11G Landable Planet

The thing to understand about the "magic" thrust is that it ramps up very slowly. If you change the amount of vertical thrust, particularly from "on" to "off" or vice versa, that ramp-up has to start over, and you will fall. As long as you don't touch the vertical thrust at all, it will reach an equilibrium. If you start thrusting upward with it, it will ramp up to a maximum of about 5 m/s upward movement, but if you let go, you will fall. If you let off gradually enough, you can avoid this, but many analog controllers aren't precise enough.

For landing, I don't touch vertical at all, until I'm only a few meters over the ground, and can safely "fall". The rest is done with forward speed, and a slight down-angled pitch (-10 to -20 at first, gradually leveling out to maybe -5 when I get close to the ground).
 
There's one thing I don't understand with that though: Wouldn't you need to keep the vertical thrust in check all the way down? Like permanently making sure you're holding that stick in the exact right position, as one slip of your finger could mean certain death (I'm using analog ministicks)? I think I couldn't manage all the way down, as a 9g+ landing takes some time.

Or do you guys use a different input method, like a slider that stays in place once set?

Plus, that would mean flying with FA off all the way down.. sounds crazy to me. ;)
I use a dial on my hotas throttle. Turn it ever so slightly to the left and watch the ship descend at at safe speed. The /rotary doesn't spring back, so it's safe to release while descending.
I know, the horizontal analogue thrust is pointless as it's not suffering from the same fatal control design flaw, but I still have it mapped! :D
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Hmm, as suspected. I have similar wheels on my X56 throttle, but I'm using them for the galaxy map only. Maybe I should rethink my mapping! Thanks for the input.
 
There is a sub-section in the settings for landing overrides. I generally use the rotaries for headlook, when the landing gear isn't deployed.
 
analogue vertical thrusters is definitely the way to go. The ship floats on the ventral thrusters, all you need to do is balance the thrust with the gravity.

Source: https://www.youtube.com/watch?v=TquAYTjEuSQ&list=UUXm79fS4PrZYTT_SxqSI7zQ&index=54
Only if you have an analogue ctrl that doesn't self ctr.

You mean an atmospheric shield :).
But I never understood why just a regular shield wouldn't do the job, I hope that FDev don't add another slot hogging module, and just rely on the regular shield. Also it should be possible to land on an atmos world without a shield, but if you go in too steep you'll critically overheat your ship!

On my Hotas, the Main stick aside, the only analogue ctrl I have is a mini stick which self centres (although not to the ctr!), so it isn't suitable. I'll stick with the slight downward angle landing method. Good info guys! (y)
 
[...] Also it should be possible to land on an atmos world without a shield, but if you go in too steep you'll critically overheat your ship![...]
That's how it worked in FFE. Also, the heat shield in FFE wasn't an energy shield, it was a more classic coating of your vessel, like today's space capsules have it for atmospheric re-entries, or like the Space Shuttle had it. If you went in too fast, you'd overheat, and your ship would break apart. This part was much worse without the shield.

But maybe this time around, they'll make our regular energy shields do the job instead? That's gonna be interesting if it's the case, because my ship has no shield generator equipped. ;)
 
Ah yea, it's been a while since I've played it ;).

My explorers always have the highest A rated thrusters, my phantom still gets 65ly jump, I personally think cutting down stuff like thrusters and PD is not a good idea, it limits you in some cases, although I do have a ridiculously small shield generator. It should be able to land and take off fine on an 11g, I must try it some day, most times the stuff I find out in the black is usually up to a max of between 5g and 6g and I've landed and taken off from plenty of those over the years. But equipping an explorer is a personal thing, I never carry weapons for instance but because of my high rated boosters I can outrun most NPC and player attackers, and that's the way I like it.

Agreed about thrusters and PDs, to a point anyway, although my (retired explorer) Asp explorer has A grade thrusters, my conda in explorer setup had 7D G5 DDs (a legacy of it's long haul cargo running. The 7As are just ludicrously heavy, being +48t!), I've since engineered 5D DDs for future exploring, although I haven't really used them yet, so I don't know how it's going to be 'in the field'.
The 5D thrusters takes the unladen jump range up to 72.68 LYs from 70.17 LYs, compared to the 7Ds. Although speed drops from 267/356 to 252/335 m/s (both stripped down).
I have a 5D PD fitted which apparently allows it to boost every 9s according to Coriolis. I am wondering if I've compromised it too much though......
Let's see what Coriolis says for 6D thrusters, UL JR 72 LYs, 265/353, that's much better! Nearly the same speed as the 7Ds and only gives away 0.68 LYs :).
Damn! Looks like I choose the wrong thrusters for my liking! (although I had to take the 3A PP to OC grd 4 from 3).
A 6D PD (EF G5 stripped, as before) takes boost interval down to 7s, UL JR drops to 71.21 LYs, hmm, a ~22% cut in boost time for a nearly 0.8 LY loss, not quite as convincing, but still....
Anyway, enough rambling 😳
 
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