Not to be confused with the use of the Directional Scanner
Probing is the art of finding that which is hidden in space (Usually in order to do nasty things to that which is hidden).
There are two scanners that you must become familiar with, and eventually master: The Directional Scanner, and the System Scanner (used in conjunction with Scan Probing). It is recommended that you have a firm grasp of the concepts involved with the directional scanner before you attempt to use the System Scanner.
It is not possible to probe out cloaked ships.
There are five skills that affect system scanning (no skills affect directional scanning):
Covert ops ships also have bonuses to probing and can mount covert cloaks removing any risk of being scanned out of (good) safe spots.
The only rigs that affect scanning are Gravity Capacitor Upgrades. These rigs increase scan strength by 10% and 15% (T1 and T2 respectively). There is no stacking penalization for these rigs.
There are a few implants that improve scanning, the most sought after being Poteque 'Prospector' Astrometric Rangefinding AR-810 which will reduce the time by 10%, and will cost a pretty penny. However if all skills are to V and you have two Gravity Capacitor Upgrade rigs, you can reduce your scan time to 22 seconds. This will make you the best damn scout in all of TEST…until someone warps to zero on you and you get blown up.
The absolute minimum requirements:
Recommended:
If using a tech 1 scanning ship(Probe, Heron, Magnate, and Imicus), the recommended skillset is almost mandatory. Without Rangefinding to 4, you will often find yourself not being able to get some of the harder signatures (wormholes, ships) to 100%. or more information on the tech II versions of the probing frigates, see Covert Ops Prober.
Probe launchers come in two varieties: Core Probe Launcher and Expanded Probe Launcher. For each of these, a Sisters equivalent probe launcher is available. The Sisters versions are more expensive, but offer a 10% stronger scan strength. Core Probe Launchers are limited to launching Core Scanner Probes, which are almost exclusively used for Exploration. Expanded Probe Launchers are capable of using Core Scanner Probes as well as a host of other probe types, so these are the ones used in most scenarios.
Scanner probes come in a few different varieties, as can be seen in the chart below. It is worth nothing that probes of the “Core” variety cannot scan for ships/structures and are therefore of limited use.
Range (AU) | Sensor Strength | Base Max Scan Deviation (AU) | Astrometrics Level Requirement | |
---|---|---|---|---|
Core Scanner Probe I | 32 | 40 | 0.250 | 1 |
Sisters Core Scanner Probe | 32 | 44 | 0.250 | |
Combat Scanner Probe I | 64 | 20 | 0.500 | |
Sisters Combat Scanner Probe | 64 | 22 | 0.250 |
To start with get to a safespot and start your ship moving (no mwd, just slow-boat along). this isn't an infallible defence (as this guide will show you) and often it isn't 100% necessary however it is an excellent habit to get into. A cloak will help greatly in this though. You can probe when cloaked.
Once you are in your safe spot, simply click your scanning module. It will drop 8, or however many probes you have loaded, and arrange them automatically.
Open the system view by pressing F10. If the Eve universe map opens, click on the Toggle Map button on the World Map Control Panel to bring up the solar system map. You need to be familiar with moving your camera on this map and understanding 3d space. left-dragging in empty space rotates the camera, right click dragging moves the cameras focus (the point it rotates about) relative to the plane parallel to your screen. Double clicking the name of an object will center your view on the object.
In the Scanning window, there are 2 small buttons for the 2 probe arrangement presets. As a seasoned scanner, I never use the first one(the one which arranges the probes in a big circle). Since the ship scanner automatically cycles when you enter system, and shows you the general location of all signatures, it's only really useful for scanning ships.
Orient the map so you are zoomed out enough to see everything in the system and you are looking from the “top” down With your 8 probes in space you want to set them all to the maximum range possible (just drag the edge of the sphere, the individual probes will move themselves to optimal distance from the center automatically).
Now hit the “Scan” button, the probes should shoot off to their intended destinations, put on a pretty display and beep for about 10 seconds(minus one second per level of Astrometrics Acquisition. See, we told you that skill was useful), then the scan results pane should fill up with stuff you have found, (anything with a full 100% is directly warpable to, and is outside of the probing scope) if there is nothing there then try another system.
Now select one of the results in the window, right click it and then opt to ignore everything else. You should now see a red mark on the map.
Now you can scan again, if you still have a single point for the signature then narrow the search further otherwise re-orient the probes.
Once you have the signature to 100% you can bookmark it or warp onto it.
In order to re-use the probes you forget to recover before docking/jumping, click the “recover active probes” button in the system scanne. Your probes will immediately return to your cargo hold, and there is no need to uncloak, except for re-loading the probe launcher. This must be done before the timer on the probes runs out or you dock/jump.
You may only warp to a result with a green 100% rated dot.
The results that are returned are a snapshot of the moment the probe finished analyzing. If your target was in warp, or has moved since the probe finished, you may warp to a location with nothing in it.
These are the easiest class of entities to discover. After jumping into system, your ship will automatically run a scan of the system, and any anomalies will read 100% off the bat. There is no need to do any special work to scan them down. These can be either combat sites, or ore sites.
These can be found with any probes and come in 6 types:
You must use “Combat” probes as opposed to “Core” probes to find these. Combat probes are too large to fit into a core launcher so you will need an Expanded Probe Launcher. The Expanded Probe Launcher requires Astrometrics II. Also:
Other than the above scanning ships works much like scanning signatures.
Scanning in combat as a scout can be somewhat different. Refer to the Combat Probing article for a more detailed tutorial.
There are two factors that affect probe results: Signal Strength and Accuracy. The formulas to calculate each are found below.
Signal strength is the chance that a target will appear on a given scan (Signal Strength also affects Accuracy). The forumla for signal strength is as follows:
Signal Strength = (Probe Sensor Strength * (1 + Astrometric Rangefinding Level * 0.05) / 100) * (1 – (0.65 1)) * (Target Signature Radius / Target Sensor Strength)
Variables Defined/Explained:
Higher signal strengths give better results. Targets that would have a signal strength of under 1.0 have a chance to not show up on your results (And if using multiple probes, even a 1.0 signal strength is not a guarantee of a result). With one probe, the percentage chance that a target will show up in the results is:
Chance of target showing in results = Signal Strength * 100
Accuracy is the deviation of your result from the target, and is a randomly generated number between 0 and the Maximum Effective Scan Deviation. The forumla for accuracy is as follows:
Maximum effective Scan Deviation = Probe Maximum Scan Deviation * 2) – (1.6 * Signal Strength) + 1) * (1 - Level of Astrometric Pinpointing * 0.1)
Variables defined/explained:
Results with deviations of more than 250km run the risk of being on a different grid than the target. Shorter range probes will minimize deviation, both through their max deviation, and through increasing signal strength.