Mechanics and Tools
The glue module. Fuel and the KGBFOAM scoopable stars, full shield mechanics & formulas (credited to Down To Earth Astronomy), crime tiers and notoriety, beating interdictions, Background Simulation bucket states and timings, synthesis recipes, economy types, useful numbers, tool directory, and rules of thumb.
Evergreen. Core mechanics rarely change.
Summary
- Scoopable stars: KGBFOAM. K, G, B, F, O, A, M. Everything else leaves you stranded.
- Rebuy is about 5% of your ship plus modules. Keep it in cash, always.
- Notoriety blocks Interstellar Factors. Lay low until it decays before paying off bounties.
- BGS states follow a bucket system. Player actions fill pools. The biggest pool triggers.
- NPC interdictions are easy to beat. Submit and fight, or just boost away.
- Synthesis refills ammo and fuel from raw materials. Free and often forgotten.
Fuel and Stars
### KGBFOAM
| Scoopable | Not Scoopable |
|---|---|
| K, G, B, F, O, A, M | L, T, Y (Brown Dwarfs), White Dwarfs, Neutron Stars, Black Holes |
Filter the galaxy map to scoopable stars and you never pay for fuel again. Look for "Fastest routes" plus the scoopable filter. Danger: White Dwarfs and Neutron Stars have exclusion zones that damage modules or kill you. Black Holes distort space around you. Out of fuel? The Fuel Rats are a player run rescue group. Call them at fuelrats.com.
Shield Mechanics (Down To Earth Astronomy)
Complete mathematical breakdown of shield hit points, booster stacking, diminishing returns on resistance, and regeneration mechanics. Based on the original guide and research by Down To Earth Astronomy (CMDRS Toolbox / Wanderer's Toolbox).
- Only ship hull mass matters for shield strength. Outfitting and module mass have zero impact on your shield multiplier.
- Every ship has an innate 'Base Shield Strength'. The generator applies a multiplier to this value based on your ship's hull mass.
- Shield Boosters multiply the generator's shield strength (not base shield). Booster percentages add together before multiplying.
- Guardian Shield Reinforcements add flat MJ after all multipliers. They are never scaled by boosters or generators.
- Booster Resistance Diminishing Returns kick in below 0.7 modifier (30% resistance). Anything past 30% is halved, giving a hard mathematical ceiling of 65% resistance from boosters alone.
- Broken Regeneration is NOT stopped by incoming fire. Shots hit your hull, so the 0% to 50% broken recharge continues uninterrupted.
- SYS pips do not alter shield regeneration speed. As long as your SYS capacitor has any charge, shields recharge at the exact same rate. Pips only determine damage resistance on active shields and how fast the capacitor refills.
Interactive Shield Calculator
Compute total shield strength (hull-mass power curve + boosters + Guardian flat MJ) and final resistance (booster diminishing returns at the 0.7 cutoff). The Federal Corvette preset reproduces the worked example above. Formulas credited to Down To Earth Astronomy.
min(1, (max − hull) / (max − min))0.8255log10((opt−min)/(max−min)) ÷ log10((max−opt)/(max−min))2.4094minMult + normMass^exp × (maxMult − minMult)1.1299×baseShield × multiplier627 MJgenShield × (1 + 90%)1192 MJboosted + guardianMJ1338 MJGenerator mass ratings and multipliers come from the shield generator's stat card (Coriolis / EDSY). Base shield is the ship's innate value. Guardian reinforcement adds flat MJ after every multiplier — it never scales with boosters or hull mass.
Formulas based on the research of Down To Earth Astronomy (CMDRS Toolbox / Wanderer's Toolbox). The Federal Corvette preset mirrors the verified worked example above.
Shield Hit Points & The Scaling Formula
The shield generator has Minimum, Optimal, and Maximum Hull Mass ratings paired with Minimum, Optimal, and Maximum Strength multipliers (typically 50%, 100%, and 150%).
`NormalisedHullMass = min(1, (MaxMass - ShipHullMass) / (MaxMass - MinMass))`. If your hull mass is below minimum, it caps at 1.0 (maximum bonus). If hull mass exceeds maximum, the generator will not work.
`Exponent = Log10((OptMult - MinMult) / (MaxMult - MinMult)) / Log10(min(1, (MaxMass - OptMass) / (MaxMass - MinMass)))`. This defines the curve between minimum, optimal, and maximum mass.
`Multiplier = MinMult + (NormalisedHullMass ^ Exponent) * (MaxMult - MinMult)`. This yields your generator multiplier.
`Generator Shield (MJ) = Base Ship Shield * Multiplier`. E.g., Federal Corvette (900T hull, 555 MJ base) with a 7A shield yields a 1.130x multiplier = 627 MJ before boosters.
Boosters add together: `Final Shield = Generator Shield * (1 + Sum(Booster %))`. Example: Three boosters (+20%, +20%, +50%) = +90% boost -> `627 MJ * 1.9 = 1,191 MJ`.
Adds flat MJ strictly at the very end: `Total Shield = Final Shield + Sum(Guardian Flat MJ)`. Example: `1,191 MJ + 146 MJ (size 5 GSR) = 1,337 MJ`.
Worked Example: Federal Corvette Shield Calculation
Step-by-step numbers demonstrating the full Down To Earth Astronomy formula in action:
| Step | Input Values | Formula / Math | Result |
|---|---|---|---|
| Step 1: Normalised Mass | Corvette Hull: 900T | Shield Min: 530T, Max: 2650T | Min(1, (2650 - 900) / (2650 - 530)) | 0.8255 |
| Step 2: Exponent | Min: 0.5, Opt: 1.0, Max: 1.5 | OptMass: 1060T | Log10((1.0 - 0.5)/(1.5 - 0.5)) / Log10((2650 - 1060)/(2650 - 530)) | 2.4094 |
| Step 3: Generator Multiplier | Normalised Mass: 0.8255, Exponent: 2.4094 | 0.5 + (0.8255 ^ 2.4094) * (1.5 - 0.5) | 1.1299x (113%) |
| Step 4: Raw Generator Shield | Corvette Base Shield: 555 MJ | 555 MJ * 1.12994 | 627 MJ |
| Step 5: Boosters (+90% total) | Two +20% boosters, One +50% booster | 627 MJ * (1 + 0.20 + 0.20 + 0.50) | 1,191 MJ |
| Step 6: Guardian Reinforcement | One Class 5 Guardian Package (+146 MJ flat) | 1,191 MJ + 146 MJ | 1,337 MJ total |
Notice that Guardian Shield Reinforcements do not scale with the 1.9x booster multiplier. However, they bypass hull mass scaling entirely, making them exceptionally potent on heavy combat hulls.
Shield Resistances & Diminishing Returns
Damage in Elite Dangerous uses resistance modifiers applied directly to incoming damage. E.g., 200 thermal damage against 25% thermal resistance deals `200 * (1 - 0.25) = 150` damage.
| Resistance Stage | How It Is Calculated | Key Rule / Limit |
|---|---|---|
| Shield Booster Modifiers | Each booster's damage reduction is converted to a damage multiplier: `Modifier = 1 - Resistance`. All booster modifiers are multiplied together. | Four boosters with 20%, 20%, 10%, 10% resistance = `0.8 * 0.8 * 0.9 * 0.9 = 0.5184` raw combined booster modifier. |
| Diminishing Returns Cutoff | Whenever the combined booster modifier drops below 0.7 (meaning >30% resistance), the excess reduction is halved. | `Excess = 0.7 - RawModifier`. `Adjusted = 0.7 - (Excess / 2)`. Example: `0.7 - 0.5184 = 0.1816`. Halved = `0.0908`. Final Booster Modifier = `0.7 - 0.0908 = 0.6092`. |
| Combining with Generator | The adjusted booster modifier is multiplied by the shield generator's native resistance modifier. | If generator has 40% native resistance (0.60 modifier): `0.6092 * 0.60 = 0.3655`. Final Resistance = `1 - 0.3655 = 63.45%`. |
| Booster Hard Cap | Because everything below 0.7 is halved, boosters alone have a theoretical maximum resistance of 65% (a 0.35 modifier). | Stacking infinite boosters cannot exceed 65% booster resistance before the generator modifier is factored in. |
Passive vs. Broken Shield Regeneration
Every shield generator has two distinct regeneration rates: Passive (repairing damaged active shields) and Broken (reforming a collapsed shield).
| Property | Passive Regeneration | Broken Regeneration |
|---|---|---|
| When it operates | Active shields that have sustained damage | Collapsed shields (0% hit points) rebuilding back to 50% |
| Speed | Moderate (e.g. standard shields ~1 MJ/s, Bi-Weave ~3 to 4.4 MJ/s) | Much faster than passive (often 2x to 3x passive rate; Bi-Weave broken rate is exceptionally fast) |
| Combat interruption | Paused by damage. Any hit resets a 2-second countdown before passive regen resumes. | NOT interrupted by enemy fire. Incoming shots hit the ship's hull and do NOT reset or pause the broken regeneration timer. |
| Reboot threshold | Continues smoothly up to 100% capacity | Recharges from 0% up to exactly 50%. The moment 50% is reached, the shield re-forms and passive regen takes over for the remaining 50%. |
| SYS Pips impact | Pips do NOT speed up regen rate. As long as SYS has >0 charge, regen is at maximum speed. | Same: broken regen speed is fixed. SYS capacitor merely supplies the energy pool. |
Bi-Weave shields excel precisely because of broken regeneration: their high broken regen rate allows collapsed shields to snap back online to 50% mid-dogfight even while under continuous enemy fire.
Crime and Punishment
| Level | What Triggers It | How to Clear It |
|---|---|---|
| Fine | Minor stuff: speeding collisions in a no-fire zone, abandoning transport missions, carrying stolen goods | Pay it off. Until you do, you are stuck on Anonymous Access and cannot use all station services. |
| Bounty | Most crimes. Posted by one faction, usually enforced in their systems only. | Pay at an Interstellar factors contact, remotely and safely |
| Notoriety | Destroying Clean ships, or killing Clean people outside on-foot conflict zones | Decays over time if you lay low. Cannot be paid off. |
Notoriety Rules
- 1 point per ship destroyed, up to 10.
- Killing innocent NPCs on foot builds it slower, roughly 1 point per 3 to 5 kills.
- Interstellar Factors will not serve you with any Notoriety. Lay low first, then pay.
- High Notoriety attracts Advanced Tactical Response units, which are very dangerous.
- Bounties and fines never expire. Notoriety does.
- The Sidewinder trick is dead. Dying does not clear bounties. You still pay at the Detention Centre.
Staying Clean
- Always scan a ship before firing. Shooting a Clean ship is the classic beginner mistake.
- Never tag system security.
- One veteran's rule: do not take missions against the faction that owns the station you fly from.
Interdictions
Easy to beat. Fight the minigame, or submit (throttle to zero) and boost away. Submitting gives a shorter FSD cooldown than losing.
Carry no cargo and no missions. You will rarely be interdicted.
Impossible to avoid. Usually harmless if you carry no Thargoid cargo (Module 8).
A Type-8 or similar boosting past 500 m/s outruns most pirates
Submit, kill the pirate, and collect the bounty
The Background Simulation (BGS)
Every populated system has minor factions with influence, a zero-sum split totaling 100%.
- Influence does not decay on its own. It is only earned and lost.
- Player actions add points to pools, one per state. When a pool is big enough, that state queues with a countdown and triggers if it is the largest.
- When a state triggers, all other pools reset to zero, except Outbreak and Famine, which are halved.
Key Thresholds
| Influence | What Happens |
|---|---|
| Above 75% | The faction enters Expansion |
| Below 2.5% | A non-native faction enters Retreat and may leave the system |
The States
| State | What It Means | How Players Push It |
|---|---|---|
| Boom | Strong economy. Better mission rewards and influence gains. More trade missions, fewer combat ones. Prices spike. | Sell commodities and run trade missions for that faction |
| Investment | A stronger Boom. The best economic state. | Follows a failed Expansion, or strong trade |
| None | Neutral. Can go either way. | |
| Bust | The opposite of Boom. An early warning for Famine. | Smuggling and black market sales |
| Famine | Severe shortage. "Seeking Foods" signals appear. Bringing Food Cartridges shortens it. | |
| Outbreak | Disease. Low development and standard of living. | Medicine trading reduces it |
| Lockdown | Heavy security clampdown | Bounty hunting reduces it |
| Civil Unrest | Public disorder | Bounty hunting reduces it |
| Civil Liberty | Peace and security | |
| War, Civil War | Two factions fight. Influence freezes. Rounds run over 7 days. | Combat bonds |
| Election | A peaceful version of war | |
| Expansion | The faction moves into a nearby system | Triggered above 75% influence |
| Retreat | The faction pulls out | Triggered below 2.5% influence |
State Priority. When two states trigger at once: Conflicts first (War, Civil War, Election), then Expansions (Expansion, Investment, Retreat), then everything else.
State Timings (Days)
| State | Countdown | Min | Max | Cooldown |
|---|---|---|---|---|
| Boom | 2 | 3 | No limit | 3 |
| Bust | 2 | 3 | No limit | 3 |
| Civil Unrest | 1 | 3 | No limit | 3 |
| Lockdown | 1 | 3 | No limit | 1 |
| Famine | 3 | 3 | 28 | 25 |
| Outbreak | 4 | 3 | 28 | 7 |
| Election, Civil War, War | 1 | 4 | 7 | 1 |
| Expansion | 5 | 5 | 7 | 2 |
| Investment | 0 | 5 | No limit | 1 |
| Retreat | 1 | 5 | 6 | 1 |
Why It Matters to You
- HGE farming depends on faction state (Module 2)
- Powerplay mining merits are best in Boom systems, where prices spike (Module 12)
- Navy rank grinding breaks when your loop system goes to war (Module 6)
- The BGS ticks daily, usually around 14:00 to 15:00 UTC. Many people just say "the tick." ⚠️
Synthesis
Free consumables made from raw materials. Most players forget this exists.
| Synthesis | Use |
|---|---|
| FSD Injection | Jump range boost. Recipes in Module 11. |
| Limpets | Restock up to 4 limpets from Iron and Nickel |
| Ammo refills | Cannon, fragment cannon, rail gun, plasma, missiles, AX weapons |
| Heat sinks, chaff, point defence | Refill utilities |
| Life support | Refill from Iron and Nickel |
| SRV refuel and repair | Keep driving |
| AFMU refill | Keep repairing |
| Weapon damage boosts | Temporary 15% or 30% damage buffs on some weapons |
Since raw materials pile up from everything you do, synthesis is effectively free. Fit it into your habits.
Economy Types
Useful for knowing where to buy, sell, and find services.
| Economy | Sells | Look Here For |
|---|---|---|
| Extraction, Refinery | Minerals and metals | Raw Material Traders, Tritium |
| Industrial | Machinery and manufactured goods | Manufactured Material Traders, CMM Composite |
| High Tech | Advanced goods | Encoded Material Traders, tech brokers |
| Agriculture | Food | Food Cartridges for famines |
| Military | Weapons | Encoded traders, AX gear |
| Tourism | Passenger demand | Sightseeing missions |
| Service, Colony | Station goods | General |
Useful Numbers
| Thing | Value |
|---|---|
| Rebuy | About 5% of ship plus modules. Cash only. |
| Jameson Memorial discount | 10% (needs the Shinrarta permit) |
| I Sola Prospect markup | 20% (no permit) |
| Material storage caps | 300, 250, 200, 150, 100 by grade |
| Material trader: down a grade | Pay 1, get 3 |
| Material trader: up or sideways | Pay 6, get 1 |
| Fleet Carrier jump range | 500 ly, fixed |
| Fleet Carrier cargo | 25,000 tons |
| Merc Coin weekly cap | 1,000 |
| Powerplay rank 34 | 247,000 merits |
| Powerplay rank 97 | 751,000 merits |
| Exobiology First Logged bonus | 5 times base value |
| Colonisation claim fee | About 25 million credits |
| Colonisation primary port deadline | About 28 days |
Essential
| Tool | Where | What It Does |
|---|---|---|
| Inara | inara.cz | The everything site. Nearest stations, commodities, trade routes, engineers, tech brokers, ships, Community Goals, faction data. |
| Spansh | spansh.co.uk | Route plotting: neutron highway, Road to Riches, exobiology, trade, Fleet Carrier, colonisation bridges |
| EDSM | edsm.net | System and body database |
| EDMC (Elite Dangerous Market Connector) | GitHub (EDCD) | Uploads your game data to Inara, EDSM, and others |
Ship Building
| Tool | Where | What It Does |
|---|---|---|
| EDSY | edsy.org | Detailed build planner with engineering |
| Coriolis | coriolis.io | Build planner, easy sharing |
Materials and Engineering
| Tool | Where | What It Does |
|---|---|---|
| ED Odyssey Materials Helper | GitHub (jixxed) | Reads your journal, tracks stock, builds wishlists from blueprints |
| ED Engineer | GitHub (msarilar) | Overlay linking your stock to blueprint costs |
| HGE Finder | edgalaxy.net/hge | Live HGE sightings since the last tick, by material |
| Elite Materials | sites.google.com/view/elite-materials | Coordinates for shard and brain tree sites |
Mining
| Tool | Where | What It Does |
|---|---|---|
| EDTools Miner | edtools.cc/miner | Hotspot finder and best sell prices |
| ED Mining | edmining.com | Player posted hotspots with overlap tags |
| r/EliteMiners pinned post | reddit.com/r/EliteMiners | Current meta and maps |
Combat and Powerplay
| Tool | Where | What It Does |
|---|---|---|
| INTRA | iniv.space/intra | Massacre stack finder |
| EDTools PvE | edtools.cc/pve | Massacre source and target finder |
| Merit Miner | meritminer.cc | Best mining spots for Powerplay merits |
| Powerplay Tools | heatmap.sotl.org.uk/powers | System trees and the activity Reference Card |
| Powerplay Assistant | elite.niceygy.net | Pick a Power, activity, and location. It tells you what to do. |
Exploration and Exobiology
| Tool | Where | What It Does |
|---|---|---|
| Elite Observatory + BioInsights | observatory.xjph.net | Predicts likely species as you scan |
| Canonn Bioforge | canonn.science | Where each species has been found |
| EDDiscovery | GitHub | Logs everything you scan |
Colonisation and Carriers
| Tool | Where | What It Does |
|---|---|---|
| Raven Colonial | ravencolonial.com | Design, simulate, and track a whole colony |
| EDColony | edcolony.com | Live construction logistics |
| Colonization Mega Guide | Google Docs (CMDR Mechan) | The deepest colonisation reference |
| PTN Carrier Calculator | pilotstradenetwork.com/tools/carrier-calculator | Carrier cost math |
| STAR Carriers map | edastro.com/galmap | Deep space emergency Tritium |
Guardian and Thargoid
| Tool | Where | What It Does |
|---|---|---|
| Canonn Research Group | canonn.science | Guardian sites, Thargoid data, codex |
| Anti-Xeno Initiative | wiki.antixenoinitiative.com | AX guides and hotspots |
| Xeno Strike Force | xenostrikeforce.com | AX builds and graveyard scavenging |
Communities
| Group | What They Do |
|---|---|
| Pilots Trade Network | pilotstradenetwork.com. Ship builds, wing mining missions, trade alerts. |
| Fuel Rats | fuelrats.com. Free rescue if you strand yourself. |
| Fleet Carrier Owners Club | Hauling contracts and carrier logistics |
| Canonn Research Group | Science, mysteries, and site documentation |
Rules of Thumb
- Never spend your rebuy.
- Check the date on any guide. This game changes constantly. Your original materials guide had several claims that were years out of date.
- Scan before you shoot.
- A rated for performance. D rated for range.
- Farm what is abundant. Trade for the rest.
- Specialize your ships. No weapons on a trader. No cargo racks on a fighter.
- Buy limpets. Every time.
- Sell exploration and exobiology data before you take risks.
- If you are not enjoying it, do something else. Every path in this game leads to the same credits.
Needs Checking ⚠️
| Item | Why | Where to Check |
|---|---|---|
| Exact BGS tick time | Community reported, not official. Usually around 14:00 to 15:00 UTC. | Inara, BGS Discords |
| State timing table | From a community BGS science group. Frontier does not publish these. | sinc.science |
| Tool availability | Third party tools come and go | Try the link |
Sources
| Source | Used For |
|---|---|
| Down To Earth Astronomy (CMDRS Toolbox / Wanderer's Toolbox) | Shield mechanics guide & video: hull mass power formula, exponent log10 scaling, booster additive multiplier, Guardian flat additions, booster resistance diminishing returns (0.7 threshold), and passive vs broken regeneration rules |
| Elite Dangerous Wiki (Fandom): Bounty, Influence, Background Simulation | Crime tiers, notoriety rules, state descriptions, influence thresholds, pool mechanics |
| SINC Science: BGS guide and Complete BGS Guide 2024 | State timing table, influence thresholds, zero-sum influence |
| Deep Space Syndicate: BGS Guide | State effects and how to trigger each one |
| Remlok Industries: Background Simulation Guide | State priority order, which activities push which state |
| Elite Factions Wiki: Background Simulation | Bucket mechanics |
| EarlyGuides: Beginner's Guide and Walkthrough (August 2026) | KGBFOAM, rebuy percentage, Jameson discount |
| Steam discussions | Interdiction advice, bounty avoidance tips |
| Inara Synthesis page | Synthesis recipe list |