Looks like we got a new recruit here
If you want to see how fast landing goes, look for
Buckyball Racing threads with videos. If I may be so bold -
Chicken Run was one event with planetary landings at bases, and there's also one or two
videos in that thread - especially CMDR Bruski's run and analysis
here.
In general, the safe, but slow and boring approach is to set your throttle to the middle of the blue at 8 (planets)...6 (space) seconds tiem to target and keep it there. That'll get you to your target. Eventually. Anything else depends on the locality. Gravity slows down your ship (you may have noticed the "slow down" warning in your HUD when you're too fast for the local gravity field). You can use that to your advantage in so-called gravity braking maneouvres. Approach a gravity well (a.k.a. planet) just right, and the gravitational slowdown will drop you right at the doorstep of your target station.
Of course - do it wrong, and you'll get dumped into that planet's exclusion zone, with some minor engine damage, a cooldown penalty and a slow slog back out again.
Planetary landings are even trickier, and they get even more trickier the more massive that planet gets (the core idea of
Chicken Run). Ideally, you want to approach your target base as fast as possible, drop into glide (that's the part between supercruise and planetary flight - you're still at a moderately high speed of 2500 m/s, but not in supercruise any more) so you can approach the base at a glide angle between 45 and 60 degrees and basically drop out of glide at less than 5 km above the pad. The lower your glide angle, the longer the glide, and the further away from the base you'll drop.
Approach the SC drop too fast, though, and you'll get the dreaded "too fast" message, resulting in an emergency drop right there, no glide and instead a long flight to the base (or return to SC once your FSD has cooled down and make another try).
For really fast landings, though:
- if you hit the pad, your shields will buffer the impact at quite high speeds
- small ships bounce harder than large ships
- the angle between the pad and the control tower is an excellent trap