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Shuttle's were the poor mans Exotic since they did/do not specialize in any one thing but it was very common (for me) to find an "S" class that was around +10% to +14% on all stats. They were relatively cheap and eventually used less Plutonium for launch thrusters (an important feature back when "Survival" mode was added). It was common to locate crashed shuttles to repair (as compared to exotics).
Sadly times (and the game) have changed; Shuttle's now rank 1 level above Hauler's (which are last on my list of ships)
don't tease me with that. a cabin that you can add stuff to. your hauler bed in back decorated with the posters you painstakingly opened up, only to have to glitch to look good in base...
https://steamcommunity.com/sharedfiles/filedetails/?id=3451922310
(Or maybe I'm just imagining it. Not like I have catalogued the things.)
....You own a Freighter, you gather materials, and more than likely sell them, what you think you playing? PubG?
https://steamcommunity.com/sharedfiles/filedetails/?id=3452106310
IIRC I bought it as a B or A, made it S, got its maneuverability to around 750 and warp distance to 1200ly. It was fine as far as non-Sentinel, non-hovering ships go. Minus that, shuttle cockpits aren't my favorite thing in the world, so after many hours/experience of playing NMS I largely ignore them now.
That's only as high as I bothered with, with the typical scattered supercharged slot arrangements it came with - two were close together, the other two far apart etc - and with my personal desire to always focus mostly on warp distance. I generally don't care about maneuverability over 800 or so in any ship. I mean if it happens, cool, but it's not my focus.
Based on *base stat range& concepts I've seen, shuttles are 3rd lowest manueverability potential, with the two lowest being Haulers and Living Ships.
---core manuverability = 311
---pulse engine by itself, no SC slot = 344
---pulse engine in a SC slot = 469
---pulse engine in SC slot with three S modules = 754 (two were 10%, one was 13% so not tops)
---pulse engine in SC and 13% module in SC = 1060
So, ofc depends what you get/have as core, and probably need to use 2 SC slots.
Edit: still don't entirely trust those viewable stats. That was viewing them while it was the "active" ship vs. scan-view when not the active ship.
I've had some high manuev. mods before but I still felt like the ships turned like an ocean liner when flying or in combat. I mostly notice boost speed difference.