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and maximum number of slots you might find in different ship types vary. Haulers minimum and maximum inventory slots are 10 more than the other ship types, making them generally the most valuable.
S class Max (inventory) slots:
Solar 46m
Hauler 130m
Explorer 180m
Exotic 230m
-Approximate price from memory
When you mean flipping ships you mean crash ships? Otherwise buying and scrapping means you lose 30%. Haven't done it in a while though.
S class will have more bonuses. Honestly you won't notice a huge difference. But as a perfectionist, I only keep S classes and am willing to wait hours or days to get that specific S class ship.
https://nomanssky.fandom.com/wiki/Starship
You can find crashed ships. Fix them up. Then flip them for profit.
I'm not sure if anyone has brought this up yet, but there may still be a bug when you're at a space station; If you have a sufficiently valuable "spare" ship, you can fly that ship to the station, and when you interact with a landed pilot, you would be looking for any ships you can trade for lesser value than your spare( I.E. any ships you can swap out for no additional cost.
Once you have secured a traded ship, you immediately move to scrap it, you're original spare ship should still be on it's launch pad and will allow you to claim it again at no extra cost, thus allowing you to swap it off for another ship to scrap.
This process can be perpetuated indefinitely as long as you always trade ships for no additional cost due, which apparently allows your spare ship to remain in place and be claimable after you scrap the freshly acquired ship.
A big utility for this process allows you to accumulate a large volume of ship storage augments, and other materials such as activated stellar elements, which you can sell in between reclaiming your spare and trading off for a new ship to scrap.
It's been quite a while since I've used this method, but assuming it still works, it can be less effort than taking the time to locate and salvage a crashed ship( unless you're into that, then by all means continue). Granted it is more time consuming than just getting one storage augment -or anything else of value- and duplicating it at the nexus( which itself can be potentially annoying to other players).
Your mileage may vary considerably depending on what you choose to do here, and what you choose to enjoy.
Either way, I found I rather enjoyed the production loop of making fusion igniters and stasis modules on a large scale basis and selling those each day, which honestly takes a really long time to set everything up to work as desired, though once all the infrastructure is in place, it's one of the most "proper" ways to make a lot of money outside of just farming a huge amount of activated indium.
I don't know, I'm not a cop. You do you.
I haven't checked if it's still the case but, fixing the slots [only] in general inventory increases the resell value. Adding/buying additional slots is not as productive.
Seems like finding Haulers has the most slots to offer right out of the box. They reap the highest resell value without to much effort, from simply repairing the many broken general inventory slots.
The materials required to fix slots seem to be only of a certain set of specific resources, nothing exotic or fancy. So, after you fix all the general inventory slots in one ship, that will give you a pretty good idea of all the mats to collect as you hop from planet to planet, or if you find them in space stations at a steep discount.
The amount you net vs the value of resources (including large amounts of wiring looms you must buy or scavange from reclaimed upgrades) always has a positive profit margin.
It's all about how much effort you want to place in the spaceship wrecking game... i have maxed-out scanner stats so, drop down on a planet, scan all the rocks, plants, animals for several million units and at the same time collect mats and search for wrecked ships using the subs scanner. A fun distraction.