Eve online astero fit for scanning. Astero in EVE Online - a unique frigate

Astero is primarily intended for reconnaissance operations with the possibility of a long stay away from support. In this article, we will take a closer look at the tactics of piloting Astero in EVE Online, its strengths and weaknesses.

Gift from the Sisters of Eve

The Astero was one of the first ships of the Sisters of Eve to be made available to capsuleers. It was developed by the Sanctuary Corporation, whose interest in search operations is connected not only with rescue activities, but also with the study of the nature of the EVE gate. Thanks to the efforts of the Sisters and the expertise of Sanctuary engineers, the Astero is a mobile, grippy platform that is a manifestation of the mantra of rescuers and explorers - stay safe, stay in the background, and use any tool you can. If you haven't touched the Anomaly Scan in EVE yet, now is the time to do so! Start playing today!

The Astero ship in the world of EVE Online is best suited for raiding dangerous territories in order not only to get what may be of any interest, but also to return the cargo intact and safe. Alternative power sources are provided for the engines in case the cargo (for which there is plenty of room) interferes with the normal operation of the ship's systems. The ship's armor is extremely well armored for a ship that boasts high mobility, and covered with sensors that allow the crew to track a huge amount of organic signatures. The crew itself is reliably shielded from any impact of rescued (or uninvited) passengers thanks to special quarantine compartments, which are conveniently located near hatches for dropping cargo.

The ingenious trick of moving the encrypted part of the warp core into an outer cylindrical structure allows Astero to use high-level cloaking systems with minimal loss of performance. The Sisters of Eve decline to comment on this technology, but strongly advise against taking rash steps with its use.

Key features of Astero in EVE Online

Astero is a frigate of the Sisters of Eve that was introduced in the Rubicon 1.0 update. It has bonuses to drone stats and armor resistance, and boasts the largest drone bay of any frigate.

Astero in EVE Online is the only a ship with the ability to install covert ops “cloaks”, so players with a relatively small amount of SP can take advantage of this module. However, in addition to the high price, the Astero suffers from a low CPU compared to other scanning frigates. This means that in order to install the expanded probe launcher (which is the main part of the "fit" for this class of ships), you will have to give up other equipment.

Ship bonuses include the following:

  • 20% increase in drone health per level of Gallente frigates;
  • 4% bonus to armor resistance per skill level with Amarr frigates;
  • Role bonus (unskilled): 100% reduction in the requirements for using invisibility modules (Cloaking Device), +10 to the power of relic and data analyzers, +37.5% to the power of "jams" (Core/Combat Scanner Probe), can carry on aboard the Covert Ops Cloaking Device, the invisibility activation delay has been reduced to 15 seconds.

Skills for the successful use of the ship

The following skills are recommended for successfully piloting the Astero in EVE Online:

  • Cloaking IV - Don't go into space on Astero until you can use Covert Ops Cloak!
  • Hull Upgrades V - required to install T2 hull reinforcement modules;
  • Amarr Frigate IV / V - the higher the resistance of your armor, the higher the chances of taking prey out of the anomaly;
  • Astrometrics IV is optional, but null/w-space signatures can be a problem without this skill. In addition to it, it is worth learning up to level 3 Acquisition, Pinpointing and Rangefinding;
  • Hacking III / IV - the higher the strength of your virus, the more "loot" you can get.

What can you say about Astero and his role in the game? Share your opinion with us in the comments.

  • 14143 views
  • Published: 04 December 2016
  • Updated: January 08, 2017
  • CALDARI

To tell the truth, we have all been putting off this guide in the timid hope of technological progress and the opportunity to make a funny video describing the process in detail and not avoiding jokes. However, hopes, as usual, are about to go into the woods and there is nothing left for us but, at the request of the working people, to put aside idleness and write a little text. Video, we dream of you!

So:
1. What is a scan?
Scanning is a search in the emptiness of space for some point lost in it. The space is large, the point is small. Finding it there is not a trivial task. To solve it, we use Core Probe Launcher I* This module fires Core Scanner Probe I* Which actually scan the space in search of some objects in it. Separately, we note that the skill here learns quickly and, as a rule, even during training missions. Moreover, no super heroic skills are required. A hole can be scanned with the bare minimum. Of course, the process, in this case, may not deliver pleasure.)
Each Core Scanner Probe (up to 8 pieces at a time) scans a piece of space around itself and shows, with a certain error, the location of an object - a signature. The wider the scanning radius, the greater the error. Our task, having discovered the signature, is to gradually reduce the scanning radius of the tubes to bring the error to a minimum. That is, scan the object at 100%

1. What do I need to have for scanning?
By and large, all you need is a ship, a probe launcher installed in the high slot and 8 probe scanners loaded into the launcher. so you, even being on a battleship, for example, can always find a hole in the entrance and you won’t be able to get lost screaming in the locale help.
But if we are talking about searching for gas sites, dates / relics, passages to the system where all this is, then it is better to pay attention to a specialized fit. At least this:
Frigate with a bonus per scan "Increasing the sensitivity of the onboard equipment of reconnaissance probes - by 7.5%", or another ship with similar bonuses.
Pair of rigs Small Gravity Capacitor Upgrade I*(the size depends on the type of ship).
Actually probkomet and charged traffic jams. If you can afford, use the Sistrenian counterparts. they give a very good increase in scan power at low skills.
Optionally, you can add modules such as Scan Range Finding Array I*, Scan Pinpointing Array I* and Scan Acquisition Array I* They will help make the life of a novice scout a little less dull and hopeless. ideally it should be something like this

or this

We will definitely record a video as soon as the opportunity arises. The entire editorial board is very upset that such topics are forced to be covered not visually, but rather speculatively.

This is better to do. In this article, we will consider what body kit you need for these ships.

Exploration Equipment in EVE

Let's start with what equipment you need for this. Let's go through the slots:

High Slots

  • Core Scanner Probes- probes for detecting coordinates of signatures.
  • Combat Scanner Probes- these probes also allow you to determine the coordinates of ships and structures in space.
  • Sisters Core Scanner Probes- have a small bonus to the strength of the scan.
  • Probe Launcher: probcomet, a module that launches scanning probes into outer space. Without it, no scanning is possible.

Variations of this module:

  • Core Probe Launcher I- the easiest variation, requires the Actrometrics I skill.
  • Core Probe Launcher II- T2 variation, gives an additional 5% to the strength of the scan. True, demanding in terms of skill - Actrometrics V.
  • Expanded Probe Launcher I- This option allows you to launch Combat Scanner Probes. The module is demanding in terms of CPU and energy, so it will not fit into every ship.
  • Expanded Probe Launcher II- variation of T2 of the previous module.
  • Sisters Core Probe Launcher- fractional cork launcher, gives an additional 10% to the strength of the scan. The disadvantage is that it costs decent money (25-30kk).
  • Sisters Expanded Probe Launcher- Factional Probe Launcher.

In most cases, Core Probe Launcher I and Sisters Core Scanner Probes will suffice.

Mid Slots

  • Relic Analyzer I: module for hacking containers on relic sites. Requires the Archeology I skill. T2 variation: Relic Analyzer II, requires the Archeology V skill. If you decide to take exploration seriously, then you need to pump it into V. Yes, it's about two weeks, but, believe me, the difference is dramatic, because it increases the coherence to 110 units. So it's worth investing and pumping it.
  • Data Analyzer I: module for hacking containers on data sites. Requires Hacking I skill. Variation T2: Data Analyzer II, requires Hacking V skill. Similar to module for hacking relics. Some time ago, the dates were awakened, so the loot from them is also not weak.
  • Scan Acquisition Array I: An upgrade that increases the scan speed. Requires Astrometrics Acquisition II. Variation: Scan Acquisition Array II, much more demanding as it takes about three weeks to pump from IV to V.
  • Scan Pinpointing Array I: An upgrade that reduces the error in determining coordinates by 10%. Requires Astrometrics Pinpointing II. Variation: Scan Pinpointing Array II which is skill demanding (requires V).
  • Scan Range Finding Array I: An upgrade that increases scan power by 5%. Requires Astrometrics Rangefinding II. Variation: Scan Pinpointing Array II which is skill demanding (requires V). It takes more than forty days to pump it.
  • Cargo Scanner I- a module for determining the contents of a container before it is hacked, requires the skill CPU Management I. The thing seems to be necessary, but there are two points. Firstly, if you find out that there is, say, 50kk loot in the cont, and then you screw up the hack, then you will be upset. And so you can always tell yourself that there was junk (and it happens sometimes). The second point is more pragmatic. Slots are not superfluous and it is better to put some kind of upgrade that improves the scan or combat kit.

Now for equipment that is not directly related to scanning.

High Slots

Cloaking device- a thing vital for exploration. The question is which device to choose. For safe movement between systems, it is better to take the Covert Ops Cloaking Device, which will allow you to warp in a state of invisibility. In other cases, such as scanning in the BX homework, this is not required. You can get by with simpler variations.

Mid Slots

Afterburner or Microwarpdrive A: Speed ​​is everything, no matter what you do. Sometimes, the distance between containers exceeds a hundred kilometers, so dragging from point to point at normal speed will be hard. Again, if you get into a fight, then you also need to be fast (or be dead) here. What to choose? Afterburner will allow you to get out of the scrum radius and warp while the MIA is blocked. On the other hand, the Ministry of Internal Affairs gives a more significant increase in speed - more than 2000 m / s, if we are talking about a frigate. Therefore, you will move between contacts much faster.

If you use a hybrid fit that allows you not only to break the contacts, but also the ships of competitors, then you can shove modules to strengthen the shield, or scramblers and nets into the midslots.

Low Slots

If you have an armored ship, then modules to enhance armor will go here. If you do not have enough CPU or power, then install the appropriate upgrades. Another option is to stuff warpstabs in there so that they can't catch you, or speedboats to fly faster.

rigs

  • Small Emission Scope Sharpener I: Increases Relic Module efficiency by 20% and Virus Strength bonus by 10. (40% and 20 units for the T2 version of the module).
  • Small Capacitor Gravity Upgrade I: Increased scan power by 10% (15% T2 version of the module).
  • Small Memetic Algorithm Bank I: bonus to the strength of the virus 20% (40% and 20 units of the T2 version of the module).
  • Small Signal Focusing Kit I: speed up scan by 15% (20% for module version 2).

Ship Fits for Exploration

First, an important caveat. Using faction cruisers or T3 for pure exploration is heresy and stupidity. Breaking containers with a ship costing 600-700kk (or even more) is irrational in terms of possible losses and potential benefits. Moreover, flying an Astero fitted only for scanning and hacking is also not right. Therefore, only frigates with bonuses for scanning and hacking will be considered below.

Further, the fit will directly depend on where you live. If you live in the Empire and surf BX or lowsec, then this is one fit. If you permanently live in VX and you have a hangar with several ships and a bunch of body kit in the warehouse, then this is different.

In case you live in VX permanently, I recommend using two different ships. One is purely for scanning, the other is for breaking containers. The fact is that if you have, say, a static in C1-C3, then it is easier to scan for signatures, return and transfer to another ship. A sharpened scanner can cope with the task faster than a station wagon that both scans and breaks. Again, it is better to set rigs for a clear task. The second point is that I would not use T2 frigates for this case and would not put a carpet shred. An attack is possible at any time, so the task of minimizing losses is always relevant. In addition, T1 versions have some advantages. For example, Magnate has four lowslots where you can put warpstabs and thus solve the Scrum problem.

Now for specific feats. Let's start with a clean scanner.

Fitting for scanner (Heron)

Ship: Heron

High Slots
Prototype Cloaking Device
Sisters Core Probe Launcher (or Core Probe Launcher II if skills permit), Sisters Core Scanner Probes.

Mid Slots
Scan Acquisition Array I
Scan Pinpointing Array I
Scan Range Finding Array I
Scan Range Finding Array I
Scan Range Finding Array I

Low Slots
Warp Core Stabilizer II
Warp Core Stabilizer II

rigs

Small Capacitor Gravity Upgrade I

Everything is simple. They warped from under the POS field to the safe spot or to the neighboring system, released the plugs and went to the clock. Scanned, zabukali and back. MIA and afterburners are not needed. Maybe someone will say that there are stubs too, but who knows, anything can happen on the way to the exit from the hole.

Fitting for container cracker on relic and data sites

As a contact breaker, Magnate is a good choice. This frigate has four lowslots, where you can put four warpstab. This will reduce the chance of you being scolded, and the afterburner will give you a chance to stomp out of the net radius and fly away. Fit next:

High Slots
Prototype Cloaking Device
Core Probe Launcher I

Mid Slots
1MN Afterburner II
Data Analyzer II
Relic Analyzer II

Low Slots
Warp Core Stabilizer II
Warp Core Stabilizer II
Warp Core Stabilizer II
Warp Core Stabilizer II

rigs

Small Emission Scope Sharpener I

Let's move on to ships and fittings for surfing the systems.

Fitting for exploration and hacking relic and data sites

Ship: T2 Explorer preferred (Anathema, Buzzard, Helios, Cheetah). Which one to choose depends on how good you are at assessing the system for danger and how often you click on the subscan. In my subjective opinion, it is better to choose Buzzard or Helios, since they have 5 midslots. You can shove not only two analyzers, but also upgrades for scan power. So, a fit for a lonely exploration of systems in lowsec, zeros and VX.

Ship: Buzzard

High Slots
Covert Ops Cloaking Device
Core Probe Launcher I, Sisters Core Scanner Probes

Mid Slots
5MN Microwarpdrive I
Data Analyzer II
Relic Analyzer II
Scan Range Finding Array I
Scan Acquisition Array I

Low Slots
Nanofiber Internal Structure II
Micro Auxiliary Power Core I

rigs
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I

So what do we have? A nimble boat that can safely move both between systems and in contacts on the relic. Nanka and the Ministry of Internal Affairs can accelerate it to 2300 m / s and more, which will greatly speed up the processing of the signature. Disadvantage: if you are scolded, then you will not be able to escape. Therefore, when flying on such a fit, look around more often.

Exploration tactics. We fly into the system, conduct an assessment, and if the system is without suspicious ships, we fly to the safe spot. We let out corks and go to the cloak. Vyskanie signatures, booze, pick up traffic jams. We start to break, looking at the podscan.

Mixed Feats: PvP and Exploration

The most interesting and, most likely, controversial. Hybrid fits that can be used to explore, break and engage in PvP. Everything is pretty simple. We take a frigate in a PvP kit and put a module for breaking dates or relics in one of the midslots. It will be worse for scanning, although breaking on it will be quite comfortable. What ships are best suited for such purposes? In my opinion, the choice is between the T1 and Astero racial frigates.

The advantages of T1s include that they are cheap and most often not expected to attack. If Heron or Imicus suddenly appears on the subscan, then hardly anyone will expect an attack from him. These frigates are usually used by beginners for their first trips. At the same time, seemingly harmless Heron can be fit so that he will give out 90-100 dps. A cannon in a highslot, five evil drones in a hangar - this is quite enough to dismantle a comrade on a ship of the same class. The disadvantages include the fact that against the same Astero it will be difficult for such a frigate to oppose something. Biting variant Imicus presented below:

High Slots
125mm Gatling AutoCannon II, Republic Fleet EMP S
Core Probe Launcher II, Core Scanner Probe I

Mid Slots
1MN Y-S8 Compact Afterburner
X5 Enduring Stasis Webifier
J5b Enduring Warp Scrambler
J5b Enduring Warp Scrambler

Low Slots
Micro Auxiliary Power Core II
400mm Rolled Tungsten Compact Plates

rigs
Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I

Hobgoblin II x4
Warrior II x4

Now for Astero. Of course, this is the best option for hunting explorers. Nimble, ragged, having the largest dronebay in its class - 75 cubic meters. There you can pack 15 light drones. The tactics here are simpler than a steamed turnip. We scan for dates and relic sites, leave convenient beeches and wait for some "fearless space explorer" to fly into our light. So he flew in, showed up and goes to break ties. We sneak up to the distance of the scammer or grid and disintegrate at the moment when the fearless explorer is busy breaking into the container. This is the most convenient moment. Lochim, scrum, launch drones, ..., profit.

Here is a variant of the combat fit on Astero(however, under a different tactic than described above):

High Slots

Small Infectious Scoped Energy Neutralizer

Mid Slots
1MN Y-S8 Compact Afterburner
J5b Enduring Warp Scrambler
J5b Enduring Warp Scrambler
Small Electrochemical Capacitor Booster I, Navy Cap Booster 200

Low Slots
Navy Micro Auxiliary Power Core
400mm Crystalline Carbonide Restrained Plates
Reactive Armor Hardener
Energized Adaptive Nano Membrane II

rigs
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Ancillary Current Router II

Drones:
Hornet II x5
Hornet II x5
Acolyte II x5

The disadvantages of Astero include cost and recognition. A normally fitted frigate will cost 100-110kk, and any gang of two or three of the same ships can dismantle it for parts. On the other hand, experienced explorers know that Astero flashing on the subscan is a signal to get out.

It seems like everything. Of course, one can argue about feats and ships ad infinitum. So if you have a desire - share your thoughts in the comments.

Scan to Eve Online

So, as the practice of the first days after the installation of the Apocrypha add-on showed, not everyone understands how all the same it is necessary to scan signals. Therefore, I decided to write the most complete guide that can only be obtained through the process of scanning the cosmic signature and everything connected with it. The guide is written to go over all common questions and errors. After reading it in full, you probably will not have any questions about the scan.

Foreword

1.1 Skills
1.2 Fit - Modules
1.3 Scan Probes
1.4 Rigs
1.5 Ships
1.6 Implants - Implants

2.1 Management

Foreword

The game has a system for finding hidden signals. Its essence is that the ship, with the help of a certain module, can produce special devices - Scan Probes (the simple name of the "cork", I will continue to use it). These devices scan the space around them and report the results to the pilot. The same system is used to find the ships of other players, but in this guide we will only talk about searching for “complexes” of AKA cosmic signatures - hidden signals with all sorts of goodies. About how it all happens and what can be found will be written below, first about what is in the game that affects the scanning of “traffic jams”.

1. General information

1.2 Fit - Modules.

First, about "cork throwers" - modules that launch "corks" into space, there are only two types of them.

1.3 Scan Probes

Let's pay attention to the Market in the game, and specifically to the section Ammunition&Charges -> Scan Probes
Sami Scan Probes AKA "Probes"
Combat Scanner Probe I
- allowable scan radii: 0.5au-1au-2au-4au...64au
- they scan all types of space signals, as well as ships / structures / drones of players, climb only into the “big” cork launcher. The main purpose, as the name implies, is to scan other players and their belongings.
Required skills:
Astrometrics 1lvl
-Science 3lvl.
Fractional option:
Sisters Combat Scanner Probe - +10% to the strength of the cork scan compared to normal.

1.6 Implants - Implants
Low-Grade Virtue Set (6 implants) - A full set gives +33.83% to the strength of the traffic jams.
Low-grade Virtue Alpha - slot 1
Low-grade Virtue Beta - slot 2
Low-grade Virtue Gamma - slot 3
Low-grade Virtue Delta - slot 4
Low-grade Virtue Epsilon - slot 5
Low-grade Virtue Omega - slot 6

Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-0 - slot 6
Reduces the maximum error of the scan with traffic jams by 2%
Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-1 - slot 6
Reduces the maximum error of a scan with plugs by 6%
Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-2 - slot 6
Reduces the maximum error of the scan with traffic jams by 10%

Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-0 - slot 7
Reduces the time to scan traffic jams by 2%
Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-1 - slot 7
Reduces traffic jam scan time by 6%
Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-2 - slot 7
Reduces the time to scan traffic jams by 10%

Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-0 - slot 8
Increases the strength of the scan with corks by 2%
Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-1 - slot 8
Increases the strength of the scan with corks by 6%
Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-2 - slot 8
Increases the strength of the scan with corks by 10%

2. Learn to scan

Well, let's say you fit a ship for yourself, put a cork launcher and stocked up on a couple of dozen traffic jams. Of course, it is desirable that it be a rigged Covert Ops and an enchantment with at least C grade skills, so you can surely scan almost any complex. Only 10\10 complexes are in doubt (more on types later) and other complexes that are complex in terms of scan in 0.0 systems. Deeper pumping and more isk stuffing into the ship and fit makes it much easier to scan, don't be stingy, it's worth it.

Now about the process itself, I will show not the fastest, but the most accurate course of action, with experience you yourself will learn to scan faster, now the main thing is to understand the principle. I will go through all the possible outcomes in order to weed out a lot of questions.

So, we flew into the system and we have no idea what is here, let's find out.
To begin with, we poke the scanner button (Ctrl + F11), in the window that appears, select the system scanner tab and switch to the solar system map mode by pressing the button on the left or the button in the scanner window or simply by pressing F10. Switching between maps of the solar system and the galaxy is carried out using the Toggle Map button in the World Map Control Panel.
We launch the cork by pressing the cork launcher and look at the cube with arrows and a sphere that appears ...

2.1 Management.
By pressing the left mouse button (LMB) on objects in space or on the name of a traffic jam, the map is centered on this object.
RMB - context menu.
Hold LMB and drag - rotate the camera.
Hold RMB and drag - move the camera.
Scroll - zoom.
In the scanner menu, by right-clicking on a traffic jam, you can change the radius of the traffic jam scan.
With shift or ctrl held down by RMB in the list of samples, you can change the scan radius for several traffic jams at once.
The strength of the scan is inversely proportional to the value of the scan radius.
Also, the radius of the traffic jam scan can be changed by clicking on the border of the traffic jam sphere on the map.
There are 4 buttons in the scanner window:
Analyze - start the scan with active (checked in the list) traffic jams.
Recover Active Probes - return the marked plugs to the ship, after 3-4 seconds they will be in your hold and you can use them again.
Recconect to Lost Probes - Probes last a little over an hour, regardless of whether you are in the system or even in the game. You can release traffic jams, fly away to another system, and when you return, return control with this very button.
Destroy Active Probes - Kill active probes.
Also in the scan window, next to the Show Result Filter inscription, there is a white triangle, by right-clicking on it you can create a special filter (the essence is similar to the overview filter settings) of signals so that only those groups of signals that are interesting to you are shown in the results. For core traffic, this is just an opportunity to filter out Cosmic Anomaly and Cosmic Signature. And for Combat and Deep Space, this is a vital option, because without a filter, they throw all the garbage on ships, drones, and structures into the results, creating a giant list. So we create and customize filters to taste.

Let's move the cork so that all objects in the system fall within its radius of action. plexes are no further than 4au from the planets or the sun. When an object enters the area of ​​the cork, it is highlighted. The cork pulls on the arrows or on the edges of the cube. By pulling the arrows with the Shift held down, we move all the traffic jams at the same time.
Click the Analyze button in the scanner window. In this case, we silenced two Cosmic Signature signals. Cork detects ALWAYS all signals. If you have a result - emptiness in the list of signals, then there is nothing in this system, you can fly further.
If you click on the signal in the scanner window (or select several with the shift or ctrl pressed), then now we will see a red sphere in the zone of which the signal is supposedly located.
Here I have two spheres.

Sometimes, by scanning with one plug, you can get a 100% signal, and many at this moment start to stupor due to the fact that the signal is 100%, and no warp. Answer: one sample is not enough, read on.
Scanning with one plug and a small radius, you can consistently get a high%, with a high% of the signal, you can see what type of signal is there and even its name. It is not necessary to scan the signal completely to find out what is there.
As you can see, the spheres are very large (column distance = sphere radius), with core plugs, you will first have to localize where these signals are located. Let's move the plug closer to the sun (there are more planets, respectively, and there are higher chances that both signals are there) and reduce the scan radius to 16au. Analyze. We get:

We are still registering two signals, which means that the planet on the left can be left alone, there is nothing next to it. The large sphere tells us that one of the signals is most likely near the planet closer to the center of the screen. For if the signal were closer, then the sphere would be smaller. Here we have already calculated the approximate location of the signals.
For convenience, let's designate the signal from the small sphere in the sun zone as the first one.
The signal from the large sphere next to the planet further away is the second.
We launch another cork at 16au and put it on the border of a large red sphere. Analyze. We get:

Surprise! There are 3 signals! No, it hasn't generated a new plex while I'm writing the guide here.
First, according to the 2nd (near the remote planet) signal, it fell into the coverage area of ​​​​both traffic jams, being between them and now it is indicated not by a sphere, but by an oval, in the zone of this oval + - the error is our signal. Now, by the way, the Distance column for this signal shows distance from the ship to the signal. The first signal (at the sun) still remained a sphere, but a large sphere from our 2nd traffic jam was also added, it also detected the signal from the sun, but it is not between our traffic jams, but on one side. If we move our first cork a little further, we will also get an oval. But let's leave the signal at the sun, back to the 2nd.
We move the first plug closer to the oval, set the radius of both plugs to 8au and launch the 3rd plug, also placing it not far from the oval. analyze. We receive.

We now have two signals in the form of points in the place of the old oval, but note that they have the same signal strength, this indicates that both points belong to the same signal, and all traffic jams are far from the sun without capturing the “first” signal.
OK. set a radius of 4au for all traffic jams, move it closer to the signals and add the 4th traffic jam.
It is not necessary to build a pyramid, just put 4 plugs around the signal. Analyze. We get:

Urya, one point, a signal type appeared - Unknown, it could be Ladar, Radar, Magnetometric or Gravimetric, but about them later. 48% strength. We need more, again we reduce the radius and move the plugs.Analyze. We get:

85%, now we know for sure that Unstable Wormhole is here, although, as I wrote earlier, this can be determined with one stopper. Again we move the plugs closer to the signal and reduce the radius.