Coremechanics-and-tools

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.

Verified: September 10, 2026Game: 4.4.x (Rhino SRV update)

Evergreen. Core mechanics rarely change.

01

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.
02

Fuel and Stars

### KGBFOAM

ScoopableNot Scoopable
K, G, B, F, O, A, ML, 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.

03

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.
04

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.

Ship & Generator
Boosters & Guardian
+%
+%
+%
Formula walkthrough
1. Norm. massmin(1, (max − hull) / (max − min))0.8255
2. Exponentlog10((opt−min)/(max−min)) ÷ log10((max−opt)/(max−min))2.4094
3. MultiplierminMult + normMass^exp × (maxMult − minMult)1.1299×
4. Gen. shieldbaseShield × multiplier627 MJ
5. + BoostersgenShield × (1 + 90%)1192 MJ
6. + Guardianboosted + guardianMJ1338 MJ
Total shield strength
1338 MJ
Generator
627 MJ
Boosters
+564 MJ
Guardian
+146 MJ

Generator 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.

05

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%).

1. Normalized Hull Mass

`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.

2. The Power Exponent

`Exponent = Log10((OptMult - MinMult) / (MaxMult - MinMult)) / Log10(min(1, (MaxMass - OptMass) / (MaxMass - MinMass)))`. This defines the curve between minimum, optimal, and maximum mass.

3. Generator Multiplier

`Multiplier = MinMult + (NormalisedHullMass ^ Exponent) * (MaxMult - MinMult)`. This yields your generator multiplier.

4. Base Shield Application

`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.

5. Shield 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`.

6. Guardian Shield Reinforcement

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`.

06

Worked Example: Federal Corvette Shield Calculation

Step-by-step numbers demonstrating the full Down To Earth Astronomy formula in action:

StepInput ValuesFormula / MathResult
Step 1: Normalised MassCorvette Hull: 900T | Shield Min: 530T, Max: 2650TMin(1, (2650 - 900) / (2650 - 530))0.8255
Step 2: ExponentMin: 0.5, Opt: 1.0, Max: 1.5 | OptMass: 1060TLog10((1.0 - 0.5)/(1.5 - 0.5)) / Log10((2650 - 1060)/(2650 - 530))2.4094
Step 3: Generator MultiplierNormalised Mass: 0.8255, Exponent: 2.40940.5 + (0.8255 ^ 2.4094) * (1.5 - 0.5)1.1299x (113%)
Step 4: Raw Generator ShieldCorvette Base Shield: 555 MJ555 MJ * 1.12994627 MJ
Step 5: Boosters (+90% total)Two +20% boosters, One +50% booster627 MJ * (1 + 0.20 + 0.20 + 0.50)1,191 MJ
Step 6: Guardian ReinforcementOne Class 5 Guardian Package (+146 MJ flat)1,191 MJ + 146 MJ1,337 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.

07

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 StageHow It Is CalculatedKey Rule / Limit
Shield Booster ModifiersEach 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 CutoffWhenever 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 GeneratorThe 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 CapBecause 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.
08

Passive vs. Broken Shield Regeneration

Every shield generator has two distinct regeneration rates: Passive (repairing damaged active shields) and Broken (reforming a collapsed shield).

PropertyPassive RegenerationBroken Regeneration
When it operatesActive shields that have sustained damageCollapsed shields (0% hit points) rebuilding back to 50%
SpeedModerate (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 interruptionPaused 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 thresholdContinues smoothly up to 100% capacityRecharges 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 impactPips 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.

09

Crime and Punishment

LevelWhat Triggers ItHow to Clear It
FineMinor stuff: speeding collisions in a no-fire zone, abandoning transport missions, carrying stolen goodsPay it off. Until you do, you are stuck on Anonymous Access and cannot use all station services.
BountyMost crimes. Posted by one faction, usually enforced in their systems only.Pay at an Interstellar factors contact, remotely and safely
NotorietyDestroying Clean ships, or killing Clean people outside on-foot conflict zonesDecays over time if you lay low. Cannot be paid off.
10

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.
11

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.
12

Interdictions

**NPC pirate**

Easy to beat. Fight the minigame, or submit (throttle to zero) and boost away. Submitting gives a shorter FSD cooldown than losing.

Avoiding them entirely

Carry no cargo and no missions. You will rarely be interdicted.

**Thargoid hyperdiction**

Impossible to avoid. Usually harmless if you carry no Thargoid cargo (Module 8).

Fast ship escape

A Type-8 or similar boosting past 500 m/s outruns most pirates

Turning it around

Submit, kill the pirate, and collect the bounty

13

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.
14

Key Thresholds

InfluenceWhat Happens
Above 75%The faction enters Expansion
Below 2.5%A non-native faction enters Retreat and may leave the system
15

The States

StateWhat It MeansHow Players Push It
BoomStrong economy. Better mission rewards and influence gains. More trade missions, fewer combat ones. Prices spike.Sell commodities and run trade missions for that faction
InvestmentA stronger Boom. The best economic state.Follows a failed Expansion, or strong trade
NoneNeutral. Can go either way.
BustThe opposite of Boom. An early warning for Famine.Smuggling and black market sales
FamineSevere shortage. "Seeking Foods" signals appear. Bringing Food Cartridges shortens it.
OutbreakDisease. Low development and standard of living.Medicine trading reduces it
LockdownHeavy security clampdownBounty hunting reduces it
Civil UnrestPublic disorderBounty hunting reduces it
Civil LibertyPeace and security
War, Civil WarTwo factions fight. Influence freezes. Rounds run over 7 days.Combat bonds
ElectionA peaceful version of war
ExpansionThe faction moves into a nearby systemTriggered above 75% influence
RetreatThe faction pulls outTriggered 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.

16

State Timings (Days)

StateCountdownMinMaxCooldown
Boom23No limit3
Bust23No limit3
Civil Unrest13No limit3
Lockdown13No limit1
Famine332825
Outbreak43287
Election, Civil War, War1471
Expansion5572
Investment05No limit1
Retreat1561
17

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." ⚠️
18

Synthesis

Free consumables made from raw materials. Most players forget this exists.

SynthesisUse
FSD InjectionJump range boost. Recipes in Module 11.
LimpetsRestock up to 4 limpets from Iron and Nickel
Ammo refillsCannon, fragment cannon, rail gun, plasma, missiles, AX weapons
Heat sinks, chaff, point defenceRefill utilities
Life supportRefill from Iron and Nickel
SRV refuel and repairKeep driving
AFMU refillKeep repairing
Weapon damage boostsTemporary 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.

19

Economy Types

Useful for knowing where to buy, sell, and find services.

EconomySellsLook Here For
Extraction, RefineryMinerals and metalsRaw Material Traders, Tritium
IndustrialMachinery and manufactured goodsManufactured Material Traders, CMM Composite
High TechAdvanced goodsEncoded Material Traders, tech brokers
AgricultureFoodFood Cartridges for famines
MilitaryWeaponsEncoded traders, AX gear
TourismPassenger demandSightseeing missions
Service, ColonyStation goodsGeneral
20

Useful Numbers

ThingValue
RebuyAbout 5% of ship plus modules. Cash only.
Jameson Memorial discount10% (needs the Shinrarta permit)
I Sola Prospect markup20% (no permit)
Material storage caps300, 250, 200, 150, 100 by grade
Material trader: down a gradePay 1, get 3
Material trader: up or sidewaysPay 6, get 1
Fleet Carrier jump range500 ly, fixed
Fleet Carrier cargo25,000 tons
Merc Coin weekly cap1,000
Powerplay rank 34247,000 merits
Powerplay rank 97751,000 merits
Exobiology First Logged bonus5 times base value
Colonisation claim feeAbout 25 million credits
Colonisation primary port deadlineAbout 28 days
21

Essential

ToolWhereWhat It Does
Inarainara.czThe everything site. Nearest stations, commodities, trade routes, engineers, tech brokers, ships, Community Goals, faction data.
Spanshspansh.co.ukRoute plotting: neutron highway, Road to Riches, exobiology, trade, Fleet Carrier, colonisation bridges
EDSMedsm.netSystem and body database
EDMC (Elite Dangerous Market Connector)GitHub (EDCD)Uploads your game data to Inara, EDSM, and others
22

Ship Building

ToolWhereWhat It Does
EDSYedsy.orgDetailed build planner with engineering
Corioliscoriolis.ioBuild planner, easy sharing
23

Materials and Engineering

ToolWhereWhat It Does
ED Odyssey Materials HelperGitHub (jixxed)Reads your journal, tracks stock, builds wishlists from blueprints
ED EngineerGitHub (msarilar)Overlay linking your stock to blueprint costs
HGE Finderedgalaxy.net/hgeLive HGE sightings since the last tick, by material
Elite Materialssites.google.com/view/elite-materialsCoordinates for shard and brain tree sites
24

Mining

ToolWhereWhat It Does
EDTools Mineredtools.cc/minerHotspot finder and best sell prices
ED Miningedmining.comPlayer posted hotspots with overlap tags
r/EliteMiners pinned postreddit.com/r/EliteMinersCurrent meta and maps
25

Combat and Powerplay

ToolWhereWhat It Does
INTRAiniv.space/intraMassacre stack finder
EDTools PvEedtools.cc/pveMassacre source and target finder
Merit Minermeritminer.ccBest mining spots for Powerplay merits
Powerplay Toolsheatmap.sotl.org.uk/powersSystem trees and the activity Reference Card
Powerplay Assistantelite.niceygy.netPick a Power, activity, and location. It tells you what to do.
26

Exploration and Exobiology

ToolWhereWhat It Does
Elite Observatory + BioInsightsobservatory.xjph.netPredicts likely species as you scan
Canonn Bioforgecanonn.scienceWhere each species has been found
EDDiscoveryGitHubLogs everything you scan
27

Colonisation and Carriers

ToolWhereWhat It Does
Raven Colonialravencolonial.comDesign, simulate, and track a whole colony
EDColonyedcolony.comLive construction logistics
Colonization Mega GuideGoogle Docs (CMDR Mechan)The deepest colonisation reference
PTN Carrier Calculatorpilotstradenetwork.com/tools/carrier-calculatorCarrier cost math
STAR Carriers mapedastro.com/galmapDeep space emergency Tritium
28

Guardian and Thargoid

ToolWhereWhat It Does
Canonn Research Groupcanonn.scienceGuardian sites, Thargoid data, codex
Anti-Xeno Initiativewiki.antixenoinitiative.comAX guides and hotspots
Xeno Strike Forcexenostrikeforce.comAX builds and graveyard scavenging
29

Communities

GroupWhat They Do
Pilots Trade Networkpilotstradenetwork.com. Ship builds, wing mining missions, trade alerts.
Fuel Ratsfuelrats.com. Free rescue if you strand yourself.
Fleet Carrier Owners ClubHauling contracts and carrier logistics
Canonn Research GroupScience, mysteries, and site documentation
30

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.
31

Needs Checking ⚠️

ItemWhyWhere to Check
Exact BGS tick timeCommunity reported, not official. Usually around 14:00 to 15:00 UTC.Inara, BGS Discords
State timing tableFrom a community BGS science group. Frontier does not publish these.sinc.science
Tool availabilityThird party tools come and goTry the link
32

Sources

SourceUsed 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 SimulationCrime tiers, notoriety rules, state descriptions, influence thresholds, pool mechanics
SINC Science: BGS guide and Complete BGS Guide 2024State timing table, influence thresholds, zero-sum influence
Deep Space Syndicate: BGS GuideState effects and how to trigger each one
Remlok Industries: Background Simulation GuideState priority order, which activities push which state
Elite Factions Wiki: Background SimulationBucket mechanics
EarlyGuides: Beginner's Guide and Walkthrough (August 2026)KGBFOAM, rebuy percentage, Jameson discount
Steam discussionsInterdiction advice, bounty avoidance tips
Inara Synthesis pageSynthesis recipe list
Cross links
Every other module. This one is the glue.