Eve Online D Scan

This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

See also: Directional Scanner Guide

  • 1Directional Scanner (D-Scan) 102
    • 1.2Defensive D-Scan
    • 1.3Offensive D-Scan
      • 1.3.2Finding Ships: Celestials
      • 1.3.3Finding Ships: Bookmarks


In Rubicon 1.3 along with the d-scan updates for range slider etc, do you think you could allow 'Directional Scan' to be bound to a keyboard shortcut? Obviously it would open the scanner window if it wasn't already, but it would save people from mousing around the screen doing other things but having to get back to the Scanner window again to. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher. General Information. This is a class on the functions and uses of the Directional scanner - often called the 'd-scan'. EVE Online D-Scan Tool for WordPress Resources. GPL-3.0 License Releases 53. 1.7.0 Latest Nov 1, 2019 + 52 releases Contributors 3 Languages. A quick no-bullshit guide to directional scan (d-scan) o/If you're salty and you know it clap your hands! (and leave a comment below)Original EVE jukebox mu.

  • Review the basics
    • What is the Directional Scanner?
    • How do I use it?
    • Capabilities
    • Limitations

Basic guide for surviving solo mining or gas harvesting ops in the wormhole systems. As usual, d-scan is your best friend. EVE Online Oceanus.

Situational Awareness

The d-scan can be used to identify uncloaked ships operating in a 14.35 AU bubble around your ship. By comparing the local window with d-scan it is possible to identify potential threats or find enemy ships. Remember that ships in system do not show up on d-scan for three reasons 1) out of range, 2) docked in a station, 3) cloaked/immune. Sometimes, using the defensive d-scan techniques will not be sufficient to maintain situational awareness. You might need to use techniques from the Offensive d-scan section in order to evaluate the threat.

Defensive D-Scan

Spam D-Scan

(Note that there is a 'Refresh Directional Scan' hotkey. It will open the scanner if it is not up, and refresh the scan otherwise. The key is unassigned by default. You have to go to 'Shortcuts/Combat' in the Settings and assign a key.)

  • 360’ max range, scan at least every 10 seconds
    • Especially useful in low traffic systems with which you are very familiar: such as out-of-the-way mission or mining locations or wormholes. Also good for situations when you can identify a threat by ship type (or when anything on d-scan is a threat), i.e. miners looking for destroyers, transporters looking for tornados, wormhole operators looking for non-fleet ships, cloaked pilots checking for other ships who may be warping to dock or jump.
    • If you wish to sort d-scan information click on the header of the column you want to sort on.
    • To share d-scan info with an FC: scan, left click, ctrl+a, ctrl+c, then switch to https://adashboard.info/intel and ctrl+v. You can share the link with an FC.

PRACTICAL: Everyone warps to a planet and sits on grid. Instructor tells the students to look for his/her ship (or core/combat scanner probes) on d-scan and warp away before the instructor lands. This is to practice individual situation awareness

PRACTICAL: Same as above, except that the Fleet commander tells everyone to align to a location and then he/she warps out the fleet. This is to practice fleet/gang situational awareness.


  • Adjust the range of your d-scan to identify when ships get close.
    • If you are in a system with lots of other pilots and ships, then spamming the scan button will most likely not be enough to identify potential threats. In populated systems you will probably see lots of ships and/or probes on d-scan. Adjusting the range of your d-scan can give you valuable information about who may be warping to your location,
    • Move the range slider to the left or manually set range to approximately 1 AU.
      • 2,147,000,000 km = apx. 14.35 AU
      • 1,147,000,000 km = apx. 7 AU
      • 147,000,000 km = apx 1 AU

PRACTICAL: Quickly change ranges to identify incoming ships. Instructor should bounce away from the group and make several warps within d-scan range. Some runs the instructor should keep well away from the students, others the instructor should be on grid or within 1 AU.

PRACTICAL: How much time does 14.35, 7, and 1 AU notice give you?

  • Have the students set their d-scan to one of these ranges.
  • Instructor should use an Interceptor or Covops to demonstrate how much time it takes to cover the distance, decelerate, and target the ship. Time from d-scan range to start of targetting should range from 23 - 17 seconds. Point out that even though Covops and Interceptors warp faster than any other ship, the majority of warp time occurs in the deceleration. Even if you see the target at 1 AU range, you can have more than 17 second to align and warp out.
  • This time reference should give players an idea of the distance they should set their d-scan range in order to be able to align and warp out in time.
Eve online d scan wrecks

Limit the angle of your scan

Dscan Info

  • In some cases it may be useful to narrow the angle of your d-scan and point it at the possible threat.
    • Missions/incursions – point d-scan down the gate before jumping in.
    • Null sec/wormhole space – check gates/stations for warp disruption bubbles.
    • Low-sec – check gates for gate camps.

Create a friend/foe list

  • In some situations you may need to take notes about who is/isn’t a threat. Reference this list against d-scan results.
    • Wormholes: Write down the names/types of the ships in your fleet in a note. Have the note open while in the wormhole. When a ship you don’t recognize pops up on d-scan you can quickly check to see if it is with the fleet. Helps prevent panic.
    • Scouting: Most pilots don’t change the name of their ship. As you associate players and ships, create a note. This will make identifying targets/potential threats easier.

Being Stalked

If you have determined that another pilot is stalking you, what can you do to throw off your opponent?

  • Rename your ship! Unless your enemy is paying close attention to Local, you may be able to throw him off just by changing your name. Change ship name every couple of jumps.
  • If you identify another player in system with your same ship type, rename your ship to match. This will make it difficult for your opponent to identify which ship is yours. Just make sure you don’t rename your ship to your opponent’s ship.
  • If you end up scouting a wormhole with a large active Corp who uses Unicode characters, rename your ship to match. Left click a dscan result, ctrl+c, then ctrl+v in a note. Select the unique character and copy/paste it to your name.
  • This type of deception can be countered by taking good notes.

Play chicken with the POS

If in low/null or wormhole space then you can use the directional scanner to determine what moons do/do not have a POS. This can give you a location your opponent may not think to look. This is somewhat risky, as you may forget to change your overview settings, or you may not remember which moon you scanned.

PRACTICAL: Can d-scan fool you?

  • Before class, Instructor should abandon a shuttle in another system and make sure it has the default name. i.e 'Aaric Altair's Gallente Shuttle'.
  • Tell the class that they are +1 for a fleet and that the instructor is a War Target. Have the class move into the system and identify if the fleet should continue or dock.
  • Instructor should be in a cloaked ship and on grid with the students. Once the students identify and dismiss the shuttle, the instructor should uncloak.
  • Students should come away with the understanding that d-scan does not differentiate between piloted ships and abandoned ships, and that this can be manipulated. This scenario can also be adapted for low sec transportation.

Offensive D-Scan


Ships on dscan will be in one of three states; at celestials, at bookmarks (including mission bookmarks) and in warp between two of these locations. Because finding a target in warp is impractical, we can concern ourselves with finding targets at celestials and at safe spots. Both methods start with a 360°, max-range scan, but choosing where to search first requires a little situational awareness.

  • Knowing a little about the corporations, pilots, and common activities in the system will help you decide. For example, if you know the system is a popular mission hub, you might search stations first then safe spots. If ratting or mining is a common activity you would start at asteroid belts. The target, ship, and system can give you valuable information about how to conduct your search. The in-game map, and external resources like dotlan, eve-who, and eve-kill can help identify which location you start your scan.
  • Generally speaking, It is faster to scan the celestials first. It doesn’t take much time to scan all the celestials, and even if the target is not at a celestial, it can narrow the location to start your more systematic search. If the target is at a celestial then locating the target can be done entirely with the d-scanner and is fast and stealthy.
  • However, if you believe the target is at a safe spot—or you scanned all the celestials without success—then you will need to perform a more systematic search. The scan pattern is longer, and more demanding; and obtaining a warp in with combat probes runs the risk of detection, but if done right, the target probably won’t know that his location has been compromised. Using d-scan with probes will be covered in Combat Probing 101.

Finding Ships

There are two basic techniques; adjusting the angle first and then the distance, and adjusting distance first, and then the angle. Learn to use both. The situation will dictate which method you use, and most of the time you will use a combination of both methods to find ships quickly. Speed is the key metric you are looking to improve.

Click on your own ship and a little box will appear: this box is 5 degrees. Turn on the tactical overlay and open the Map browser; these will help keep you orientated.

Finding Ships: Celestials

Angle First

  • Generally, if you are at the edge of a system, the angle-first method is faster, as there will be limited celestials within range of your d-scanner. This can be done with the map open or closed.
    • Click on your own ship and a little box will appear: this box is 5°. In the scanner window, narrow your angle to 5 degrees (or 15 if the cluster is spread out),hover your mouse over (or click) the celestial to confirm it is within 14.35 AU, then place the selection box of your ship over the celestial and scan. Rotate your camera and repeat until the target is on d-scan.
    • Hover your mouse over (or click) the bracket of the celestial to determine the range.
    • Now adjust the distance of your d-scan to 1 AU under this range. If the target drops from d-scan, then they are most likely at the celestial you scanned. If the target is at a cluster of celestials, you will need to warp to the cluster to continue the search. If the target is still on d-scan, begin to adjust the distance by half until you obtain a range within 1 AU. Check the map to see if anything else sits along this azimuth at that distance.
    • If no other celestial sits along this azimuth at this distance, then the target is either in warp directly to, or away from, your location; or the target is sitting at a mid-warp bookmark. Using bookmarks, it is possible to obtain a warp in on someone else’s mid-warp bookmark.
  • PRACTICAL: Have the students gather at the edge of a system, like on a gate. Instructor should position his/her ship at a celestial near the edge of d-scan range. Have the students practice using the angle first method to find the instructor and warp to his/her location.
  • PRACTICAL: Have the students gather at the edge of a system at a location with a cluster of celestials surrounding it. Instructor should position his/her ship at a nearby celestial (as close as possible). This should highlight the potential challenge of using the angle-first method of finding a target that is very close to your location.

Distance First

  • If you are at the sun and are searching a populated system--or at a planet and are searching the cluster--the distance-first method is often a faster way to narrow down your options. Also good for checking if the target is close or far. Ships that are very close to you will be inherently more difficult to pinpoint the location.
    • Set angle to 360° then scan at max range, adjust distance by half, up or down, until you have a 1 AU range. Now check the map/overview for celestials that sit within this range. Adjust angle to 15° or 5° and scan those celestials until target appears on d-scan.
    • Can usually get range to 1 AU within 5 scans or less with very little editing of the numbers. Narrowing down more than this will usually take 5 or more additional scans. Also, if you are using combat scanner probes, a 0.5 AU RADIUS scan will cover 1 AU of space.
    • If the target is located within 1 AU of your current location (and there are a lot of celestials within 1 AU as well), then start your d-scan range to the distance of the celestial in the cluster that is the furthest away (check map or overview) and narrow down to an appropriate range. Once an appropriate range has been established (try not to use more than 5 scans), determine which celestials fall within this range and adjust the angle to scan those celestials. If you are scanning in low- or null-sec, then you may be able to temporarily ignore the moons and check asteroid belts/stations first.
  • PRACTICAL: Have the students warp to the sun. Instructor warps to a celestial within d-scan range, preferably one that has a unique distance from the sun. Students will then use the distance-first method to find the instructor and warp to his/her location.
  • PRACTICAL: Have the students warp to a planet with a cluster of celestials. Have the students use the distance first method to identify your location. Instructor can vary the scenario to reflect wormhole, high-, low-, and null-sec space.
  • ADVANCED PRACTICALS: Now repeat the two previous practical exercises, but let the students choose which technique to use first. After 2 - 5 minutes, move to a different celestial and have the students use the second technique. Let the students discuss which method was faster in each situation.

Finding Ships: Bookmarks

Finding ships at bookmarks is much more time intensive, and usually requires combat scanner probes in connection with the d-scanner. This topic is more appropriate to a Combat Probing class, however, the basic d-scan techniques will be taught here for reference.

Eclipse mars version download. If the target is at a bookmark it is possible to narrow down their position by using the map and some reasoning.

  • Bookmarks can be created 4 basic ways
    • Warping between celestials and dropping bookmarks, then using those bookmarks to create others
    • Slow boating away from a celestial/bookmark
    • Using NPC bookmarks (mission sites)
    • Using incursion sites (currently the best source for safe spots and deep safe spots)
  • Unless the target runs missions out of that system, or follows incursions, most bookmarks they use are created using celestials. In most systems, this means that there is a limited amount of space that can have bookmarks. Some systems will simply not have a good spread of celestials to use in the creation of bookmarks. By looking at the map, and identifying areas of space that won’t have normal bookmarks, it is possible to “narrow down” your search pattern.

Angle First

This technique is best if the target is not moving, as getting the general direction of the target allows you to deploy probes on target faster. It is generally worth the time to first establish if the target is located at a bookmark within 1-2 AU of your location. If the target is located at this range, it is usually faster to drop probes.

  • Set angle to 180° and pick one of the lines formed by the number labels on which to center your camera. Scan, make note of the results, rotate camera 180 degrees and scan again. This will narrow down your search to ½ of a sphere. Face your camera towards the direction the target was observed and then point the camera straight up and scan. Note if the target is still on d-scan. Then face the camera straight down and scan. Note if the target is still on d-scan. This will determine if the target is above, planer or below your location (If the target appears on d-scan both times then he or she is sitting somewhere on the same plane as you. This is because the camera will not look directly up or down, and results in 10 – 20 degrees of overlap at the solar plane).
  • Keep the angle at 180 and reset the camera position to either the first or second scan position (whichever position the target showed up on d-scan.) Now rotate the camera 75° - 80° to the right and scan (the camera should not be facing directly down the line of numbers). Note if the target is still on d-scan. Return the camera to the original position and then rotate the camera 75 - 80° to the left. Note if the target is still on d-scan. This will determine if the target is right, center, or left of your location (if the target appears on d-scan both times then it is sitting somewhere within 20° directly in front of you. This is because we created overlap at the center position by rotating our half-sphere scan less than 90 degrees.) We now know the general direction of the target. Using this method should allow you to identify the location of the target to within 1/8 of the sphere or better
  • Set the angle to 90 degrees (or less if you were able to identify a smaller area) and center camera on the general direction of the target. If you are using a monitor with 1920 x 1080 resolution, then your field of view (left and right) is approximately 100° and 75° (up and down); a 90° scan will search most of what you can see plus a little extra up and down. If the target is on d-scan then proceed, if not, then adjust the camera slightly up, down, left, and right and scan each time. Make note of which scans saw the target as this will narrow down the location.
  • Set the angle to 60°. Four 60° scans arranged in a cross will cover the original 90° scan area. Make sure there is at least a 10° overlap in the search pattern, as you can use the same procedure used during the 180° search to narrow down the location of the target ship even more.
  • Continue narrowing angle until target shows up on a 15 or 5° scan. Now adjust the distance by half until you find the range within 1 AU
    • If you reach a point where you cannot narrow down the result any further, i.e. if the ship shows up at 30° but not at 15°, check to see if the target is sitting within 1-2 AUs of your position. Ships that are very close to you will be inherently more difficult to pinpoint.

Distance First

  • Use the distance first method if your target is changing location frequently; you are much more likely to identify when the target changes location if your distance is set to within 1 AU of their location. This can save you frustration and time.
  • First determine the distance using the technique discussed in Celestials section. Then adjust the angle using the techniques from the Bookmarks section.

PRACTICAL: Instructor should warp to a bookmark and have the students try to scan down the location within 15° and 1 AU.

Putting it into practice

PRACTICAL: Instructor should tell the students to identify if he/she is located at a celestial or bookmark. Instructor then gives students 2 minutes to identify if the instructor is located at a celestial or bookmark. Instructor should mix near and far scenarios in both categories while mixing up from where the students start. Ex. Sun, edge of system, at cluster, etc.

PRACTICAL: Instructor should now warp to a random celestial and have the class chase him/her down. Do this several times, varying the difficulty and scenarios. Limit each attempt to 5 minutes to avoid frustration.

PRACTICAL: If time is available, jump to a celestial and have the students attempt to find and follow. Instructor should bounce between celestials at least every 60s, more if students begin to scan quickly. Highlight how difficult tracking another ship can be, and discuss why speed is the most important scanning skill to master.

Retrieved from 'https://wiki.eveuniversity.org/index.php?title=Directional_Scanning_102&oldid=139981'

Don’t miss out! This is just one chapter of our full EVE Online Exploration guide.

After you’ve launched your probes and begun warping off to a safe point (mind you players can scan with probes while mid-warp or cloaked, or both), it’s time to choose what to scan. If there’s only one cosmic signature in the system, feel free to skip ahead. But don’t make the mistake assuming all signatures are created equal.

When choosing where to start, understand that the larger a signature is, the more valuable it tends to be. This applied unilaterally to data, relic, gas, and combat sites (not sure about wormholes) and the reasoning is pretty simple: large signatures are less precisely defined, and thus harder to scan down. A site that began as a tiny dot fitting within a 0.50 AU spread would be a joke to scan down, and would therefore not be as rewarding as something that required eight or nine tiers of pinpointing.

This also leads to the slightly unintuitive the hierarchy of signature representation. All signatures begin as three-dimensional bubbles with size proportionate (indirectly) to their signature strength and (directly) to their general value. These bubbles indicate the site could be anywhere within their sphere, which is obviously a relatively huge expanse of space.

Signatures that’ve been narrowed down slightly within a smaller radius will appear as two-dimensional rings. At this point, your probes are telling you the site is somewhere along the edge of the ring, now 360 degrees across a flat plane. In general, if you follow my advice, you’ll never end up with rings anyway.

Two red dots indicate your probes have narrowed the site down to exactly two possible locations. In this instance, you will need to center and expand your pinpoint formation to cover both dots, hopefully eliminating one. As a pro tip, keep in mind signatures tend to be close to celestial bodies, so if you see one dot near a planet and another 10 AU away from everything in the solar system, put your ISK on the less adventurous of the two.

Finally, accurate three dimensional readings will give you a zero-dimensional red dot or yellow marker that indicates the approximate location of site in space. At this point, you will only require fine tuning at smaller radii in order to amplify the signal strength to a warp-able level.

Let’s Get Down to Business

To actually begin scanning signatures, launch your core probes in a pinpoint formation. Core probes should always be used for signature scanning because combat probes have a minimum scan accuracy of 0.50 AU, so half that of core probes at 0.25 AU. And while spread formation has its uses in combat scanning (more on that later), you will never need it for signatures since they’re already pre-highlighted on your solar system map.

You can remove distractions by highlighting signature names in the probe scan window, including CTRL-selecting or SHIFT-selecting multiple entries. Only the chosen sites will remain visible, making it easier to concentrate on your intended target. And while you can try to scan more than one site at a time, you’ll generally fail at all but the widest ranges, so don’t waste your time.

Now the key to scanning quickly and efficiently with as few fuckups as possible, and the one thing most people who suck at scanning don’t understand, is that you should focus on probing in two dimensions at a time. Since the process is inherently three dimensional, a lot of players just jump in, start zooming around and dragging their probes all over the place, only to realize they’re now twenty million kilometers too high, or three lightyears too far to the left.

This is a larger waste of time than asking out the popular kid your in class (they’re out of your league), so take this more manageable approach. This is so incredibly simple you’ll thank me if you’ve been doing it any other way. Feel free to send a billion ISK to Chance Ravinne.

Step 1: Level out the camera so you are looking at everything (the signature, your probe cluster) at “ground level.” In other words, you can’t see the “top” or “bottom” of the probe control box, only the sides. Grab the up or down arrow (not the middle or sides of the box) and align it to the vertical center of the signature. You are now 50% perfectly aligned. Give yourself a pat on the back.

Step 2: Turn the camera so you are on “top” of your probes. Zoom out if you need to (and note that you can double-click the probe box to center the camera). Grab the “top” face of the box (the only square you should be able to see – make sure you’re clicking the box face and not the “up” arrow), and align it to the horizontal center of the signature. Wouldn’t you know it, it’s like 90% aligned now!

Step 3: Zoom in and repeat steps 1 and 2 once each. The farther zoomed in you are, the more accurate your scan will be and the less likely you’ll end up with the dreaded RROD (red ring of deviation).

Step 4: Expand your probe radiusso thatthe entire signature is at least covered by your centermost scan sphere. This step is only necessary while your signature is still a sphere, a ring, or two dots.

Step 5: Hit scan. You could certainly twiddle your thumbs here, but I prefer to do things like realign my camera or check local/d-scan for miscreants.

As you may or may not have noticed, this was really friggin’ easy. By focusing on height and width completely separately, you can get your probes centered in two or three seconds instead of minutes of guesswork. You’re welcome.

Pinpointing Your Rangefinding Acquisition

Once your initial scan is complete, you will now have to narrow down what’s left. There are a few possible results based on how well you performed the first probing.

There is still a sphere: Somehow, you totally messed up. Realign your probes and try again.

There is a ring or two dots: Your initial probe sphere was too tight. Make sure you’re covering every area of the sphere/ring/both dots with your center sphere and try again.

There is one dot, and it’s far from your probe cube: You did a good job scanning on round one, but the signature’s scan deviation happens to be very high. This means that the perceived center of the signature and its actual center vary greatly. Recenter your probes directly over the signal, taking extra care to zoom in a bit for greater accuracy. Drop your scan radius down one factor (from 8 AU to 4 AU, or from 2 AU to 1 AU) and re-scan. Most likely the result will be just as annoying, so be prepared to make slow and steady progress.

There is one dot, and it’s close to your probe cube: Your initial scan attempt was very good, and you’re lucky enough that this signature has a low scan deviation. Zoom in a bit, recenter your probe mass, and drop your signature radius by two factors (e.g. from 16 AU to 4 AU, or from 4 AU to 1 AU). In all likelihood, the resulting signature will still be within even this tiny area, saving you a lot of time and energy.

There is a yellow marker: At this point, you are extremely close to pinpointing the signature’s exact location. You can proceed to narrow your signature radius and recenter the probe mass as you would in most scenarios, but you will be limited by your inherent scan strength (skills, ship bonus, fit, etc.) and your probes’ 0.25 AU minimum radius.

Zoom and Enhance

Even zoomed in all the way with probes exactly centered on the target in all three dimensions, you may find yourself stuck at 90%-95% signature strength.

This is where your custom probe formation comes in. Useless in almost every other situation, the custom probe formation (the rightmost option after spread and pinpoint formations) is a user-defined 3D layout, and it’s the only way to sniff out the most irksome signatures.

With your probes launched in a 0.25 AU pinpoint formation, zoom in all the way andhold the shift button. You will see now that you can move individual probes as long as shift is depressed. One at a time, pull each outlying probe inwardsabout halfway, so that it overlaps the center sphere a lot more. You only really have to do this in one dimension; pull the “rightmost” sphere a little to the left, nudge the “leftmost” sphere to the right, and tug the top and bottom probes down and up, respectively. The end result will look much more like one tight sphere with fuzzy edges all around.

Click the menu button next to the custom formation icon and save this formation. It will be hugely valuable when pinpointing hard-to-scan targets. It works equally well in combat scanning, though this formation is terribad for initial scans. Only use it as a last resort when your normal 0.25 AU pinpoint spread is failing you.

If you still can’t get a 100% signature strength even with a custom formation, odds are your scan strength simply isn’t good enough. Consider upgrading your astrometrics, astrometric rangefinding, or racial skills, getting a gravity rig or rangefinding array, Sisters launcher or probes, or a rangefinding implant. It’s also possible you’re just not very good at scanning, so practice your 3D centering skills using the method outlined in this chapter.

Only You Can Combat Scanning Guide

From a purely mechanical point of view, combat scanning is identical to core scanning. Yes, you will need an expanded probe launcher equipped with combat scanning probes… but all the probe placement, zooming, alignment, and indicators are basically the same. In fact, combat probing is easier, since all but the tiniest targets have significantly stronger signals than do cosmic signatures.

Eve Online D-scan

Most of the time, combat scanning will be a secondary activity. Since combat probes aren’t as accurate as core probes, you should only load them when you’re actually prepared to follow through. Here are some situations you might want to bust out the blue ammo:

  • There are possibly hostile players in system and your intended jump is outside of d-scan range
  • There are possibly stupid players in system and you want to find and kill them
  • There are drones, probes, or deployable structures on d-scan that you want to steal/loot
  • There is an abandoned ship on d-scan that you want to steal/salvage/killmail whore
  • There are mission runners in system, and you want to ninja salvage their NPC wrecks
How to d scan eve

(Note you cannot scan wrecks, so if you want to ninja salvage you must lock onto either the player running the mission, or a mobile tractor unit that’s been placed to collect the goodies.)

Eve Online D Scan Tool

Unlike with cosmic signatures, ships and deployables don’t appear on the solar system map automatically. You will have to launch your combat probes in either spread formation over the whole region or pinpoint formation in an area you already suspect houses your prize.

This is where d-scan can be of immense value, since you can specifically search the space 1, 2, 4, 8, or just under 16 AU around you, then adjust probe scan radius to match. If you see a mobile tractor unit within 6.5 AU of your ship on d-scan, you can center your probes at your exact location, then scan at 8 AU out with certainty your target is somewhere in range.

For the most part, the structures setting should be avoided unless you are specifically looking for a mobile depot or tractor unit. Since most player-owned stations (which are structures) are comprised of many, many, many buildings, they can quickly litter your scan results list. For obvious reasons, you should also avoid the catch-all setting that displays every possible scan type. Just stick to ships and drones/probes, tuning into structures only temporarily.

No matter how you intend to use combat probes, it’s important to remember that they are visible to everyone on d-scan and instantly convey animosity to other players. You might be launching probes out of fear, but other capsuleers may take your premature exploration as a sign of aggression. Always remember that the second you launch blue probes, you are sending a message: “I’m going to find you.”

When you’re done with combat scanning, make sure you switch your scanning filter back to “show everything” or “cosmic signatures.” I’ve forgotten this many times and have wandered through tons of star systems wondering “Why aren’t there any damn signatures?” It was only after many minutes I realized I still had my scanner set to structures, meaning I had probably missed out on dozens of data and relic sites. Don’t let this happen to you.

Some Final Tips About Wasting Time

Scanning is an inherently time-consuming and potentially boring activity, so maximizing your efficiency and making good use of the in-between moments is always in the interest of explorers like you. Here are some additional tips on what to do while you wait for your probes to finish um, probing.

  • Snoop around the system with d-scan to look for juicy theft/salvage opportunities
  • Warp to celestials near your current signature target to save on later warp time
  • Send a few ISK to that nice Chance Ravinne guy who wrote up that exploration guide
  • Fly around the solar system and create bookmarks at various safe spots for later
  • Reload your launcher (you’ll have to be decloaked) to save time in the next system
  • Check market values for your cargo loot and jettison unwanted garbage
  • Switch to the star map and refine your intended exploration route
  • Just appreciate the scenery. Why can’t kids just appreciate nature anymore?

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Few more quick tips for those how have bit higher skills then fair:
* Signatures are allways within 8 AU from planets, so on first scan always use 8 AU radius and center probes to closest planet (16+ AU are used just for combat scanning)
* If U get 2 dots – farest one from your current probe center will always be the right one
* If U get nice dot (not ring) after first scan (8 AU) – u can narrow radius to 2 AU