirate Detection Array upgrade appeared, adding 4 anomalies per level. With the level, the profitability of anomalies also grows. At the 5th level, 20 anomalies are obtained in the system 4–5 of which are top in terms of income. Anomalies from upgrades after the disappearance are immediately restored.

Translation © Clancy.
Signal types section © Yolkree.

Space in EVE Online is limitless and unexplored. If in other online games you are usually in some kind of closed space with invisible or, conversely, visible walls, then in EVE Online the opposite is true. Here, the space really has no boundaries and you, being within the space system, will never stumble upon invisible walls. Each point of space is completely physically accessible to all ships located in a particular space system.

Scanning (exploring) space in EVE Online vital for finding hidden objects that are simply impossible to get to in any other way. These objects are also called anomalies, complexes, pirate bases, lighthouses. There are quite a few of them. In addition, scanning makes it possible to detect the enemy fleet hiding in the space system, conducting a combat operation in it or trying to hide from persecution.

Try playing EVE Online if for some reason you haven't already. Such a game should not pass by any gamer on this planet.

The very exploration of space in EVE Online is a process of using a special sensor equipment in order to search for interesting places and objects in the open space. Such places include the ruins of various ancient civilizations, lost clusters of asteroids, secret pirate warehouses and a large number of other wonderful places. Many very high-tech and rare items can only be crafted using materials obtained from such expeditions.

How can I do space exploration in EVE Online?

You must find special anomaly locations by scanning space with probes or a sensor overlay. With their help, you will receive the coordinates at which your ship can make a warp jump.

Every ship in EVE Online has a touch menu that can be used to find the easiest places to explore. In order to find more complex anomalies, one needs research probes. It is strongly recommended that you complete the career research agent assignments in order to become more familiar with this activity.

What is needed to find hidden places?

You need to buy a module for your spaceship called Core Probe Launcher and special research probes to it. The probes and module can be found on the market or through the contract system.

Scanning is the art of searching for various signatures (objects and their complexes) in the boundless space of New Eden. After examining the scan, you can find player ships (as well as other objects belonging to them) in this star system, explorer sites (hidden places where you can get various bonuses), and wormholes (wormholes) leading to deep unexplored space.

Scanning relies on the use of scan-probes (jargon for "plugs") controlled by the player. The position of the desired objects (hereinafter referred to as the “signatures” guide) is determined by simple trilateration. The success of scanning depends not only on the skills or fit of the character, but also on the player's ability to navigate in space, and, again, the player's experience in preparing and positioning samples.

Equipment to start the process

Technically, scanning requires very few skills and equipment to be able to do this in principle, but in practice, there are A LOT of ships, feats, implants and skills that will allow you to catch targets much more efficiently.

Scan samples

Without scan samples, you simply cannot start. Samples are of three types:

  • Core Scanner Probe I used only to search for anomalies and signatures, which are the main target of the explorer. At the time of the translation of the guide, anomalies are easier to find with an onboard scanner without the use of probes, and in practice this type of scan probe is needed only for finding explorer sites. Core probes work at distances from 0.25 to 32 AU.
  • Combat Scanner Probe I capable of detecting anomalies, signatures, player ships, structures, and drones. However, these probes can only be launched using a fairly heavy (220 tf) CPU Expanded Probe Launcher I. These probes work at distances from 0.5 to 64 AU.
  • Deep Space Scanner Probe I- an improved version of the combat test, operating at distances from 2 to 256 AU. Note: The sample itself requires Astrometrics 5.

For those who take the career of a scanner seriously, there are so-called "sister" modifications produced by the Sisters of Eve corporation:

  • Sisters Core Scanner Probe - +10% Probe Scanning Power.
  • Sisters Combat Scanner Probe - +10% Probe Scanning Power.
  • Sisters Deep Space Scanner Probe - +10% probe warp speed.

The RSS variant (RSS Core Scanner Probe), available as one of the Level 4 Matar epic arc rewards, gives +12.5% ​​probe scan power, but has a very short space lifetime after launch.

Trial launchers

Pro-launchers are devices that fit into high-slots. "Guns" for scan-probes. Also vital for scanning

  • Core Probe Launcher I fires Core Probes (and nothing but Core Probes), and only requires 20 CPUs to install.
  • Expanded Probe Launcher I consumes 220 CPU but is capable of firing all types of probes.

In addition to the standard options readily available through the marketplace, the Sisters of Eve also offer custom modifications available either through the LP shop (for those who work for them) or through contracts for everyone else.

  • Sisters Core Scan Probe Launcher - +5% probe scan power and save 5 CPU (total 15 CPU).
  • Sisters Expanded Scan Probe Launcher - +5% probe scan power and save 10 CPU. (total 210 CPUs).

Skills

Some skills are required for a successful scan:

  • Astrometric- Allows +1 probe in space per level. Required at the first level for Core launchers and trials, at the 2nd level for Combat trials and Expanded launchers, at the 5th level for Deep Space trials.
  • Astrometric Acquisition- Reduces the scan time of each sample by 10% per level.
  • Astrometric Pinpointing- Improves scanning accuracy. Reduces maximum target deflection by 10% per level.
  • Astrometric rangefinding- Increases the scan power of each sample by 10% per level.

ships

Technically, the trial launcher can be fit into any free highslot if there is enough CPU. But some t1 frigates and their t2 modifications (covert-ops), as well as certain configurations of t3 cruisers, have bonuses to the scanning power, which helps the player to catch the target.

Frigates

The following T1 frigates have +5% sample scan power per racial frigate level. They are quite cheap and convenient for beginners.

  • Amarr-Magnate
  • Caldari-Heron
  • Gallente-Imicus
  • Minmatar-Probe

Covert-ops ("rugs")

Covert Ops Frigates have a +10% bonus to Sample Scanning Power per Covert Ops skill level. In addition, it is possible to fit Covert Ops Cloaking Device II in them, which will seriously help the safety of movement through systems in dangerous areas of space. It is worth noting that if the skill of the mat is less than 3 - this mat has less scanning power than the racial frigate, since the mat (necessary for learning the skill) of the mat (racial frigate, leveled at 5) gives a 25% bonus to the sample scanning power of the corresponding racial frigate.

  • Amarr - Anathema
  • Caldari - Buzzard
  • Gallente-Helios
  • Minmatar - Cheetah

T3 cruisers

This special type of cruiser, introduced in the EVE Online: Apocrypha expansion, also has a +10% bonus to traffic scanning power per racial Electronic Systems level, provided that such ship is equipped with Electronics - Emergent Locus Analyzer. Two things to consider:
a) T3-cruisers are relatively expensive, and their destruction removes one skill rank in a randomly taken skill of the subsystem of the corresponding race,
b) the ability to install Covert Ops Cloaking Device II for t3 cruisers depends on the presence of another subsystem in the kit, namely Offensive - Covert Reconfiguration.

  • Amarr-Legion
  • Caldari - Tengu
  • Gallente-Proteus
  • Minmatar - Loki

Riga

There are two rigs that raise the scanning power of probe launchers.

  • Gravity Capacitor Upgrade I - +10% scanning power per 200 cal.
  • Gravity Capacitor Upgrade II - +15% scanning power per 300 cal.
Since you can't (by calibration) fit two t2 rigs, or even t1 rig + t2 rig, it's recommended to use 2 t1 rigs.

Implants

Low-grade virtue implants provide a bonus to sample scanning power; full set gives +33.83%

  • Low-grade Virtue Alpha - 1% on its own and 1.1x set multiplier.
  • Low-grade Virtue Beta - 2% on its own and 1.1x set multiplier.
  • Low-grade Virtue Gamma - 3% on its own and 1.1x set multiplier.
  • Low-grade Virtue Delta - 4% on its own and 1.1x set multiplier.
  • Low-grade Virtue Epsilon - 5% on its own and 1.1x set multiplier.
  • Low-grade Virtue Omega - 1.25x set multiplier.

The hardwiring below gives bonuses to various probe attributes.

  • 6th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-0 - 2% reduction in maximum deviation from the target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-1 - 6% reduction in maximum deviation from the target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-2 - 10% reduction in maximum deviation from the target.
  • 7th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-0 - 2% reduction in scan cycle time.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-1 - 6% reduction in scan cycle time.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-2 - 10% reduction in scan cycle time.
  • 8th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-0 - +2% scanning power.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-1 - +6% scanning power.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-2 - +10% scanning power.

Video tutorial.

For all beginners, pilots looking to refresh their memory, or even experienced pilots who would like to improve their technique, there is ( English). It not only explains how to scan quickly and visually, but also allows (from observing the experience of another pilot) to draw a couple of ideas, even if you consider yourself experienced.

Scanning system

Here's what you should know:

  • Sample scan fields must overlap. Otherwise, you will not be able to warp to the found point.
  • Sample scan radius can be changed on the fly. This is necessary to target what you are looking for.
  • Samples can be recalled from space. Lost samples can be reconnected and then saved. Then they come back from space and are placed in your hold for later use.
  • Probes always see what they can see within their radius. The further the target is from the sample and the larger the scanning radius, the weaker the signal.
  • You are not required to move while scanning or firing samples. It is enough to place the samples using the system card. Samples will weld themselves to the right place when you give the command to scan.
  • The scanning time itself is very short. Most of the time during the scan will be occupied by the positioning of the samples. Therefore, the orientation in the space of the scanning player is extremely important, and it is this factor that will determine how long it will take him to catch the signature.

Scan procedure

The scanning procedure is based on trilateration where 3 probes are used to locate a point on a 2d plane and a 4th probe is required to locate a point in space. 4 samples must be placed within the site that is being searched. These probes must be placed on different planes, then a signature to which to warp will be determined.

First, one or more probes determine the approximate position of the signature. Once we know for sure where it is, we can add more probes to calculate the exact position.

  • If two tests have reached certain knowledge, you will receive a red ring, the target is somewhere along the length of this ring.
  • Three samples give 2 points, the target is approximately one or the other point.
  • If a strong signal is reached by four probes, you will get a result that you can warp to if the strength of the probe scan is enough to focus on the signature (remember, the scan strength of the probes depends on their radius).

An example is below.

First, enter the scan interface either via Ctrl-F11 or via the scan button on the left side of the HUD in space (picture below)

This will open the scanning interface. Open the map in the upper right corner of this window to see the system map.

First, we will determine if there are any signatures here at all. Start the test by clicking on the charged probluncher installed on your ship. Set the scan radius to the maximum: either drag the border of the sphere, or right click on the sample that appears in the list and set the scan radius via the dropdown list.

The example uses Core Scanner Probe I, but experienced scanners can use Deep Space Scanner Probe I to maximize the radius. To hint at the right moment when dragging with the mouse, the border of the sphere will be highlighted when the mouse is located where the sphere can be dragged from. This is also seen in the picture below.

Now that the sphere is maxed out, it will lock into place when you release the mouse. Make sure the sphere covers most of the system (ideally the entire system) and hit the analyze button

The result will appear within 10 seconds (or less, depending on skills). There is some kind of signature here. However, the signal strength is quite low because at the moment the sample has a fairly large scanning radius. So the indicated distance is almost certainly highly inaccurate...

To more accurately determine where exactly this site is located in the system, and get a stronger signal, change the sample size. In the example, the sample was shrunk to 8 AU and this is what happened (don't forget to press the analyze button):

It can be concluded that the site is located somewhere near the inner planets of the system. Due to the type of system, there are approximately 3 positions for this signal. It is either near one of the outer planets within the radius of the first probe, or it may be close in the group of planets near the center of the probe we started with. OK, let's place 3 samples to test all 3 cases.

We place the 1st sample with a radius of 4 AU at each of the points:

And we look at the result, showing us that we can forget about the outer planets. By clicking on the signature, we can highlight the result, which shows us which sample caught the signal.

We catch the signature, approaching it. Gradually increase the signal strength by decreasing the probe radius. To move a sample, simply grab and drag it by one of the arrows oriented in directions around the center of the sample. When you move them all - click on the "analyze" button, they will weld to a new position and start scanning.

In the example, one sample is used to check the volume around the inner group of planets. Look at the signal strength indicator for information on how close the sample is to the site. When the sample moves closer to the left neighbor (in the picture below), the signal becomes stronger, but when it moves even further, the signal is lost. This means that the site is probably above or below the planets. We throw in the second sample and place it "above". Here is the result:

A red circle means that the site was caught on both samples and is therefore somewhere within the red circle. Now we can already narrow the probe radius in order to catch a stronger signal, which is done in the example. As soon as the circle is narrowed, we connect the third sample, covering the red circle with it. When all three samples receive a strong signal, 2 dots will appear on the screen.

In fact, the site is located in one of these two points, and we connect the fourth probe, covering one of the two points with it. When the correct point of the two is found, the signature will be the only one:

Although we know the right place in the system - we still need to further reduce the scan radius of our samples in order to catch a stronger signal. This should be easy enough (use alt to center all probes).

The signature point will go through the red, yellow and finally green phase, and in the green phase (100%) you will be able to warp to the target. Having received a green dot, you can click on it, or on the corresponding line in the scanner, right-click to weld to it or teach it. Here's what the finished scan looks like:

The signature is now fully scanned and can be booked or warp-targeted. The result will remain visible until you log out, dock, or disconnect.

If you still can't catch a 100% signature even though you're using the smallest radius possible, it may mean that your scan power isn't strong enough. Use a ship with scan bonuses, upgrade skills or buy the best fit.

Note: this example is just an example. The specific mechanics of scanning are left to the discretion of each individual scanner and should only belong to him and his friends. There are better scanning techniques, but this example is not so much about _doing_ a scan as it is about understanding what happens mechanically when you do a scan.

Scan interface.

The scanning interface can be divided into upper and lower parts, the upper part is used to manage samples, and the lower part is used to display scan results.

Sample management

In addition to the analysis button, there are several more buttons. Here they are:

From left to right:

  • Analyze: probes warp to the positions you specify and scan starts
  • Collect active samples: recalls active samples to your hold where they can be released again in the future.
  • Reconnect to lost samples: reconnects your ship's sensors to all of your probes present in that system. Used when disconnecting or returning to a system that you left by mistakenly forgetting to collect samples.
  • Destroy active samples: the last button permanently destroys active probes. After that, they are lost forever. This can be useful if you need to quickly escape, or hide, hiding your samples from prying eyes.

Individual samples can be selected, disabled, returned or destroyed by right-clicking on them. The shift can be used to move the entire selected group of samples as a whole. Alt moves probes relative to the center of their group.

Scan results

The scan results section displays the results obtained from your samples after they have been analyzed:

This sheet displays the group to which the signatures you found belong, their signal strength, and the approximate distance. The weaker the signal, the less accurate the distance. The signature ID, which is not shown in the figure below, allows you to separate the signatures from each other. The ID is exactly and only what it is - a unique identifier, and does not give any information about the site. ID also changes in case of DT.

As the signal gets stronger, additional information is displayed in the "group" section, based on which frequencies the signal emits. At a certain signal strength, the exact name of the signature will appear in the “type” column, as seen in the figure below.

The signature ID, which is not shown in the figure below, allows you to separate the signatures from each other. The ID is exactly and only what it is - a unique identifier, and does not give any information about the site. ID also changes in case of DT.

Result filter

The result filter is a powerful tool that can be adjusted on the fly to work out unwanted results. After scanning, you can adjust the filter as you wish to see the results you want. New scans are not needed, you can even click through filters with different settings. The filter will be applied to everything that was seen at least out of the corner of the eye by the samples at the time of the last scan.

To create a new filter, click on the corrugated rectangle (in the outdated screenshot instead of a triangle) on the left side of the field with the title Scan result filter, and select the option "create new filter"

A window will open that will allow you to select which groups the pilot wants to see on the scan with this filter. Once you have saved the filter, you can select it from the drop-down menu in the same window, and the scan results will be sorted accordingly on the fly:

Hints

  • The larger the sample radius, the less accurate the samples. Start with large radii, or even a Deep Space Scanner Probe to determine what's in the system, then narrow the radius. Gradually make the scan radius smaller as you get closer to the target. If you have caught the target in the smallest possible radius of your probes and still haven't hit 100% - try using probes that allow for a smaller radius.
  • It is best to move samples along one axis. Then, in case you made a mistake in the direction, it is easier to return it to its place.
  • The lower the signal strength to which the site corresponds, the less accuracy with which the distance to this site is displayed.
  • You don't need to warp through the system, you can be completely safe on the safespot while looking for the signature. Your probes will make all the necessary warps on their own.
  • Probes always report all objects within their radius. The larger the probe radius and the farther the signal is from its center, the lower the strength of this signal.
  • When crossing results from several samples, they are combined into one result.
  • When a signature is selected from the list in the scanning interface, its corresponding visual cue will be highlighted. Please note that samples have an error and their opinion may differ from reality.
  • Filters can be configured on the fly and do not require repeating the scan.
  • Anomalies will always be at 100% from one sample, so this 1st sample is enough for them (and in fact - 0, use the onboard scanner)
  • When moving samples, you can use shift for a group, and alt for mirror positioning relative to the conditional center.

Signal types

unknown

This includes:

  • Unstable Wormhole. Peculiar "gates" leading to unknown solar systems not marked on the map. They have restrictions on the passed mass and lifetime.
  • Unknown - nominal. All kinds of combat complexes with a bunch of NPCs and tasty clothes at the end or expeditions.

Expeditions are a chain of combat complexes in different systems, you only need to scan the starting plex, then all information about the next plexes will (or not, as you're lucky) be displayed in your journal in acc. tab. As a rule, in the first expeditionary complex, you need to blow up some structure in order to give the coordinates of the trail. complex.

This also includes "numbered" plexes such as 6/10, 8/10, 9/10, in the distant, distant times, these plexes were marked with beacons and stood forever in the same places, once almost all of them were removed, leaving only 1/10 , 2/10, 3/10, 4/10 in the empire (can be seen on the galaxy map by selecting Color Stars By -> DED Deadspace Report) and single high-numbered zeros. Now these plexes are also randomly generated in systems and they need to be scanned. The number indicates both the complexity and the allowable size of the ship.

  • 1/10 Frigates
  • 2/10 Frigates, Destroyers
  • 3/10 Cruisers, Frigates, Destroyers
  • 4/10 Battlecruisers, Cruisers, Frigates, Destroyers
  • 5+/10 Battleships, Battlecruisers, Cruisers, Frigates, Destroyers

The general meaning of all Unknown complexes (except for wormholes) is to shoot at the red crosses.

ladar

There are two types:

  • Gas complexes. Having flown in, you find yourself in the middle of several clouds that can be collected with a special “vacuum cleaner” Gas Cloud Harvester I Boosters are made from clouds in known space. During the collection of gas, they can damage the ship, not much, the cruiser copes. In Wormhole systems, the ladar complexes contain the gases needed to build T3 ships. Clouds for half an hour of the test never bitten.
  • Combat complexes with containers for opening which you need Codebreaker I. In BPC contacts for boosters, reactions for boosters, books.

gravimetric

Asteroid belt, may be NPCs, may arrive later. Actually everything.

Magnetometric

These are archaeological complexes in which there are special containers that are opened either by a module Analyzer or module Salvager. There may be NPCs, in high secs, for example, salvage complexes without NPCs. And in 0.0 systems, if you please, shoot. Salvags in containers, sometimes books (skills), sometimes BPC on t2 rigs and if memory does not change BPC on factional structures for the pos.

In these complexes, rigs for the Analyzer's performance will help you:

  • Emission Scope Sharpener III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPW-1. Implant by +5% to the chance of successful work of the Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPY-1. Implant by +5% to the chance of successful operation of Salvager.

radar

Hacking complexes with containers opened by the module codebreaker. Usually you have to shoot. In containers Decryptor's, Datacore's, BPCs for various Data Interface's, special materials for building data interfaces, as well as in special radars, there are BPCs for boosters. In known space, Radars are the source of materials for the Invention. In the Wormhole space, Radarki is a source of materials for Reverse Engineering, i.e. the production of t3 ships.

Rigs for hacking:

  • Memetic Algorithm Bank III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPZ-1. Implant for -5% uptime of Salvager, Codebreaker, Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPX-1. Implant by +5% to the chance of successful operation of Codebreaker.

Cosmic Anomaly

In the process of scanning, you will surely come across “cosmic anomaly” signals - these are simple combat complexes scanned by one plug, as well as a built-in scanner. There are no entrance gates in them, and so they can be passed on any ship. There is a small chance to see a faction NPC (Dread Guristas, True Sansha…) or get an expedition. Combat complexes in factional wars are also cosmic anomaly signals.

With the introduction of Dominion for systems with a claim, the Pirate Detection Array upgrade appeared, adding 4 anomalies per level. With the level, the profitability of anomalies also grows. At the 5th level, 20 anomalies are obtained in the system 4–5 of which are top in terms of income. Anomalies from upgrades after the disappearance are immediately restored.

Translation © Clancy.
Signal types section © Yolkree.

The game is very captivating, you don’t want to leave it at all, and the first few dozen ISK accumulated for completing missions and killing mobs are already pleasing to the eye. But the ship is frail, the guns hit weakly, and it’s time to have more powerful drones ... And you also need to accumulate a little more than a billion ISK as soon as possible in order to buy the long-awaited PLEX (paid account for a month), learn new skills, farm more complex ones, and not only "threes" and "fours".

Buying a ship: where and what to buy

Starting to play EVE, you immediately notice one feature of the economy: there are no NPCs that sell or buy something, all trade is carried out only between players. Sometimes you have to look for the desired component for a long time, or fly through the "zeros" in order to pay less at the desired station. It is easier to immediately decide on the optimal place where you can make a purchase / sale transaction with the greatest profit. In any game there is a location, a kind of "mecca" of trade, where there is always a maximum of players and prices are acceptable for absolutely everything. In Lineage 2 it's Giran, in Archeage it's Mirage, and in EVE it's Jita Station.

It is here that in the general chat you can “catch” a bargain at a sometimes ridiculous price, or in the store you can find what you need at the best price. When going to Zhita, keep in mind: there online just rolls around the clock, and if the computer is not very powerful, make the settings to a minimum, otherwise you will get stuck tightly in the lags when you approach.
Finally, we got to the bottom, open the store and look for Vexor, this particular ship is the best option for a beginner, but an ambitious player. On Vexor, if a 3/10 comes up, with the right fit (detailed below), it takes about 15 minutes, and then slowly. "Fours" bite more painfully, take longer, but carefully, and they can be farmed.

As soon as the ship is bought, it must be insured immediately! This is not a whim, but a necessity, and we choose the largest platinum insurance: we will pay more, but if the ship dies, the bulk of the claims spent on Vexor will return. The insurance is valid for a month, at the end of this period you will definitely receive a letter with a proposal to renew it.

The main components of a competent fit on Vexor

There is no universal fit, especially since different ships do not have the same number of slots, and what fits on one will not “fit” on another. But in the fit for Vexor there is a list that is required.

1. Drones are the main weapon of Vexor

You can release five drones at the same time, but it is optimal to have ten with you in Drone Bay, five medium and five each. Until PLEX is turned on, heavy drones are not available, but the right ones, medium and light, are also not bad. Buy 5 each Federation Navy Hammerhead and Federation Navy Hobgoblin, the first medium, the second light. For convenience, the screenshots will always open the skills that you need to learn IN ADVANCE before collecting a fit on Vexor.

Why are there twice as many drones? With hard farming, it is the drones that receive the main damage, you can recall the damaged ones and call in new ones. Light drones are more mobile, fly to the target faster and dodge better, but their damage is weaker. Medium drones hit harder, but collect more aggro. You can combine, release three medium and two light ones, and vice versa.

2. Guns

We buy three 150mm Prototype Gauss Guns, because you can put three guns on the Vexor at once (some more expensive ships have a limit of only two). They need cartridges, they need to be purchased with a stock of thirty thousand at once - Antimatter Charge S.

3. Fast and Free Vexor Repair

You need special equipment, the so-called "turnips", to "heal" the ship and drones during a battle or a break. The first goal is to buy Medium Armor Repairer II, and to repair drones - Medium Remote Armor Repairer I. Of course, you can dock at the station and do a full repair there, but, firstly, it's not free, and secondly, it's much more convenient be repaired in space. Both must be used very carefully, turned off in time, otherwise the capacitor will sit dry. In order not to get confused and not accidentally turn on the wrong thing, just remember: there are two rows of arrows on the "turnip" for drones.

4. Let's speed up, the enemy is on the tail!

It happens that you need to sharply increase speed upon arrival, or vice versa, flying away from the enemy (not to be confused with the warp, when the ship moves a long distance in a few seconds). The required item for this is 50MN Quad LiF Restrained Microwarpdrive. The required skills are shown in the screenshot below.

5. Scanning space for invisible anomalies

Not only novice players feed on greens, it's time to look for hidden anomalies, in a different way - to scan them. To do this, you need Core Probe Launcher I, it is better to buy the most expensive plugs available for it - Sisters Core, eight pieces. Their high cost will pay off with fast and accurate scanning of anomalies.

6. Protecting the ship from the main types of damage

The main part of the fit that protects against damage is the "medical box", don't be stingy and get Damage Control II right away.

7. Collecting loot from "wrecks"

This item is the most expensive item after the ship, but it is highly recommended to buy it, it is extremely useful! It's so tedious and long to fly up to each "vrek" and check it for "loot"! A magical thing called the Mobile Tractor Unit will attract "wrecks" to itself and "loot" everything that is in them. It is only necessary to throw it into space, and when the "wrecks" are all empty, take what you need from it, and do not forget to put it back into the hold. The tractor is not a part of the fit, it is placed as a cargo in the hold, it does not require any special skills.

SKills - Skills

Astrometrics (learning rate 3)
Skill allows you to release 1 more cork for each skill level learned. At level 1, you will be able to produce 4 corks, and so with each level, 1 sample more.
To be able to learn this skill, you need to learn the skill:
Up to 3rd level Science.

Astrometric Acquisition (learning rate 5)
You will scan with each level 10% faster than before. If you scan with plugs at level 0, then the scan speed will be 10 seconds.

Level 3 Astrometrics.
Level 3 Science.

Astrometric Pinpointing (learning rate 5)
At each level, you will be able to scan traffic jams more accurately by 10%. With this skill, you will be able to scan better and find anomalies, black holes, etc. faster.
To be able to learn this skill, you need to learn skills:
level 4 Astrometrics.
level 3 Science.

Astrometric Triangulation (learning rate 8)
At each level, your scan will become stronger by 10%.
To be able to learn this skill, you need to learn skills:
Level 3 Science.

Fit - Equipment.

Of course, you immediately thought of cannons that launch corks “cork launchers” - modules (2 types) that, in fact, launch corks into space for scanning.
Modules:

Core Probe Launcher I
The usual kind of Launcher.
Produces only Core Scanner Probe I (corks of another type weigh too much and therefore cannot fit in this launcher).
Gets on every ship, because it takes up very little processor and power grid.
Rate of fire: 2 seconds.

Processor: 15tf
Power grid: 1 megawatt.

Level 1 Astrometrics.
-Level 3 Science .


Sisters Core Probe Launcher
Rate of fire (less than 1 technology): 1 second
Bonus from the cannon to the power of scanning probes 5%.
How many ship resources are needed to activate this module:
Processor: 10tf
Power grid: 1 megawatt
To be able to use this gun, you need to learn the following skills:
Level 1 Astrometrics
-Level 3 Science.

Expanded Probe Launcher I
The cannon is larger in terms of its capacity of traffic jams.
This launcher releases not only one version of traffic jams, but also other types, even lunar ones.
Too much processor is needed to activate, this gun is difficult to install on many ships.
Rate of fire: 2 seconds.
How many ship resources are needed to activate this module:
Processor: 220tf
Power grid: 1 megawatt.
To be able to use this gun, you need to learn the following skills:
Level 2 Astrometrics.
-Level 3 Science.

The variant that can be obtained from the ev sisters (factional):
Sisters Expanded Probe Launcher
Rate of fire (less than 1 technology): 1 second.
Bonus, 5% to scanning power.
How many ship resources are needed to activate this module:
Processor: 210tf
Power grid: 1 megawatt.
To be able to use this gun, you need to learn the following skills:
Level 2 Astrometrics
-Level 3 Science.

Scan Probes
Attention to the store in the game, namely the category Ammunition&Charges -> Scan Probes
Scan Probes:

Combat Scanner Probe I
- Maximum scanning distance: 0.5ae-1ae-2ae-4ae...64ae
- can scan any structure, etc. in krmas. That is, drones\ships in space\players\ships\structures can fit into the Expanded Probe Launcher I or Sisters Expanded Probe Launcher cannon (do not fit into others).
The main purpose (the concept of why more is needed) is to find players and their ships in space.

Level 1 Astrometrics
-Level 3 Science.
The variant that can be obtained from the ev sisters (factional):
Sisters Combat Scanner Probe I - gives a +10% bonus to scanning power in space (better than T1).

Core Scanner Probe I
- Maximum scanning distance: 0.25ae-0.5ae-1ae-2ae-4ae...32ae
- needed to scan and find complexes that are hidden. AKA Cosmic Signatures. They are not very good at looking for ships in open space, they can fit in both types of guns.
To be able to use this cork, you need to learn the following skills:
Level 1 Astrometrics
-Level 3 Science.
The variant that can be obtained from the ev sisters (factional):
Sisters Core Scanner Probe I - gives a bonus to scanning power in space + 10% (better than normal). Deep Space Scanner Probe I (Sisters Deep Space Scanner Probe I)

Deep Space Scanner Probe I
- Maximum scanning distance: 2ae-4ae-8ae-16ae...256ae
- just like the Combat Scanner Probe I scans everything in space, also a very large scanning radius, the best plugs for all scanning widows.
To be able to use this cork, you need to learn the following skills:
Level 5 Astrometrics
-Level 3 Science.
The variant that can be obtained from the ev sisters (factional):
Sisters Deep Space Scanner Probe I - Gives a 50% bonus to cork sliding speed (better than technology 1).

All three Probes are written at the top (not counting the fractional view) - They last a long time, it’s not necessary to buy 1000 of them, 10 is enough - and that’s a lot if you always return them (every time you start, time starts ticking from the very beginning).

Traffic jams of the following type do not scan signatures, anomalies, ships, etc.:
Discovery Survey Probe I (10 minutes)
Gaze Survey Probe I (5 minutes)
Quest Survey Probe I (40 minutes)
These Probes are only needed to scan the content in the moons, in parentheses is the time it takes them to scan the moon (no skill reduces the time). Can only climb into the Expanded Probe Launcher I or tailcoat variant. Corks are used only once.

Warp Disrupt Probe
- This Probe is needed for pvp but not for scanning ships and anomalies, this plug is produced only from the only cannon Interdiction Sphere Launcher I installed only on one Interdictor class ships. This probe after launching makes a field with a radius of 20 km around and the enemies that are in this field cannot enter the slide. It is clear that these plugs are not used for scanning plexes, anomalies, signatures, etc. Plugs are only for one run.

Calibration - Rigs
Gravity Capacitor Upgrade I: Grants +10% scan power bonus. Riga size 200.
Gravity Capacitor Upgrade II: Grants +15% scan power bonus (5% more than tech 2). Rig size (T2 takes 100 units more, because you can only put 1 in some ships) 300.

Ships
There are races (Amarr, Gallente, Minmatar and Caldari) and each has 1 frigate technology, they have a + 5% bonus to Probes scan power and these 5% are given for each level of your race's frigate skill, these are:
Amarr-Magnate
Caldari-Heron
Gallente-Imicus
Minmatar-Probe
But these frigs also have a second technology, and you understand that they have a better scan bonus and you can scan plexes faster than t1 ships. For each level of a t2 frig race, will give a +10% bonus to improved Probes scanning power with each level of Covert Ops:
Amarr - Anathema
Caldari - Buzzard
Gallente-Helios
Minmatar - Cheetah.

Implants.

Low-Grade Virtue Set (bonus with six implants of this type) - The whole set will give you a bonus to Probes scanning power + 33.83%.
Low-grade Virtue Alpha - 1 slot
Low-grade Virtue Beta - 2 slot
Low-grade Virtue Gamma - 3 slot
Low-grade Virtue Delta - 4 slot
Low-grade Virtue Epsilon - 5 slot
Low-grade Virtue Omega - 6 slot.

Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-0 - 6 slot
Reduces the worst Probes scan by 2%.
Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-1 - 6 slot
Reduces the worst Probes scan by 6%.
Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-2 - 6 slot
Reduces the worst Probes scan by 10%.

Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-0 - 7 slot
Reduces Probes scan duration by 2%.
Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-1 - 7 slot
Reduces Probes scan duration by 6%.
Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-2 - 7 slot
Reduces Probes scan duration by 10%.

Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-0 - 8 slot
Gives a 2% bonus to Probes scan power.
Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-1 - slot 8
Gives a 6% bonus to Probes scan power.
Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-2 - slot 8
Gives a 10% bonus to Probes scan power.