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I get 4+ trips per hour for CMM in a T9, netting north of 160Mcr/hr (better than Inara prediction). It only drops a bit when I shame loop, get interdicted, fall asleep, etc.
Like @Spaceman-FXL5, I normally expect to get close to or over 6 trips per hour in a hauling CG, sticking to orbital stations. I've not tried it for this particular CG though.
If you know how to do a fast supercruise approach [1], then a low-gravity planet is barely any slower than an orbital to get into the station instance, quicker to land than messing about with the mailslot or waiting for the NPC to clear the one medium pad, and as you say SCO can clear an obstructed jump in seconds anyway.
I've yet to master fast planetary approaches, though I really do wish I could do 'em. The punishment of failed approaches has so far discouraged me from practising them too much :)
(I harbour a suspicion that most ED players are in the same boat as me on this front.)
 
Guys, please think I all the veterans still around.
Could you please call them respectively the plipper, and iClipper?
This is really getting confusing ;)
I just call it the Panther. No idea why they tacked Clipper onto the name when it was already used. The Emperor's lawyers will be in touch... 🤨 lol

Like @Spaceman-FXL5, I normally expect to get close to or over 6 trips per hour in a hauling CG, sticking to orbital stations. I've not tried it for this particular CG though.

I've yet to master fast planetary approaches, though I really do wish I could do 'em. The punishment of failed approaches has so far discouraged me from practising them too much :)
(I harbour a suspicion that most ED players are in the same boat as me on this front.)
Eons ago when I did some Buckyball racing I learned to chain-surf gravity wells for some ludicrously fast (for me) starport approaches in supercruise. But that was pre-Horizons so no planetary landings. I haven't had great luck getting speedy descents to planetaries.

On some planets the T9 seems prone to descending too quickly and it crash-stops me instead of entering glide. But I recently discovered if I pull up at the last second it reduces descent rate just enough that it enters glide ok, and then I nose down again. But tbh it's probably not saving much time, it's just saving what would otherwise be an annoying crash-stop / cooldown delay.
 
But tbh it's probably not saving much time, it's just saving what would otherwise be an annoying crash-stop / cooldown delay.
One other thing you can also do is initiate a manual supercruise drop if you’re coming into glide too fast to trigger it. As you’re always below the “safe” drop speed (which is a bit artificial considering how you can drop at much faster velocities away from a gravity well, so long as it’s a targetable object), you won’t have any of that annoying long cooldown or crashing and flying 30+ kilometers down in a straight line, in a 300m/s T9.

Or whatever your large hauler of choice is. I can make an educated guess what it is and will be for a lot of people from this point onward. Or really the Panther release.
 
I just call it the Panther. No idea why they tacked Clipper onto the name when it was already used. The Emperor's lawyers will be in touch... 🤨 lol
Because it's a nostalgia-bait ship and that's what it was called in the 1990s games.

(Back then the Imperial ships were suffixed "Courier", "Trader" and "Explorer" - with the Courier back then being a small Large ship like the current Imperial Clipper - and "Clipper" was a Federal shipyard designation for their largest ships, used for both the Panther and the smaller but still sizable Puma)
 
long time lurker, first time poster.

I'm back! after a long hiatus.

Flew back to the bubble to initially exchange my ASP Explorer to a Mandaly without knowing about this gold rush.

I've paid for the Plipper MK.II and kitted it out with 1168T cargo space. (even though i promised myself never to buy into µtransations!). now when the stars and planets allign I can do a round trip in roughly 10 minutes. incl. A planetary landing, autodock and manual launch. I've timed the last 3 round trips and got 8:59, 9:08 and 9:01 for each round trip of CMMs incl. a loop of shame, waiting for the mailbox to clear, etc. 62M profit x ~6 trips/hour = ~372M/hour!

Gone up from 5.6B to 9.2B in a couple of days. I'm going to get the Fleet Carrier soon.

now. what to do with a fleet carrier?
 
I just call it the Panther. No idea why they tacked Clipper onto the name when it was already used. The Emperor's lawyers will be in touch... 🤨 lol


Eons ago when I did some Buckyball racing I learned to chain-surf gravity wells for some ludicrously fast (for me) starport approaches in supercruise. But that was pre-Horizons so no planetary landings. I haven't had great luck getting speedy descents to planetaries.

On some planets the T9 seems prone to descending too quickly and it crash-stops me instead of entering glide. But I recently discovered if I pull up at the last second it reduces descent rate just enough that it enters glide ok, and then I nose down again. But tbh it's probably not saving much time, it's just saving what would otherwise be an annoying crash-stop / cooldown delay.
If you want to see how fast planetary approaches are done, then check out some Buckyballing videos, e.g. Shaye Blackwood's winning entry from the most recent (spaceship-based) race:
https://forums.frontier.co.uk/threa...3-3311-07-04-3311.635652/page-6#post-10602321

For this CG, I wanted to test how well a Federal Corvette could haul for DW3 and ran with a 554t capacity (class 5 prismatic shield). Most of my runs were from LHS 142, 1 jump away and with the supply port 10Ls from the jump-in point, carrying titanium or steel. Once I got the hang of when to disengage the SCO, my fastest turnaround (leaving Minerva, buying and delivering cargo and leaving Minerva again) was ~6 minutes. The Corvette is much more agile in supercruise than my T9 and more fun to fly, so I now know she will be suitable for the role on DW3, having delivered 40K in three days. The Corvette can manage a fast spiral like Shaye uses above (albeit with 0:04 secs on the timer rather than the 0:02 Shaye achieves in the Imperial Clipper), something I would not be able to do in my T9, so I think she probably delivered more than I would have managed in that ship.
 
A planetary landing, autodock and manual launch. I've timed the last 3 round trips and got 8:59, 9:08 and 9:01 for each round trip of CMMs incl. a loop of shame, waiting for the mailbox to clear
Wow, that's pretty speedy!
My main problem with planetary stuff is that I don't have an understanding of where the limit is - I can be approaching at what seems like a totally fine speed and then boom, I have the dreaded drop & cool-down. I haven't up to now put a high enough value on improving my planetary landing skills in general, but I may have to give a bit more attention.
 
Wow, that's pretty speedy!
My main problem with planetary stuff is that I don't have an understanding of where the limit is - I can be approaching at what seems like a totally fine speed and then boom, I have the dreaded drop & cool-down. I haven't up to now put a high enough value on improving my planetary landing skills in general, but I may have to give a bit more attention.
heres my very basic planetary approach:

allign with the planet, set speed to 75%, SCO until I hit ~0:10 and disengage. coasting towards the planet with 0:07. keeping my reticle just outside of the planet horizon (i found keeping the reticle on the planet slows the ship down too much).

I try to guide the planetary station so that I will hit it with a 45° angle. keeping the speed at a constant 75%.

I drop out and glide towards the station and engange autodock as soon as possible. Buy my cargo, press launch and set my route to the Minerva station, where I use the supercruise assist "bug" to gain a couple of seconds/having a better chance of not getting interdicted.

all while watching MST3K as someone in this thread recommended. :)

I could maybe record a quick 10min video?
 
I can be approaching at what seems like a totally fine speed and then boom, I have the dreaded drop & cool-down
The orbital cruise line has a downwards velocity limit of 200km/s.
So if you hit it slower than that, you're definitely safe ... but you can come in a lot faster if you hit it at an angle, and there's no speed limit at all if you're pointing above horizontal (which is why you can SCO away from planet surfaces safely).

Orbital cruise has a maximum "normal" speed of 200km/s in any direction and will slow you down to that if you're above it - except if you're travelling within 5 degrees of horizontal (most significantly, if exactly level) when the speed limit increases up to 500km/s

Part of the trick to fast planetary approaches is hitting the orbital cruise line mostly horizontal at close to 1Mm/s (over is possible if you're really flat, but that's hard to judge precisely enough), then letting the orbital cruise zone brake you rapidly to a safe speed to dive straight to the target.
 
Wow, that's pretty speedy!
My main problem with planetary stuff is that I don't have an understanding of where the limit is - I can be approaching at what seems like a totally fine speed and then boom, I have the dreaded drop & cool-down. I haven't up to now put a high enough value on improving my planetary landing skills in general, but I may have to give a bit more attention.

I could maybe record a quick 10min video?
A quick 10min recording of a 8min 50seconds roundtrip to make billions in a couple of hours. (incl. bad SCO hit towards the planet.)
Source: https://youtu.be/fjqSobE7Czk
(ingame sound starts at 1:20 due to my inability to do proper recordings, don't get startled 😅)
 
The orbital cruise line has a downwards velocity limit of 200km/s.
Oh boy, I either never knew that very important wrinkle or had forgotten it. :oops:
Thanks!
I also tend to misjudge the speed at the start of the glide - is there any particular trick there? Botching that can cost minutes.
(I've watched Shaye's videos in awe on many occasions, but the tricks/secrets of quite how it all works are not always apparent.)
A quick 10min recording of a 8min 50seconds roundtrip to make billions in a couple of hours. (incl. bad SCO hit towards the planet.)
Nice, thanks. I appear to have misjudged the speed penalty of planetary landings, because you've managed a good time without even invoking the kind of tricks seen in other videos (e.g. spiralling in SC and/or after crossing the OC line, or docking at full speed with a wee bit of a "bump" :)), and even while using the docking computer.
The only "magic trick" I noticed you using is one I already use myself - "goosing" the throttle in supercruise-assist near the end of the approach to permit a faster arrival at an orbital station. When I get back to my main PC I will have to give planets another chance :)
 
you've managed a good time without even invoking the kind of tricks seen in other videos (e.g. spiralling in SC and/or after crossing the OC line, or docking at full speed with a wee bit of a "bump" :)), and even while using the docking computer.
Yeah, Also tried to optimize the planetary approach, but the Plipper MK.II is too Thicc. Once the approach goes bad you're stuck looping a whale arround.

i've tried without docking computer, bumping into the landing pads etc. but with the more "hands-off" approach I can still watch a movie on the second screen while hauling serious cash.
 
I also tend to misjudge the speed at the start of the glide - is there any particular trick there? Botching that can cost minutes.
Similarly the speed limit is a vertical one - not sure exactly what, but 6.25km/s is safe at the steepest allowed (60 degree) angle.

If you're coming in too fast and have a bit of space to react, then diving can counterintuitively be the better option than pulling up - it gets you deeper into the gravity well which brakes you harder, so dive-then-level to slow down, and level-then-dive to speed up.
(If you're coming in too fast and you're close, then pull up and go around, of course)

Also, once you enter glide - if successful - you'll drop instantly to 2.5km/s, so you can hit it shallow and (relatively) fast, get the instant speed reduction, then dive steeply to the station itself.
 
The orbital cruise line has a downwards velocity limit of 200km/s.
So if you hit it slower than that, you're definitely safe ... but you can come in a lot faster if you hit it at an angle, and there's no speed limit at all if you're pointing above horizontal (which is why you can SCO away from planet surfaces safely).

Orbital cruise has a maximum "normal" speed of 200km/s in any direction and will slow you down to that if you're above it - except if you're travelling within 5 degrees of horizontal (most significantly, if exactly level) when the speed limit increases up to 500km/s

Part of the trick to fast planetary approaches is hitting the orbital cruise line mostly horizontal at close to 1Mm/s (over is possible if you're really flat, but that's hard to judge precisely enough), then letting the orbital cruise zone brake you rapidly to a safe speed to dive straight to the target.
Haven't I seen you on Frozen Planet Truckers? :)
 
Similarly the speed limit is a vertical one - not sure exactly what, but 6.25km/s is safe at the steepest allowed (60 degree) angle.

If you're coming in too fast and have a bit of space to react, then diving can counterintuitively be the better option than pulling up - it gets you deeper into the gravity well which brakes you harder, so dive-then-level to slow down, and level-then-dive to speed up.
(If you're coming in too fast and you're close, then pull up and go around, of course)

Also, once you enter glide - if successful - you'll drop instantly to 2.5km/s, so you can hit it shallow and (relatively) fast, get the instant speed reduction, then dive steeply to the station itself.
Source: https://www.youtube.com/watch?v=A3LdSDDVmDU
 
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