Ship Builds & Load Outs Anaconda Shields and planetary crash damage

Gearing up for exploration, I repurposed my old combat ship into an exploration ship.
https://edsy.org/s/vgRmo9e
screenshot.5733.png


However, I do want that multi limpet controller, so that means brining the shield down a bit.
https://edsy.org/s/v1vFv2F
screenshot.5735.png


This makes me slightly worried that if I make a mistake and end up on a high G planet looking for exobiology stuff, I might accidentally crash and blow up. What gravity level would insta-kill my ship if I crashed into the planet? Also, is planet collision damage percentage based meaning shield numbers don't matter, only the class and size, or HP based, where more HP means more protection?
 
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This makes me slightly worried that if I make a mistake and end up on a high G planet looking for exobiology stuff, I might accidentally crash and blow up. What gravity level would insta-kill my ship if I crashed into the planet? Also, is planet collision damage percentage based meaning shield numbers don't matter, only the class and size, or HP based, where more HP means more protection?
I just put 6 in place of the 7 prisma. And in the place that were freed from the controllers put amplifier shield guards.

Why do you need a fuel tank?
 
I just put 6 in place of the 7 prisma. And in the place that were freed from the controllers put amplifier shield guards.

Why do you need a fuel tank?
I like the lower time spent on fuel scooping and having to make sure my routes don't go through unscoopable systems more than a few times in a row.
 
There is no such thing as gravity insta-killing your ship. If you lose control and crash into the planet that's because you weren't flying with high-gravity in mind. Folks have landed on 45G planets with no damage at all.

I put a decent shield on my exploration ships, but it very rarely matters, and then only because I wasn't paying attention and bumped down slightly too hard. I've never blown up a ship that way.
 
There is no such thing as gravity insta-killing your ship. If you lose control and crash into the planet that's because you weren't flying with high-gravity in mind. Folks have landed on 45G planets with no damage at all.

I put a decent shield on my exploration ships, but it very rarely matters, and then only because I wasn't paying attention and bumped down slightly too hard. I've never blown up a ship that way.
Well yes, the idea is that I don't notice the gravity until it's too late to avoid crashing and to see how much shielding I would need to survive such an impact if I made a mistake, with insta-death being no amount of shields would save me if I crashed into a planet with a certain gravity number or higher.
 
Well yes, the idea is that I don't notice the gravity until it's too late to avoid crashing and to see how much shielding I would need to survive such an impact if I made a mistake, with insta-death being no amount of shields would save me if I crashed into a planet with a certain gravity number or higher.

Test. I don't think anything will save you if you accidently boost at the planet surface, but in effect in real world physics speed of impact is equivalent to gravity. I'm not sure how exactly that translates to ED physics of course, probably very badly, so just hit some low gravity planets at high speed and see what happens, assuming you have the money to not worry about rebuy!
 
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I like the lower time spent on fuel scooping and having to make sure my routes don't go through unscoopable systems more than a few times in a row.
My interpreter must not be conveying the meaning correctly.

I always thought the larger the fuel volume, the more time it takes to refill it.

As far as I know on the map there is an opportunity to build a route only on the fuel stars.
 
My interpreter must not be conveying the meaning correctly.

I always thought the larger the fuel volume, the more time it takes to refill it.

As far as I know on the map there is an opportunity to build a route only on the fuel stars.

Those were my thought also, I actually downsized my standard tank to just enough for 3 jumps, if you can refuel after every jump functionally the refuel time is exactly the same for every jump no matter what the capacity of the fuel tank, so a larger or smaller tank makes no difference to refuel time in that case. I know some new explorers are a little bit nervous about getting stuck in an area with no scoopable stars, but in my experience that "never" happens, there are always scoopable stars in range unless you either carelessly or deliberately jump into a dead end. Carry jumponium, reduce the size of the fuel capacity, you will be fine, if you take care with what you are doing fuel enough for 3 jumps will get you anywhere.
 
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Gearing up for exploration, I repurposed my old combat ship into an exploration ship.
https://edsy.org/s/vgRmo9e
View attachment 280807

However, I do want that multi limpet controller, so that means brining the shield down a bit.
https://edsy.org/s/v1vFv2F
View attachment 280808

This makes me slightly worried that if I make a mistake and end up on a high G planet looking for exobiology stuff, I might accidentally crash and blow up. What gravity level would insta-kill my ship if I crashed into the planet? Also, is planet collision damage percentage based meaning shield numbers don't matter, only the class and size, or HP based, where more HP means more protection?
You are worried while having about 4k raw shields?

Lol, I'd go with a 6D Enhanced low power, augumented with 6x 0E Heavy Duty with SuperCap shield boosters.

You can always test it by going in a reasonably high-g world in the bublle (2+ G) and boost it into the ground while having 4 pips into shields.
See if survives
 
My interpreter must not be conveying the meaning correctly.

I always thought the larger the fuel volume, the more time it takes to refill it.

As far as I know on the map there is an opportunity to build a route only on the fuel stars.
It takes more time to refuel overall but it means less hard stops to refuel and some longer time between hard stops to refuel. Plus I like to look around stars and systems unscoopable too. It's mostly a peace of mind measure. Otherwise the anaconda's default 32t fuel tank feels a little... Anemic, if that's the word I want to use?
Test. I don't think anything will save you if you accidently boost at the planet surface, but in effect in real world physics speed of impact is equivalent to gravity. I'm not sure how exactly that translates to ED physics of course, probably very badly, so just hit some low gravity planets at high speed and see what happens, assuming you have the money to not worry about rebuy!
Good point. I should go see what gravity planets I can survive a crash into. Is there a gravity limit on exobiology lifeforms where they can't spawn so I have something to compare against, as I feel I'd make mistakes coming in to look for exobio and forget to check the gravity.
 
You are worried while having about 4k raw shields?

Lol, I'd go with a 6D Enhanced low power, augumented with 6x 0E Heavy Duty with SuperCap shield boosters.

You can always test it by going in a reasonably high-g world in the bublle (2+ G) and boost it into the ground while having 4 pips into shields.
See if survives
Hmm, yeah. Is there a way to see the actual numbers of how much shield damage I take rather than just percentages?
 
Oh right, I should look that up. But wait, how does your srv and ship counteract that gravity to avoid squishing while landed?

magic thrusters! No really, magic belly thrusters, never try to land tail or nose down on a high G world!

Is there a gravity limit on exobiology lifeforms where they can't spawn so I have something to compare against, as I feel I'd make mistakes coming in to look for exobio and forget to check the gravity.

I suspect bacteria at least will appear on worlds to high G to walk around, and in that case it doesn't matter, you can't sample anyway, the best you can do is scan with the discovery scanner to get the codex data.
 
Turned off flight assist on Achenar 3, and hit the ground at 500 m/s.
31% shield damage on an unfinished 6A Shield (Reinforced Grade 3, no experimental yet, all shield boosters fully engineered as in the original post)
When you look in the right HUD menu, tab "Ship" and navigate down to "Statistics" you can see the shield health and turn your 31% into MJ.
 
magic thrusters! No really, magic belly thrusters, never try to land tail or nose down on a high G world!
I believe that both the the forward thrusters and the belly thrusters are magic and allow you to take off horizontally and vertically. The others aren't.
 
I believe that both the the forward thrusters and the belly thrusters are magic and allow you to take off horizontally and vertically. The others aren't.

Try going forward on a high G world then turning the nose skyward, I would be interested to hear what happens, the last I heard you would just fall backward into the planet. Anyone experimented lately? Has it changed?
 
Try going forward on a high G world then turning the nose skyward, I would be interested to hear what happens, the last I heard you would just fall backward into the planet. Anyone experimented lately? Has it changed?
I tested it myself and my statement holds:
Both the the forward thrusters and the belly thrusters are magic and allow you to take off horizontally and vertically. The others aren't.

I was for the first time consciously landing on a high-G world (I hope 3G count as High-G, disembarking was not allowed because of high gravity).
The ship was just holding fine and readily accelerating vertically away from the surface as long as I was tilting less than estimated 25 degrees to left, right and displayed 25 degrees nose down, but nose up I could go all the way to 25 degrees past vertical (until I was again at some 65 degrees facing to the surface). At less than 30 degrees in any other direction the ship would start do drop.
On higher than 3G planets the margin is probably less. The ship is an Asp Explorer with 5A Thrusters G5 Dirty Drive & Drag Drives, in case this matters.
 
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