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Approaching Walrus
January 1 2015, 02:13:44 AM
Some trading tools.

Slopey's trade tool (requires install)
https://forums.frontier.co.uk/showthread.php?t=53037

Thrudd's trade tool (browser)
http://elitetradingtool.co.uk/

Rare trade route finder
http://eliteraretrader.co.uk/

helgur
January 1 2015, 07:25:50 AM
I use my 104 ton capable T-6 to trade rares going this route:


Eleu
Dea Motrona
Altair
Helvetitj
Heike
Eranin
Epsilon Indi
George Pantazis
Fujin
Hecate
Momus Reach
39 Tauri
Wolf 1301
Witchhaul
Tanmark
Utgaroar
Tarach Tor
Kappa Fornacis
Chi Eridani
Coquim


(in order) and heading back 160 LY to a station to trade them in. Make about ~2 million a run, but it takes some time.

morpheps
January 1 2015, 08:48:43 AM
Short Rare Trading Loop (http://i.imgur.com/u5bC8Cp.png) (Suitable for an Adder/a Hauler or a Cobra)
Long Rare Trading Loop (http://eliteraretrader.co.uk/?route=6,84,13,26,10,62,72,52,51,23,8,71,86,41,19, 67,68,79,77,30,1,31&name=Rare%20Route%20-%20T6) (Needs Type-6 og ASP)
Super "short" route - Go back and forth between Coquim and Eleu. Coquim has about 20 rares, Eleu 13. Makes 300k one way, and slightly less than 200k the other way. Suitable for a Hauler/Adder (anything goes really, but most profitable)

Decent tool for finding your rare trading loop is this (http://eliteraretrader.co.uk/).
Very good tool for finding other trade runs is this (http://elitetradingtool.co.uk/) (Thrudds trading tool)
The /Elitetraders (www.reddit.com/r/EliteTraders) subreddit usually has good stuff
Nice Cmdr's log (https://forums.frontier.co.uk/showthread.php?t=74171)

Equium Duo
January 1 2015, 09:42:50 AM
I've got a nice trade route that's getting me an avg of 800 p/t with my sidewinder. I plan on trading for a while until I can afford something decent. Should I move as fast as possible into a hauler or wait for something else? max jump distance is 7 LY atm.

morpheps
January 1 2015, 09:45:12 AM
Get an Adder. Its better than the Hauler and only slightly more expensive

Saul
January 1 2015, 11:00:22 AM
I've got a nice trade route that's getting me an avg of 800 p/t with my sidewinder. I plan on trading for a while until I can afford something decent. Should I move as fast as possible into a hauler or wait for something else? max jump distance is 7 LY atm.

Yes, go Hauler asap, then Adder.

morpheps
January 1 2015, 11:07:51 AM
I've got a nice trade route that's getting me an avg of 800 p/t with my sidewinder. I plan on trading for a while until I can afford something decent. Should I move as fast as possible into a hauler or wait for something else? max jump distance is 7 LY atm.

Yes, go Hauler asap, then Adder.

Mmmh, wouldn't be too many extra trips @ 800/t to earn the 30k difference. Adder is way better than Hauler, particularly if you're going long routes.

Equium Duo
January 1 2015, 11:24:20 AM
I went for the adder, it was a bit of a stretch and I had to switch to a different metal for a little bit whilst i built somer cash reserves back up, but it was worth it.

Just looking for a way of optimising my route, one of the super cruises is 10k Ls, which is a pain.

morpheps
January 1 2015, 11:25:35 AM
Use the trading tool to find a decent route near you.

Equium Duo
January 1 2015, 11:39:03 AM
It doesnt work, it seems everything is too far away from me

QuackBot
January 1 2015, 12:00:14 PM
Mmmh, wouldn't be too many extra trips @ 800/t to earn the 30k difference. Adder is way better than Hauler, particularly if you're going long routes.
Better than if i do an hourly count.

Thoemse
January 1 2015, 12:07:34 PM
112 ton lakon 6 here. 1360 profit per ton one way, 1140 back. One jump only. Best i found so far.

Kraken
January 1 2015, 12:37:16 PM
Short Rare Trading Loop (http://i.imgur.com/u5bC8Cp.png) (Suitable for an Adder/a Hauler or a Cobra)
Long Rare Trading Loop (http://eliteraretrader.co.uk/?route=6,84,13,26,10,62,72,52,51,23,8,71,86,41,19, 67,68,79,77,30,1,31&name=Rare%20Route%20-%20T6) (Needs Type-6 og ASP)
Super "short" route - Go back and forth between Coquim and Eleu. Coquim has about 20 rares, Eleu 13. Makes 300k one way, and slightly less than 200k the other way. Suitable for a Hauler/Adder (anything goes really, but most profitable)

Decent tool for finding your rare trading loop is this (http://eliteraretrader.co.uk/).
Very good tool for finding other trade runs is this (http://elitetradingtool.co.uk/) (Thrudds trading tool)
The /Elitetraders (www.reddit.com/r/EliteTraders) subreddit usually has good stuff
Nice Cmdr's log (https://forums.frontier.co.uk/showthread.php?t=74171)

if you have space on the short loop. see if you can hold onto the caviar while Eleu and you can make more profit.

Equium Duo
January 1 2015, 06:12:14 PM
I keep getting interdicted doing my trade run, do i need to kill the npc pirates to stop it or should i just keep running away?

I'm in an adder set for max haulage, they are usually in an adder. Its just annoying.

morpheps
January 1 2015, 06:59:46 PM
I keep getting interdicted doing my trade run, do i need to kill the npc pirates to stop it or should i just keep running away?

I'm in an adder set for max haulage, they are usually in an adder. Its just annoying.

Just keep running away; they will always try to interdict.

Cosmin
January 1 2015, 07:12:43 PM
I keep getting interdicted doing my trade run, do i need to kill the npc pirates to stop it or should i just keep running away?

I'm in an adder set for max haulage, they are usually in an adder. Its just annoying.

Repair and repaint your ship every time you dock, the interdicitons will be kept to a minimum.

Equium Duo
January 1 2015, 09:25:50 PM
Short Rare Trading Loop (http://i.imgur.com/u5bC8Cp.png) (Suitable for an Adder/a Hauler or a Cobra)
Long Rare Trading Loop (http://eliteraretrader.co.uk/?route=6,84,13,26,10,62,72,52,51,23,8,71,86,41,19, 67,68,79,77,30,1,31&name=Rare%20Route%20-%20T6) (Needs Type-6 og ASP)
Super "short" route - Go back and forth between Coquim and Eleu. Coquim has about 20 rares, Eleu 13. Makes 300k one way, and slightly less than 200k the other way. Suitable for a Hauler/Adder (anything goes really, but most profitable)

Decent tool for finding your rare trading loop is this (http://eliteraretrader.co.uk/).
Very good tool for finding other trade runs is this (http://elitetradingtool.co.uk/) (Thrudds trading tool)
The /Elitetraders (www.reddit.com/r/EliteTraders) subreddit usually has good stuff
Nice Cmdr's log (https://forums.frontier.co.uk/showthread.php?t=74171)

Did the short, its proving itself very nicely

Edit:
So it took me 1h 20mins to run but I had a few navigation problems and I kept losing connection, I reckon I could do it in under an hour. I also had a limited jump drive of 15 LY. There was also 26k of fuel used, and I hauled in just under 300k and I've only done the first fly around, so there's more to come!

morpheps
January 1 2015, 09:46:45 PM
Short Rare Trading Loop (http://i.imgur.com/u5bC8Cp.png) (Suitable for an Adder/a Hauler or a Cobra)
Long Rare Trading Loop (http://eliteraretrader.co.uk/?route=6,84,13,26,10,62,72,52,51,23,8,71,86,41,19, 67,68,79,77,30,1,31&name=Rare%20Route%20-%20T6) (Needs Type-6 og ASP)
Super "short" route - Go back and forth between Coquim and Eleu. Coquim has about 20 rares, Eleu 13. Makes 300k one way, and slightly less than 200k the other way. Suitable for a Hauler/Adder (anything goes really, but most profitable)

Decent tool for finding your rare trading loop is this (http://eliteraretrader.co.uk/).
Very good tool for finding other trade runs is this (http://elitetradingtool.co.uk/) (Thrudds trading tool)
The /Elitetraders (www.reddit.com/r/EliteTraders) subreddit usually has good stuff
Nice Cmdr's log (https://forums.frontier.co.uk/showthread.php?t=74171)

Did the short, its proving itself very nicely

Yeah, I farmed that for a while. Now doing the long route in a pimped type 6. Just hit the 10 mill mark, and fretting over getting an Asp to farm it a bit more, or going for a Type 7 and volume trading..

Cosmin
January 1 2015, 11:28:59 PM
Also doing the long one, also in a pimpy t6. Bit baffled that you require ocasionally more than 100 cargo slots for it, had to sell some rares before reaching the destination (not to bad a price, though).

By my calculations seems to be worth at least 3m per roundabout, am I right?

SupaflyTNT
January 1 2015, 11:38:14 PM
Im going to have a pop at the longer route tomorrow. Been running a short 5/5 route today in the same area and it seems ok. I need to settle on a system on the route to use as a hq and buy a viper or something to occasionally pew pew. The grind is killing me. Ive was frameshift spinning in my sleep last night...

Cosmin
January 1 2015, 11:44:57 PM
Here's the server bug now I've reached a sell station on that route and I can't get rid of the cargo, meaning I keep selling and the cargo keeps reappearing. Dafuq.

SupaflyTNT
January 1 2015, 11:47:58 PM
ok yeah this is pretty fudged. I can currently sell about 250k of rares at the station I am docked in - go to my right hand side cargo screen and everything I have just sold is still there - back to commodities and sell again... Game is broken ;)

Cosmin
January 1 2015, 11:50:37 PM
So much for the first to elite comptetition meh. Wonder how they're gonna fix this.

SupaflyTNT
January 1 2015, 11:56:27 PM
Its seriously fucked. I dont even have to leave comodities screen. Sell shit - scroll down - when I scroll back up its all there to sell again. Expecting rollback of some kind. Id love to take advantage of this all evening but :morals:

Cosmin
January 2 2015, 12:01:15 AM
I actually got p. bored atm, so I'll just go to sleep expecting a roll back tbh. If they don't, the competition results will be really doubtful :)

Lana Torrin
January 2 2015, 03:53:12 AM
I'm about 3000Ly away from a station where I can take advantage of this.....

Sent from my A0001 using Tapatalk

Approaching Walrus
January 2 2015, 03:55:58 AM
I'm betting they will do a rollback.

morpheps
January 2 2015, 05:41:40 AM
Seems to be fixed now though

Approaching Walrus
January 2 2015, 05:48:37 AM
Got a Lakon T6, trading Marine Equipment from Adenets to Gateway and Tantalum back. Making about 90k per trip with 96 cargo space. Think I will try my hand at one of those long rare good routes this weekend.

Lana Torrin
January 2 2015, 05:51:45 AM
Seems to be fixed now though

You should all have taken advantage of it. I'm guessing this game is hard to roll back as your save is local.

Tapaderpin old skool

Cosmin
January 2 2015, 05:51:52 AM
If you don't have an A type fsd on it I'd say get a cobra with one and do the short one instead.


iDerp

morpheps
January 2 2015, 06:03:30 AM
I was blissfully sleeping

Steckersaurus
January 2 2015, 02:46:52 PM
Seems to be fixed now though

You should all have taken advantage of it. I'm guessing this game is hard to roll back as your save is local.

Tapaderpin old skool

Saves do get copied into the cloud though, if you log into elite from a different computer, your stuff is there.

morpheps
January 2 2015, 03:57:14 PM
Seems to be fixed now though

You should all have taken advantage of it. I'm guessing this game is hard to roll back as your save is local.

Tapaderpin old skool

Saves do get copied into the cloud though, if you log into elite from a different computer, your stuff is there.

It'd be fairly stupid if they don't have some sort of verification. Otherwise, sooner or later, someone is going to haxor that save.

morpheps
January 2 2015, 09:29:28 PM
Hurr. Taking a break from the rare trade. Doing a trade run atm that nets me 1500 for the round trip, and takes about 10-15 minutes for the round-trip. Figure I should be able to do at least 3 round trips an hour, netting me around 1,2 mill pr hour. Problem is - this is even more boring than the trade run (small jump, small trips from nav point to stations).

Kraken
January 3 2015, 01:42:35 AM
when doing rare runs do you guys wait for all the commodity to spawn after ticks or take the first tickload and then move on asap? its a lot of lost time the wait i guess?

Lana Torrin
January 3 2015, 03:45:08 AM
when doing rare runs do you guys wait for all the commodity to spawn after ticks or take the first tickload and then move on asap? its a lot of lost time the wait i guess?

Depends on how close it is to full.. 'Full' for most of them is about 10.. so if there are 9 in stock thats close enough for me.. if there is 1, i'll wait..

rufuske
January 3 2015, 08:48:13 AM
Fastest money maker ingame atm:


Leesti (Alliance) - George Lucas - Leestian Evil Juice - 334cr - Max Allocation 14t
Leesti (Alliance) - George Lucas - Azure Milk - 3010cr - Max Allocation 7t
Diso (Alliance) - Shifnalport (284ls)- Diso Ma Corn - 180cr - Max Allocation 15t
Lave (Alliance) - Lave Station - Lavian Brandy - 3500cr - Max Allocation 7t
Orrere (Independent) - Sharon Lee Free Market (961ls)- Orrerian Vicious Brew - 533cr - Max Allocation 16t
Uszaa (Independent) - Guest Installation (4350ls) - Uszaian Tree Grub - 965cr - Max Allocation 14t

<->

39 Tauri (Independent) - Porta (990ls) - Tauri Chimes - 938 CR - Max Allocation 17t
Fujin (Independent) - Futen Starport (559ls) - Fujin Tea - 1003cr - Max Allocation 10t
Wolf 1301 (Independent) - Saunders's Dive (415ls)- Wolf Fesh - 712cr - Max Allocation 13t - Illegal in some systems
Witchhaul (Fedration) - Hornby Terminal (219ls) - Witchhaul Kobe Beef - 4520cr - Max Allocation 9t

Systems in those two clusters of rare good are all within 1,2 jumps of each other, and clusters themselves are ca 170ly apart.

Sandzibar
January 3 2015, 10:00:26 AM
Until you get into something with 200+ tons of cargo space surely? Then normal commodities would be more profitible for the time taken.

morpheps
January 3 2015, 10:12:45 AM
What's your profit per hour running that cluster route? On the return leg, you are only carrying enough to fill half a hold on a Type-6, so not that efficient?

Edit: Also, start using Thrudds tool if you're into margin trading. I've found a route that nets me 2400 profit per ton for the round trip, about 15 LY between systems and one station is <20 Ls from the Nav point. The other is a couple of thousand, but still not that bad.

rufuske
January 3 2015, 10:39:30 AM
Until you get into something with 200+ tons of cargo space surely? Then normal commodities would be more profitible for the time taken.

Ofc, it's for people that don't have Type 7 or 9 yet. Ideally you want to run those in Cobra or Asp. In those two most time efficient thing to do is hauling gold/platinum/palladium within 1j and stations <1k ls. There's plenty of high techs sitting right next to extraction systems. Just look around map.

morpheps
January 3 2015, 10:58:51 AM
An Asp maybe, but a Cobra has not got the room to run that route efficiently.

rufuske
January 3 2015, 11:49:10 AM
An Asp maybe, but a Cobra has not got the room to run that route efficiently.

Sure it does, you rarely are lucky enough to pick up max allocation.

morpheps
January 3 2015, 12:00:14 PM
It's got what? 18 cargo max?

Hoggbert
January 3 2015, 12:05:45 PM
You can have 32 on a cobra without sacrificing combat worthiness. 60 max if you drop shields and everything else for cargoslots, or 44 with shields.

morpheps
January 3 2015, 12:06:43 PM
Ah, I'm confusing it then

Lana Torrin
January 3 2015, 12:20:26 PM
Meh I sold my Asp (I'll gt a new one, that one has too many lightyears on the clock) and got a type6 to try this run. D type everything except jump drive and power thingie to maximize jump distance.. (oh and a fuel scoop obviously)

Equium Duo
January 3 2015, 12:28:13 PM
Is it better to do the run in a cobra or type 6? I have a type 6 atm.

Cosmin
January 3 2015, 12:47:08 PM
If it's the long trade run, do it in a Type 6. The Cobra's cargo is insufficient. ASP would work actually a bit better because sometimes the cargo hold of the Type 6 (100, without dropping the shields) is not enough.

@Lana - what's with the Ly on the clock? You can rep the durability hits?

Lana Torrin
January 3 2015, 01:30:18 PM
If it's the long trade run, do it in a Type 6. The Cobra's cargo is insufficient. ASP would work actually a bit better because sometimes the cargo hold of the Type 6 (100, without dropping the shields) is not enough.

@Lana - what's with the Ly on the clock? You can rep the durability hits?

Ummm well.. I did about a dozen 150Ly trade runs in it before I left and NGC 7822 is about 3,000Ly out.. So round trip on that was a minimum of 6000Ly but I didn't go directly there and once you get there its not that easy to actually get in to the nebula so I had to fly around the side a bit.. Plus the actualy flying around inside to scout everything (although its all close). Lets call it at least 10,000Ly minimum..

Saul
January 3 2015, 01:56:21 PM
What's your profit per hour running that cluster route? On the return leg, you are only carrying enough to fill half a hold on a Type-6, so not that efficient?

Edit: Also, start using Thrudds tool if you're into margin trading. I've found a route that nets me 2400 profit per ton for the round trip, about 15 LY between systems and one station is <20 Ls from the Nav point. The other is a couple of thousand, but still not that bad.

Starting to think 2400/ton or so is about the maximum currently available. In beta you could find 3000/ton routes quite easily, but they're either all gone due to the demand changes or much rarer than they were.

My current run is Leesti > Aasgaa (Advanced Catalysers @866/ton), then Aasgaa > Leesti (Gold @ 1508/ton).

Cosmin
January 3 2015, 02:12:08 PM
If it's the long trade run, do it in a Type 6. The Cobra's cargo is insufficient. ASP would work actually a bit better because sometimes the cargo hold of the Type 6 (100, without dropping the shields) is not enough.

@Lana - what's with the Ly on the clock? You can rep the durability hits?

Ummm well.. I did about a dozen 150Ly trade runs in it before I left and NGC 7822 is about 3,000Ly out.. So round trip on that was a minimum of 6000Ly but I didn't go directly there and once you get there its not that easy to actually get in to the nebula so I had to fly around the side a bit.. Plus the actualy flying around inside to scout everything (although its all close). Lets call it at least 10,000Ly minimum..

I still don't see the problem, I'd actually hold on to that ship simply because it did so much mileage :)

morpheps
January 3 2015, 02:31:19 PM
What's your profit per hour running that cluster route? On the return leg, you are only carrying enough to fill half a hold on a Type-6, so not that efficient?

Edit: Also, start using Thrudds tool if you're into margin trading. I've found a route that nets me 2400 profit per ton for the round trip, about 15 LY between systems and one station is <20 Ls from the Nav point. The other is a couple of thousand, but still not that bad.

Starting to think 2400/ton or so is about the maximum currently available. In beta you could find 3000/ton routes quite easily, but they're either all gone due to the demand changes or much rarer than they were.

My current run is Leesti > Aasgaa (Advanced Catalysers @866/ton), then Aasgaa > Leesti (Gold @ 1508/ton).

For longer routes, I've seen higher profits in theory at least. According to the Trading Tool, you can get upwards to 4000/ton for the round trip. The problem is that the round trip in that case is 100 LY each way. For the route I am doing now, it's 28 LY for the round trip. In those cases, profit should be calculated pr ton pr LY (85 for my current route vs. 20 for the longer route). Profits for the Type-6 I'm using (96 cargo) is around 115k each way, so not too bad. A Type-7 or -9 would of course be even better. An ASP would probably mean about 50% more profits, so saving hard for that + fittings. How much is a decent (B-type at least) FSD for the Asp? I'm at about 12 mill currently.

Equium Duo
January 3 2015, 02:32:51 PM
What's your profit per hour running that cluster route? On the return leg, you are only carrying enough to fill half a hold on a Type-6, so not that efficient?

Edit: Also, start using Thrudds tool if you're into margin trading. I've found a route that nets me 2400 profit per ton for the round trip, about 15 LY between systems and one station is <20 Ls from the Nav point. The other is a couple of thousand, but still not that bad.

Starting to think 2400/ton or so is about the maximum currently available. In beta you could find 3000/ton routes quite easily, but they're either all gone due to the demand changes or much rarer than they were.

My current run is Leesti > Aasgaa (Advanced Catalysers @866/ton), then Aasgaa > Leesti (Gold @ 1508/ton).

I have a run that does 1708 in one direction and 815 in the other. It's 2j for me in a type 6 and then about 700 Ls of travel total for them both. Takes about 10 mins for a round trip. So it's pretty decent.

Edit: So apart from being boring, will the rare trade route be better money wise? Although I might just do it anyway because its different

morpheps
January 3 2015, 03:11:05 PM
I have a run that does 1708 in one direction and 815 in the other. It's 2j for me in a type 6 and then about 700 Ls of travel total for them both. Takes about 10 mins for a round trip. So it's pretty decent.

Edit: So apart from being boring, will the rare trade route be better money wise? Although I might just do it anyway because its different

That's a fairly good route. I doubt running rares will be more profitable, I've never really done the math on it. The basic problem with rare routes is that they can be unpredictable because the amount of rares that spawn vary a bit. Sometimes you will get 10 put of 12 rares allocated for a station, thus moving on right away is the best move. Other times you get 4 out of 17, and will most likely spend a tick (10-12 minutes) waiting for it to replenish. That ruins your Cr/Hour ratio a bit. An option is of course just going ahead anyway.

I'd say that the other route (trading whatever it is you're trading) is better Cr-wise. I've found rare trading to be less boring though, because it's more jumping and less super cruising to a station, which allows me to watch tv-shows on another screen while playing (and waiting at stations). YMMV.

Saul
January 3 2015, 03:52:21 PM
I'd say that the other route (trading whatever it is you're trading) is better Cr-wise. I've found rare trading to be less boring though, because it's more jumping and less super cruising to a station, which allows me to watch tv-shows on another screen while playing (and waiting at stations). YMMV.

Ironically it's the other way around for me. Margin trading the same 3 jumps is mind-numbing, so I run netflix on my tablet while I make the runs. When I ran rares, the trip itself was enough to keep my attention.

morpheps
January 3 2015, 03:55:40 PM
What I meant was that margin trading requires more piloting, so less inclined to watch TV-shows. Though I suppose it's doable. A good thing about margin trading is that it allows me to slip into the office, do a run every now and then, and go back to being a father and husband for a while.

Jack bubu
January 3 2015, 06:41:01 PM
So i picked up some experimental chemicals at a USS, they are marked as "stolen" in the cargo.
Whats gonna happen if the police catch me with these, and how can i sell them?

Straight Hustlin
January 3 2015, 06:44:58 PM
So i picked up some experimental chemicals at a USS, they are marked as "stolen" in the cargo.
Whats gonna happen if the police catch me with these, and how can i sell them?

You will get fined for the stolen goods. Find an out post with a blackmarket which is under the contacts menu to sell them.

morpheps
January 3 2015, 10:42:44 PM
Soo, it turns out that margin trading is also boring, but also compatible with binge watching tv-shows. Hoorah. Clearning my backlog of shows to watch, and grinding Crs. At almost 14 mill now after my slight crash costing me 800k earlier tonight. That means another 40 trips just to afford a Type-7, and then some to kit it. Only 14 LY between the two systems I'm running now though, so unsure how much upgrades I'll be needing. Considering blowing it all on an Exploration Asp instead.

Kraken
January 3 2015, 11:13:13 PM
is margin trading better than trying to do that long rarerun trade route linked earlier in the thread?

im now thinking of abandoning combat and going type 6 for more income.

http://eliteraretrader.co.uk/?route=6,84,13,26,10,62,72,52,51,23,8,71,86,41,19, 67,68,79,77,30,1,31&name=Rare%20Route%20-%20T6

morpheps
January 3 2015, 11:16:30 PM
In a t6, its a bit more profitable. More work though. I make 250K every 15-16 minutes (a round trip on my current route). Call it 900k an hour.

In a t7 it will be way more profitable.

Kraken
January 3 2015, 11:18:24 PM
In a t6, its a bit more profitable. More work though. I make 250K every 15-16 minutes (a round trip on my current route). Call it 900k an hour.

In a t7 it will be way more profitable.

i guess i need to find a good item to sell both ways then...

morpheps
January 3 2015, 11:20:06 PM
Use the trading tool. I found two routes giving me 1000-1200 each way with little effort.

Kraken
January 4 2015, 12:13:05 AM
13.3 2400 thats distance and profit, is that good?

edit, found this now, better?

Equium Duo
January 4 2015, 12:22:38 AM
That's pretty decent. I'm running something similar. But the profit will drop after a few hours abusing this in a type 6. That was something I never saw in the cobra. Would be interested to know how often you have to move on from a route in a type 7 or 9.

Saul
January 4 2015, 12:37:16 AM
That's pretty decent. I'm running something similar. But the profit will drop after a few hours abusing this in a type 6. That was something I never saw in the cobra. Would be interested to know how often you have to move on from a route in a type 7 or 9.

That's all down to the quantity in demand and the amount traders/goods sold per trader.

I've seen demand in the few thousands vanish in the time it takes to make a round trip (much to my annoyance). On the flip side, the Aasgaa > Leesti run I was doing had High supply (Gold) at 50 or so thousand in Aasgaa and High demand at Leesti at 500,000+. The price in Aasgaa hasn't changed since I came back from my first trip out (2-3 weeks), and the sell price in Leesti had been equally stable - until today, when it dropped by 15 or so credits.

SupaflyTNT
January 4 2015, 01:13:08 AM
Got sick of rares so Ive just tried a type 6 100t 10 minute roundtrip which netted 260k (1.4k/1.2k). Nice that one station is 17ls from jump in and the other is 7ls.

Havent really looked into demand changes at all yet so I'll take notes as I grind the route for a hour or so.

edit: works a treat. Guess no one else is here so im making a tidy 1-1.5 mill per hour. Just had to replace my ship though. Too cocky with a docking attempt ;)

Equium Duo
January 4 2015, 06:30:46 AM
Got sick of rares so Ive just tried a type 6 100t 10 minute roundtrip which netted 260k (1.4k/1.2k). Nice that one station is 17ls from jump in and the other is 7ls.

Havent really looked into demand changes at all yet so I'll take notes as I grind the route for a hour or so.

edit: works a treat. Guess no one else is here so im making a tidy 1-1.5 mill per hour. Just had to replace my ship though. Too cocky with a docking attempt ;)

I feel your pain I've done the exact same thing haha

CastleBravo
January 4 2015, 04:03:33 PM
Got sick of rares so Ive just tried a type 6 100t 10 minute roundtrip which netted 260k (1.4k/1.2k). Nice that one station is 17ls from jump in and the other is 7ls.

Havent really looked into demand changes at all yet so I'll take notes as I grind the route for a hour or so.

edit: works a treat. Guess no one else is here so im making a tidy 1-1.5 mill per hour. Just had to replace my ship though. Too cocky with a docking attempt ;)

I am doing a round trip in 10min also, but my route is three jumps and then a couple hundred ls on each end. Are you not using a helical approach in supercruise?


https://www.youtube.com/watch?v=1nC3KmSF85Q

Kraken
January 4 2015, 04:16:50 PM
Got sick of rares so Ive just tried a type 6 100t 10 minute roundtrip which netted 260k (1.4k/1.2k). Nice that one station is 17ls from jump in and the other is 7ls.

Havent really looked into demand changes at all yet so I'll take notes as I grind the route for a hour or so.

edit: works a treat. Guess no one else is here so im making a tidy 1-1.5 mill per hour. Just had to replace my ship though. Too cocky with a docking attempt ;)

care to share? sadly my route this morning has gone to shit, the arse fell out of one end of the profits.
Edit- 1.65k profit one way, 942 the other, and a round trip costs 4.5k in fuel.
Is this a good route? ive been trying and trying that planner but it cant seem to find anything better!

morpheps
January 4 2015, 04:35:58 PM
Yes, I'd say that is a good route. How far from the nav point to the stations and how many jumps?

Kraken
January 4 2015, 05:29:03 PM
need 1 midpoint, 13.5LY and 18LY jumps, 4k fuel now it seems. stations are both about 850Ls from the star. brings in 170k one way 97k the other from what i can tell. 104 cargo space.

Lady Spank
January 4 2015, 08:09:44 PM
Just quickly threw this together for a friend who is trying to get his head round ED BPC. A quick way of explaining my early days route finding.

I wanted to do this all in-game but the swapping between the commodities window and the map seemed a bit too clunky when checking multiple systems. Really makes me appreciate the 'spreadsheets' online multiple windows approach that eve takes.

This is pretty much obvious stuff for most people, especially eve traders but I may as well share it...




SETUP:

ED Best Profit Calc is fiddly to set up, can't say I knew what was happening during installation (as in between it and the game client).

Key thing is to set it up after you already have Elite running. It will ask some questions about changing a flag in one of the files. This is so it can read information from the client, primarily your current location.

USAGE:

As for using it to find a route:

Go to the 'Best Profit Calculator' tab.

I set it up so it knows my available credits, cargo capacity and check 'within distance' and set that to 15ly (This seems to be the maximum distance a crappy sidewinder can go without refueling). No point in going further and having to dock if that docking isn't going to make you a profit. You could upgrade to a fuel scoop to let you go much longer distances but I am keeping it simple for now.

Next I set it to my current system and station, you can do this by clicking current.

Then I set it off finding available trade routes for me, sorting the list by profit.

It's a good idea to check the two boxes 'show station name' and 'show distance' since this is a. useful and b. fairly critical to my decision as I don't want to go an extra 10ly just for a small additional profit.

I choose routes by considering both the overall profit, and the profit per LY. Thinking about it, I was imagining it as profit per jump, which isn't correct as you can jump 1ly or 7ly and it is a single jump still, so not that relevant.

Go go Ice Planet Truckers!

morpheps
January 4 2015, 09:56:53 PM
If you happen to see "Seeking luxuries" nearby a station or a planet, go there and find out what they want. It'll be a couple of Type-9 haulers, buying high-end stuff, usually Progenitor Cells or Performance Enhancers. Found one 11 Mm from one of my current stations, and they're paying about 700 pr/ton more than what I buy them for. Sadly, I've just about exhausted the supply. The seem to be found here and there though, because there are posts about them on reddit aswell. Nice profit, and doesn't exactly take long to do it.

Equium Duo
January 4 2015, 10:22:57 PM
I interdicted a wanted fellow and when I pulled him out of cruise he convo'd me and told me he had updated my current mission and offered more money to sell to him for a rival faction. was kind of cool.

Straight Hustlin
January 4 2015, 10:53:57 PM
I interdicted a wanted fellow and when I pulled him out of cruise he convo'd me and told me he had updated my current mission and offered more money to sell to him for a rival faction. was kind of cool.

Most missions have an event like this if you go to an USS

Not sent from my DROID4 using Tapatalk now Free ('http://tapatalk.com/m?id=10')

CastleBravo
January 4 2015, 11:51:37 PM
I interdicted a wanted fellow and when I pulled him out of cruise he convo'd me and told me he had updated my current mission and offered more money to sell to him for a rival faction. was kind of cool.

So did you take his money and then kill him? Would be even more awesome if you could have taken his money, made him give you the cargo back to complete the original mission, and then kill him for the bounty. Would be like getting paid three times for one mission.

Equium Duo
January 5 2015, 12:00:43 PM
I didn't but I should have haha

CastleBravo
January 5 2015, 02:19:30 PM
That's pretty decent. I'm running something similar. But the profit will drop after a few hours abusing this in a type 6. That was something I never saw in the cobra. Would be interested to know how often you have to move on from a route in a type 7 or 9.

That's all down to the quantity in demand and the amount traders/goods sold per trader.

I've seen demand in the few thousands vanish in the time it takes to make a round trip (much to my annoyance). On the flip side, the Aasgaa > Leesti run I was doing had High supply (Gold) at 50 or so thousand in Aasgaa and High demand at Leesti at 500,000+. The price in Aasgaa hasn't changed since I came back from my first trip out (2-3 weeks), and the sell price in Leesti had been equally stable - until today, when it dropped by 15 or so credits.

I've been hitting your route pretty hard in my Type-6; I find delivering 104 ton loads of gold to George Lucas somewhat humorous.

Hoggbert
January 5 2015, 03:45:31 PM
found a decent route; Progenitor cells in Anlave, deliver in Oduduro buy superconductors for return trip.
Get 140k one way and 150ish the other with a lakon with 104 cargo.

edit: stations are Hogg City in anlave and Conrad Hub in oduduro

QuackBot
January 5 2015, 04:00:15 PM
found a decent route; Progenitor cells in Anlave, deliver in Oduduro buy superconductors for return trip.
Get 140k one way and 150ish the other with a lakon with 104 cargo.

edit: stations are Hogg City in anlave and Conrad Hub in oduduro
Sin city: eva greens boobs are to kill for.

Kraken
January 5 2015, 08:44:26 PM
found a decent route; Progenitor cells in Anlave, deliver in Oduduro buy superconductors for return trip.
Get 140k one way and 150ish the other with a lakon with 104 cargo.

edit: stations are Hogg City in anlave and Conrad Hub in oduduro

whats the system distances?

morpheps
January 5 2015, 09:27:14 PM
Ugh. Found a system with stations that both export and import Palladium. Sadly, the profit is "only" 1100 pr ton for a 600 Ls trip, and not getting much on the return. Found another route which yields 1200 for the Palladium to a High Tech, and about 1000 back for Consumer Technology or Progenitor Cells. It's slightly over my jump range though, so need a mid-point and the station is about 1000 Ls from the Nav point. Sigh. Thought I had struck gold with that import/export system.

Saul
January 5 2015, 10:13:11 PM
Might be worth working in small groups? Search as a group of 3 or 4 and then use the best run you find until depleted, then search again? I'm a few thousand LY from populated space atm, but would be up for this when I get back.

morpheps
January 5 2015, 10:18:01 PM
I'm game. As of next week I'm not sure how much I will be playing for a couple of weeks due to work overload, but I'm good for searching stuff at least.

CastleBravo
January 6 2015, 04:42:26 AM
Still delivering gold to George Lucas in Leesti, but now I have an Asp that carries 120 tons with shields and does the entire 27 Ly in a single jump; I haven't quite mastered docking with it yet, but round trip time should be under 8 minutes now yielding, ~2Mcr/hr. The nav map seems bugged though since it won'e let me plot a single jump route unless I play with the cargo slider despite my ship being fully laden. I even ran with less fuel to up my range, and it still wouldn't let me plot that jump until I fucked with the slider.

Lana Torrin
January 6 2015, 06:17:05 AM
Still delivering gold to George Lucas in Leesti, but now I have an Asp that carries 120 tons with shields and does the entire 27 Ly in a single jump; I haven't quite mastered docking with it yet, but round trip time should be under 8 minutes now yielding, ~2Mcr/hr. The nav map seems bugged though since it won'e let me plot a single jump route unless I play with the cargo slider despite my ship being fully laden. I even ran with less fuel to up my range, and it still wouldn't let me plot that jump until I fucked with the slider.

Are you swapping it from 'most economical' (the default EVERY TIME YOU RELOAD THE GAME) to 'longest route'.

morpheps
January 6 2015, 06:56:08 AM
If you are doing a single jump, why are you mucking about with the jump planner? Just select it from the Nav menu? Surely by grinding the route back and forth you remember the name of the system? :)

QuackBot
January 6 2015, 08:00:14 AM
Are you swapping it from 'most economical' (the default EVERY TIME YOU RELOAD THE GAME) to 'longest route'.
So tell me something already.

Kraken
January 6 2015, 09:41:05 AM
the asp can jump 27 LY in 1 jump with 120 tons? i thought type 6 had same range? mine just does over 19 with A FSD and D fit?

morpheps
January 6 2015, 10:17:04 AM
I think the Asp has max 22 Ly with 120 tons?

Kraken
January 6 2015, 10:38:15 AM
Still delivering gold to George Lucas in Leesti, but now I have an Asp that carries 120 tons with shields and does the entire 27 Ly in a single jump; I haven't quite mastered docking with it yet, but round trip time should be under 8 minutes now yielding, ~2Mcr/hr. The nav map seems bugged though since it won'e let me plot a single jump route unless I play with the cargo slider despite my ship being fully laden. I even ran with less fuel to up my range, and it still wouldn't let me plot that jump until I fucked with the slider.

this cant be right then?

CastleBravo
January 6 2015, 01:48:49 PM
Are you swapping it from 'most economical' (the default EVERY TIME YOU RELOAD THE GAME) to 'longest route'.

I am. If I wasn't, adjusting the cargo slider wouldn't change the economical route.


If you are doing a single jump, why are you mucking about with the jump planner? Just select it from the Nav menu? Surely by grinding the route back and forth you remember the name of the system? :)

It doesn't appear in the nav menu. I suspect the nav menu only displays so many systems, not every system in range.


the asp can jump 27 LY in 1 jump with 120 tons? i thought type 6 had same range? mine just does over 19 with A FSD and D fit?

It can if you strip it down to a trade fit:

No weapons
2A power plant
5D thrusters
5A fsd
4D life support
4D power dist
5D sensors
3C fuel tank
3D shield gen
rest cargo racks

I think my next ship is going to be the Imperial Clipper; I just need to figure out how to get my rank up high enough.

Kraken
January 6 2015, 02:16:52 PM
ive read that so long as you are friendly enough at said station which sells it that can bypass rank. i dont know if this is only beta and not the case now though?

Lana Torrin
January 6 2015, 11:13:40 PM
ive read that so long as you are friendly enough at said station which sells it that can bypass rank. i dont know if this is only beta and not the case now though?

I know with the dropship I'm not high enough up to get it based on rank yet (I'm about the 4th rank up, ensign is like the 8th rank or something) but I get it offered now. No idea why. Could be bugged?

Tapaderpin old skool

Kraken
January 7 2015, 12:37:03 AM
Aymifa (Coggia Port) 152ls Superconductors → Manianscudo (Miller Port) 96ls
Buy: 6176 (5h 53m ago)
Sell: 7501 (13h 48m ago)
Manianscudo (Miller Port) 96ls Imperial Slaves → Aymifa (Coggia Port) 152ls
Buy: 15791 (13h 46m ago)
Sell: 16996 (5h 51m ago)
26.59 2530

not too far, ok return but.. within 1jump for the tradebuild ASP.

Kraken
January 7 2015, 12:44:25 AM
found a decent route; Progenitor cells in Anlave, deliver in Oduduro buy superconductors for return trip.
Get 140k one way and 150ish the other with a lakon with 104 cargo.

edit: stations are Hogg City in anlave and Conrad Hub in oduduro


looks like the butt fell out of this, its now down to
Oduduro (CONRAD HUB) 436ls Superconductors → Anlave (Hogg City) 1075ls
Buy: 6171 (4h 20m ago)
Sell: 7385 (3h 54m ago)
Anlave (Hogg City) 1075ls Progenitor Cells → Oduduro (CONRAD HUB) 436ls
Buy: 6154 (3h 54m ago)
Sell: 7364 (4h 19m ago)
31.96 2424

and requires a midpoint and one station is 1000ls away, not so good.

Lady Spank
January 7 2015, 03:47:27 AM
Against my morals I came across some slaves; now I don't know where to offload them. No idea how to sell them on. I don't want to jettison the poor fools.

morpheps
January 7 2015, 04:49:33 AM
Slaves or imperial slaves? Imperial slaves can be sold in the Empire, but other slaves need to be offloaded at a black market I thinks.

Sandzibar
January 7 2015, 09:48:07 AM
Slaves or imperial slaves? Imperial slaves can be sold in the Empire, but other slaves need to be offloaded at a black market I thinks.

You also get rep and money missions for them from the bulletin board. Sometihng like "Industry Consultants wanted" etc if I recall.

Unless they are scooped items, then its blackmarket only as ususl.

Kraken
January 7 2015, 01:02:36 PM
Against my morals I came across some slaves; now I don't know where to offload them. No idea how to sell them on. I don't want to jettison the poor fools.

Black markets in anarchy systems or trade them in as quests 2 at a time usually for some cash or rep.
edit, beat to it!

edit, all the routes have gone bad on me :(

Hoggbert
January 8 2015, 08:23:18 AM
Eotienses (Delporte Dock) 188ls Beryllium → Cockaigne (Ottley's Landing) 224ls
Buy: 7630 (10h 5m ago)
Sell: 9004 (5h 0m ago)
Cockaigne (Ottley's Landing) 224ls Resonating Separators → Eotienses (Delporte Dock) 188ls
Buy: 5378 (5h 0m ago)
Sell: 6623 (11h 17m ago)
29.95Ly 2619 profits

Doing this now to get more bits to my asp, one stepping stone system but both stations are relatively close.

CastleBravo
January 8 2015, 12:27:12 PM
Slaves or imperial slaves? Imperial slaves can be sold in the Empire, but other slaves need to be offloaded at a black market I thinks.

You also get rep and money missions for them from the bulletin board. Sometihng like "Industry Consultants wanted" etc if I recall.

Unless they are scooped items, then its blackmarket only as ususl.

minor exploit protip: from what I hear, you can exit to main menu and reenter in the other game mode (open or closed) to accept the same mission twice

Sandzibar
January 8 2015, 01:22:38 PM
Slaves or imperial slaves? Imperial slaves can be sold in the Empire, but other slaves need to be offloaded at a black market I thinks.

You also get rep and money missions for them from the bulletin board. Sometihng like "Industry Consultants wanted" etc if I recall.

Unless they are scooped items, then its blackmarket only as ususl.

minor exploit protip: from what I hear, you can exit to main menu and reenter in the other game mode (open or closed) to accept the same mission twice

Interesting... I wonder if this works on conda kill missions :D

Straight Hustlin
January 8 2015, 02:20:34 PM
Slaves or imperial slaves? Imperial slaves can be sold in the Empire, but other slaves need to be offloaded at a black market I thinks.

You also get rep and money missions for them from the bulletin board. Sometihng like "Industry Consultants wanted" etc if I recall.

Unless they are scooped items, then its blackmarket only as ususl.

minor exploit protip: from what I hear, you can exit to main menu and reenter in the other game mode (open or closed) to accept the same mission twice

Nope, I got a completely new set of missions on the bulletin board when I tried

Not sent from my DROID4 using Tapatalk now Free ('http://tapatalk.com/m?id=10')

Kraken
January 9 2015, 06:30:35 PM
FUCKING HELLS BELLS

Gun (Sleaton Prospect) 4908ls Palladium → V374 Pegasi (Mackellar Hub) 7ls
Buy: 4660 (39m ago)
Sell: 14258 (5h 41m ago)
V374 Pegasi (Mackellar Hub) 7ls Reactive Armour → Gun (Sleaton Prospect) 4908ls
Buy: 1767 (5h 37m ago)
Sell: 4346 (36m ago)
35 12177

Im currently in warp to Sleaton station now to see if this shits for real.

its a hoax, station is sleator station, they dont do paladium.
edit looks like its silvers prices but someone invented that the station sells palladium. with it.

Straight Hustlin
January 9 2015, 06:56:11 PM
FUCKING HELLS BELLS

Gun (Sleaton Prospect) 4908ls Palladium → V374 Pegasi (Mackellar Hub) 7ls
Buy: 4660 (39m ago)
Sell: 14258 (5h 41m ago)
V374 Pegasi (Mackellar Hub) 7ls Reactive Armour → Gun (Sleaton Prospect) 4908ls
Buy: 1767 (5h 37m ago)
Sell: 4346 (36m ago)
35 12177

Im currently in warp to Sleaton station now to see if this shits for real.

its a hoax, station is sleator station, they dont do paladium.
edit looks like its silvers prices but someone invented that the station sells palladium. with it.

Yeah be careful with the BPC, a lot of people have been either fucking up entering the data or out right lying.

Kraken
January 9 2015, 09:59:18 PM
326k profits one way, 196k the other. loverly type 7. suddenly 2400 ppT doesnt seem bad.

Equium Duo
January 10 2015, 03:47:05 PM
I dunno if I can be arsed to do the trading up to a type 7 yet...

morpheps
January 10 2015, 06:40:41 PM
Trading in an Asp, and doing a 40 LY round trip. However, I need to do 2 mid points, because this stupid menu won't let me select systems further than 20 LY from the nav menu, and the galaxy map seems fucked and locked on economic route. Any tips on how to get around this stuff?

Equium Duo
January 10 2015, 08:50:56 PM
manually plot the route if it's only 40LY? It's not that hard, it's a 3d map and you have eyes. Pick a mid point and then click the system, select system. Engage FSD?

morpheps
January 10 2015, 09:15:21 PM
manually plot the route if it's only 40LY? It's not that hard, it's a 3d map and you have eyes. Pick a mid point and then click the system, select system. Engage FSD?

Well, it is just more than 40, so the issue is not plotting it manually, but actually selecting them from the nav menu. My range fully laden is 25 LY, I'm not able to the advantage of those last 5 LY atm.

Edit: yeah, derp. See your point, but that's not even close to being practical.

Kraken
January 10 2015, 09:59:30 PM
manually plot the route if it's only 40LY? It's not that hard, it's a 3d map and you have eyes. Pick a mid point and then click the system, select system. Engage FSD?

Well, it is just more than 40, so the issue is not plotting it manually, but actually selecting them from the nav menu. My range fully laden is 25 LY, I'm not able to the advantage of those last 5 LY atm.

Edit: yeah, derp. See your point, but that's not even close to being practical.

it sounds like you are doing something wrong? if you range is 25 LY and you need to jump 40 then you shouldnt make use of those last 5 LY, two 20LY jumps is right?

morpheps
January 11 2015, 07:59:31 AM
I need to jump more than 40. But never mind that bad example - my issue is that from the navigation menu, I am unable to select systems more than 20 LY away. From the Galaxy map, the autopilot (regardless of whether the setting is fastest route or economical) refuses to set a way-point for more than 14-15 LY. This is clearly sub-optimal when I don't care about fuel costs, I want to jump further. So, is this just me derping something in regards to those to points, or are others having the same issues? Are there any workarounds apart from selecting the system manually in galaxy map?

QuackBot
January 11 2015, 08:00:14 AM
Black markets in anarchy systems or trade them in as quests 2 at a time usually for some cash or rep.
edit, beat to it!

edit, all the routes have gone bad on me :(
Bad time, will be heading out across country for an interview monday morning. How about saturday?

Kraken
January 11 2015, 04:33:24 PM
I need to jump more than 40. But never mind that bad example - my issue is that from the navigation menu, I am unable to select systems more than 20 LY away. From the Galaxy map, the autopilot (regardless of whether the setting is fastest route or economical) refuses to set a way-point for more than 14-15 LY. This is clearly sub-optimal when I don't care about fuel costs, I want to jump further. So, is this just me derping something in regards to those to points, or are others having the same issues? Are there any workarounds apart from selecting the system manually in galaxy map?

i think the nav menu always leaves out jump points at the furthest range, i dont know if its how it calculates, i presume its more based on it can only contain so many.

In the jump planner set for fastest and it will still plan the fewest jumps and then i imagine the most economical fewest jumps, but im not sure. It wont try use MAX jump range then tiny last bit of jump range. youll have to manually plot the route yourself to do that.

How i understand it though if you jump 25 then 10 it will consume a lot more fuel than 20 and 15. Range increases fuel use exponentially or something.

Equium Duo
January 11 2015, 07:13:06 PM
I need to jump more than 40. But never mind that bad example - my issue is that from the navigation menu, I am unable to select systems more than 20 LY away. From the Galaxy map, the autopilot (regardless of whether the setting is fastest route or economical) refuses to set a way-point for more than 14-15 LY. This is clearly sub-optimal when I don't care about fuel costs, I want to jump further. So, is this just me derping something in regards to those to points, or are others having the same issues? Are there any workarounds apart from selecting the system manually in galaxy map?

i think the nav menu always leaves out jump points at the furthest range, i dont know if its how it calculates, i presume its more based on it can only contain so many.

In the jump planner set for fastest and it will still plan the fewest jumps and then i imagine the most economical fewest jumps, but im not sure. It wont try use MAX jump range then tiny last bit of jump range. youll have to manually plot the route yourself to do that.

How i understand it though if you jump 25 then 10 it will consume a lot more fuel than 20 and 15. Range increases fuel use exponentially or something.

Yeah I have noticed this, 1x 20LY jump is say 3k fuel on my type 6, 4x 5LY jumps will be less than 1k

Kraken
January 11 2015, 07:40:54 PM
I need to jump more than 40. But never mind that bad example - my issue is that from the navigation menu, I am unable to select systems more than 20 LY away. From the Galaxy map, the autopilot (regardless of whether the setting is fastest route or economical) refuses to set a way-point for more than 14-15 LY. This is clearly sub-optimal when I don't care about fuel costs, I want to jump further. So, is this just me derping something in regards to those to points, or are others having the same issues? Are there any workarounds apart from selecting the system manually in galaxy map?

i think the nav menu always leaves out jump points at the furthest range, i dont know if its how it calculates, i presume its more based on it can only contain so many.

In the jump planner set for fastest and it will still plan the fewest jumps and then i imagine the most economical fewest jumps, but im not sure. It wont try use MAX jump range then tiny last bit of jump range. youll have to manually plot the route yourself to do that.

How i understand it though if you jump 25 then 10 it will consume a lot more fuel than 20 and 15. Range increases fuel use exponentially or something.

Yeah I have noticed this, 1x 20LY jump is say 3k fuel on my type 6, 4x 5LY jumps will be less than 1k


its exactly why the economical route has shitloads of jumps...

morpheps
January 11 2015, 08:15:39 PM
Be that as it may, it's stupid when the economical and fastest route have the same jumps :)

Edit: Googled a bit, and found a bunch of others having the same issue. It's something to do with the file "custom.mics" - found here: AppData\Local\Frontier Developments\Elite Dangerous\Options\Player
Close the game, delete it, and voila. You're good to go.

Kraken
January 14 2015, 05:09:44 PM
what are people doing for cash ingame, more margin trading still? What are the best routes people are running?

im doing at least a 2700 round trip route using large pads. its a 63 LY trip one way, costs 8.4k fuel or something one way and 6.9 the other (im allied to that station).
Its been really good for a week now this route, the comodities only slightly go up and down but i could trade gold/plat one way and consumer tech/progenitor cells the other so if one commd gets low i can switch for similar profits.

what route types are you running?
Edit- this means for me i make about 610k per round trip. the stations are 68 and 244 ls from the stars in the end systems

Approaching Walrus
January 14 2015, 06:11:08 PM
2700 a ton? wtf

I make about 900 a ton hauling marine equipment one way and gold or palladium the other.

Straight Hustlin
January 14 2015, 06:27:39 PM
2700 a ton? wtf

I make about 900 a ton hauling marine equipment one way and gold or palladium the other.

Round trip.

Approaching Walrus
January 14 2015, 06:50:43 PM
Thats still significantly more than I make, 1800-2000 a round trip.

Torashuu
January 14 2015, 08:16:20 PM
2400/ton round trip, 1 jump 16 ly, say 11 minutes for round trip. Hard to find such good routes.

Kraken
January 14 2015, 08:30:05 PM
2400/ton round trip, 1 jump 16 ly, say 11 minutes for round trip. Hard to find such good routes.

thats pretty decent, especially if the stations are close to the star. my route is a bit long distance. ive struggled to find a 1jumper with close stations that stays around 2400, most of those quickly die off due to overpopulation.

Ive found that my route with 2700 is a lower average, my profile one way is 1350 and coming back is about 1550, but it does depleat a little, then i switch back to the other type of commod (gold for example over palladium) but its a bit less profit more like 1450 for gold but that would be if palladium has totally tanked.

Torashuu
January 14 2015, 09:04:34 PM
route got brought down to 1900 by a type 9 , 2 clippers, 3 type 7's 2 pythons and the odd asp , but most seemed to have left again. I don't mind.

Ralara
January 15 2015, 07:05:17 AM
I've got a 1700, 1 jump round trip.

QuackBot
January 15 2015, 08:00:16 AM
Round trip.
Kruder & dorfmeister sessions always did good things for me in the later stages of a trip to get anywhere close to where i had to give up broadcasting.

Rodj Blake
January 16 2015, 11:30:39 AM
I've been running a 1 jump round trip, 2000CR/ton route but I think that other people have discovered it since over the last day or two the Palladium price has dropped a lot :(

QuackBot
January 16 2015, 12:00:14 PM
Round trip.
I read it in the holo viewer for quite a bit of a trip to get anywhere close to where i have been rained upon heavily.

Ashaz
January 16 2015, 12:25:26 PM
Quacker makes me so confused some times.

Shaikar
January 16 2015, 02:04:50 PM
Quackers does seem to be spamming the ED subforum, it's almost every second or third post in some threads.

QuackBot
January 16 2015, 04:00:18 PM
what are people doing for cash ingame, more margin trading still? What are the best routes people are running?

im doing at least a 2700 round trip route using large pads. its a 63 LY trip one way, costs 8.4k fuel or something one way and 6.9 the other (im allied to that station).
Its been really good for a week now this route, the comodities only slightly go up and down but i could trade gold/plat one way and consumer tech/progenitor cells the other so if one commd gets low i can switch for similar profits.

what route types are you running?
Edit- this means for me i make about 610k per round trip. the stations are 68 and 244 ls from the stars in the end systems
Now this is what weekends should feel like, i'd forgotte.

Sandzibar
January 16 2015, 04:11:31 PM
what are people doing for cash ingame, more margin trading still? What are the best routes people are running?

im doing at least a 2700 round trip route using large pads. its a 63 LY trip one way, costs 8.4k fuel or something one way and 6.9 the other (im allied to that station).
Its been really good for a week now this route, the comodities only slightly go up and down but i could trade gold/plat one way and consumer tech/progenitor cells the other so if one commd gets low i can switch for similar profits.

what route types are you running?
Edit- this means for me i make about 610k per round trip. the stations are 68 and 244 ls from the stars in the end systems
Now this is what weekends should feel like, i'd forgotte.

Stop spamming you postcount shitter. Youre as bad as Xenosis.

Sandzibar
January 16 2015, 09:00:23 PM
300k every 4mins. Luxury traders are pretty chill.

Ted Breakers
January 17 2015, 01:16:15 AM
After much tinkering on eliteraretrader i have embarked upon The Golden Path (http://eliteraretrader.co.uk/?route=77,30,1,31,6,84,13,26,29,38,62,51,52,23,16, 9,87,8,86,3,14,63,97,19,47,73,67,79,55,106,36,77&name=THE%20GOLDEN%20PATH)

Torashuu
January 21 2015, 09:29:39 AM
Interresting post in FD forums about trading, in a thread about interdictions:
https://forums.frontier.co.uk/showthread.php?t=101378&p=1576822&viewfull=1#post1576822



Hello Commander Robert Maynard!

First, as a reminder to everyone - there's no iron guarantee or ETA on any of the stuff we discuss here, unless we absolutely state as much. Now, caveat duly issued:

As it happens, we've recently been discussing a "Reboot and Jury Rig" option that would allow you to bring dead systems back online with some minimal health (say a couple of percent) by "eating" an equivalent (or probably double amount) from other systems. This would allow you to come back from being crippled, but not save you from A) destruction at the hands of someone who really wanted you dead and B) further issues and malfunctions (but we think this could be a pretty cool aspect, actually).

Hello Commander Snake Man!

A couple of points: running without shields is incredibly dangerous. If you get caught out and drawn into combat, you've kind of been asking for it. The Type 9 is a big enough ship that, outfitted with the correct modules, can cause some amount of trouble to aggressors whilst waiting for the long frame shift cool down to expire.

...

Hello Commander NeilF!

Pirates, in general, can be persuaded to stop attacking you if you drop cargo (even if you have traded shots with them). Of course, the more powerful the pirate ship, the more cargo they need to sate their greed.

The premise of legacy fines is not to keep a bounty active, but to turn it into a everlasting fine if someone kills you to collect it (in part to stop exploits between players to make money killing each other in starter ships).

Hello Commanders!

A couple more points:

Having your ship be controlled by some form of AI when you log is not straightforward (otherwise we would have done this already! )

There's an interesting sentiment that keeps cropping up: if you make it harder to escape from aggressors, then I'll be forced back into solo. I'd like to ask, is this a player-only issue, or would it include NPCs. Because the idea we've always had for trading is that being attacked is the core game play risk.

In fact, I'd posit that one of the reasons (not the only one, obviously) trading is so much more profitable is because there's little risk of losing your ship or taking much damage, or losing cargo (feel free to disabuse me of this notion if you have evidence to the contrary!)

Now I certainly don't want to see traders getting slaughtered like lambs in an eternal spring, but I want to make it clear that being attacked/placed in significant danger has always been part of our plans for the trader role.


https://forums.frontier.co.uk/showthread.php?t=101378&p=1578293&viewfull=1#post1578293




Hello Commanders!


I'd just like to add this morsel to the debate, again to explain where we're coming from.

I'm not overly interested in the whole "who wins the encounter" discussion, especially when the encounters can be very lopsided. I'm interested in how game play is served for both parties:

So a combat-heavy ship interdicts a trader. What's interesting to me here is: how are the players' game play needs being served? My first thought is: is the frequency and mechanics of the interdiction process working? If it is, then great, I know that the trader is facing a threat that I believe traders need to create interesting and exciting journeys.

I know that if I asked a bunch of traders about their thoughts on this particular interdiction they would all likely cry out in despair - the odds are stacked against them. But I have faith that the potential of this encounter makes their overall game play experience better (of course, this assumes that the frequency and game play is correct, something which might need a number of tweaks).

I look at the combat ship. Regardless of what their intent is, at this point in the game play they have a material advantage. But I want to make sure that the length and options of the encounter mean that both parties have at least *some* tricks to employ (hence I want to make sure that the trader could have fitted modules that make life more difficult if used well, and that the combat ship has the means to potentially prevent instant escape and actually attack). If you fly a stripped down trader with no shields or means to defend yourself, I contend that you are taking a calculated risk and can't complain too much when you get interdicted.

All in all, the end result of this encounter is mostly likely that the trader suffers some amount of material loss (the extreme being that they are destroyed) and that the combat ship more than likely has a bounty. Depending on player skill and materials involved the result can swing one way or another, but this is most likely outcome.

At this point, the trader needs to recoup their losses (being traders, they'll likely trade to do this). I believe we currently have some issues linked to the severity of their potential loss, but I suspect we may be able to find ways of softening the extreme cases a little better (tweaks to the credit line, for example is something we're looking at, or some changes to overall ship costs). Importantly, to me it makes no sense for the trader to perceive that they somehow "lost" this encounter - because the deck was stacked against them from the start.

The only sensible way for traders to assess how well they did is to consider how much they lost. And in a nutshell, this is where we have to make sure that traders can *if they wish* alter their ships to mitigate the loss caused by loss. Tough shields, armour, point defence, weapons - these all make a difference. For sure it's no guarantee that the trader can defeat the combat ship, but - if we get the numbers to the right place - it may well mean the difference between some hull/module damage and complete ship loss, depending on the equipment and *how well* it's used.

And I have to say that this is a core concept for the trader's basic journey. It really has nothing to do with them "beating" or "losing" to ships that are designed specifically for combat. It's about the dangers and efficiencies of haulage.

For the combat ship Commander, who presumably wants to fight - they now have a bounty which allows anyone to attack them in the area. Both player and AI ships can take advantage of this, and, again, almost certainly through some ongoing balancing, they should get more fights, which is kind of what they want, I would hope. The idea we want to create here is that living by the sword means risk of dying by the sword, potentially quite often.

Now, for the combat ship pilot who targets weaker ships then pays off the bounty instantly, I don't believe the answer is in making trader ships invincible, or impossible to find or catch. I'd suggest we will get better results in increasing the likelihood of dangerous combat encounters for them, such as tweaking the frequency of more powerful authority ships, especially around stars and starports, increasing the bounty they accrue based on the imbalance between ships, making bounties they accrue sit around as debt once they've been claimed - basically making their infamy count against them wherever we can do so and in so doing increase the chance for combat.

Again, this isn't to make them "lose", it's to provide an entertaining experience for them to work through. The only time player versus player becomes a clear cut case of win/lose is when too evenly fitted ships decide to slap each other about (which they can do, I have no issues with that).

I'd say that possibly we should look into AI to make sure that the more experienced Commanders can feel challenged, without destroying newer players. I think that there is perhaps room to look at rewards in addition to credits, to minimise the perception/reality that trading is the path of least resistance to progression. I think we can look at improving AI goals and activities in super cruise (for example having AI more interested in players based on how the player acts, maybe AI that can use wakes). We will also have lots of interesting situations to monitor when player wings and other features come on-line.

This game is certainly an ongoing endeavour and we're committed! All I'm saying here is that, due to the nature of the game, Commanders are going to inevitably find themselves in situations that aren't necessarily balanced or fair.

What I want to be able to do is make sure that Commanders who employ skill and knowledge (which can include knowing how to outfit your ship) maximize their success in those encounters.

Of course, to caveat, no guarantee or ETA on stuffs that are discussed here, it's simply me trying to explain our current line of thinking (and therefore is in no way immune to change!) Hopefully though, there's some food for thought (and of course, just because you disagree does not instantly make you "wrong" or us "right").

I hope this proves at least an interesting read



tl;dr: the reason trading is so good now is because you can spend so much mods/tonnage on pure hauling space. The intent was that you are fitting your trader much more for combat to actually be able to arrive at your destination.

Liare
January 21 2015, 02:18:35 PM
that doesn't change that there's no reasonable way to even run something like a Python or Anaconda without playing space-truck simulator instead of space-pew pew simulator due to the absurd running costs involved.

Torashuu
January 21 2015, 02:37:37 PM
Ehm, running costs isn't a factor at all in anaconda/python unless you a) bump into things (Don't?) b) You let your shields go down (why didn't you pack more cell banks/get out earlier?) c) Intedict someone/get interdicted (submit and/or decide if its worth interdicting someone?). Fuel cost is a factor if you don't fit a scoop, but when fitting for combat there is ample space to fit a scoop, so why didn't you?

Its the big risk reward analysis you have to make for yourself. I think it is all quite reasonable. The thing people complain about is that they can't run their python around and interdict willy nilly shooting noobs without significant financial penalty or do stupid shit and fly like a retard or get their shields shot out from under them because they think themselves invulnerable. Making these expensive ships as cheap to run as a cobra makes no sense. Yes, other professions don't have the earning potential, but really the risk your run in these ships is also a fraction of what came before.

The thing is people want to be able to grind hard to get the money, buy & fit the ship and then freewheel on being untouchable. They want the initial effort to be the only investment they need to me. But it isn't, you need either need to have funds to cover and silly risks you take or you need to think about what you're doing with it.

edit: Example in my python I pay 20k cr fuel for ~16 ly trip. Over from 3k in the Imp. Clipper. However, for trading I get to carry 44 more tons of cargo netting an easy 44k cr extra. Yes I'd like all of that to be profit, but I'll take the extra 24k tyfm. I could fit a scoop, but that means I lose time scooping and tonnage for profit. So for multi-jump routes scoops can pay off as you scoop as you align, but for short routes it isn't worth it.

Liare
January 21 2015, 02:58:18 PM
Ehm, running costs isn't a factor at all in anaconda/python unless you a) bump into things (Don't?) b) You let your shields go down (why didn't you pack more cell banks/get out earlier?) c) Intedict someone/get interdicted (submit and/or decide if its worth interdicting someone?). Fuel cost is a factor if you don't fit a scoop, but when fitting for combat there is ample space to fit a scoop, so why didn't you?

Its the big risk reward analysis you have to make for yourself. I think it is all quite reasonable. The thing people complain about is that they can't run their python around and interdict willy nilly shooting noobs without significant financial penalty or do stupid shit and fly like a retard or get their shields shot out from under them because they think themselves invulnerable. Making these expensive ships as cheap to run as a cobra makes no sense. Yes, other professions don't have the earning potential, but really the risk your run in these ships is also a fraction of what came before.

edit: Example in my python I pay 20k cr fuel for ~16 ly trip. Over from 3k in the Imp. Clipper. However, for trading I get to carry 44 more tons of cargo netting an easy 44k cr extra. Yes I'd like all of that to be profit, but I'll take the extra 24k tyfm. I could fit a scoop, but that means I lose time scooping and tonnage for profit. So for multi-jump routes scoops can pay off as you scoop as you align, but for short routes it isn't worth it.the repair cost of a python damaged to say, 20% runs in 1.5mil or more, and it's income rate is not significantly ahead of what you could earn in a Viper costing 1/10th of that unless you move stuff around, meaning that 20% hull damage takes you what ? 1-4 hours to earn back depending on luck ? (if you pew pew that is)

in other words, you need to be a space-fighting god with cojones the size of a quark to make that work financially, and you'd need to scoop your fuel unless you want to see a significant portion of your earnings go down the drain.

it's basically the complete lack of scalability in income on the pew-pew side of things, my Viper can't carve up a Anaconda as quickly as a python would, but then i cannot spawn those Anacondas on demand and if i go look for them the time spend is about equal, meaning a ship upgrade only affects a fairly minor portion of the income stream, while it scales in a linear fashion for trading, bigger hold->more cargo->larger profits, the risk per run scales in a liniar fashion too, simply because you're risking your cargo on undock, but then pew-pewing NPC's is hardly risk free either, especially with the brain-dead aggression mechanics currently in place.

anyway, back to trading and apologies for the derail.

Torashuu
January 21 2015, 06:35:39 PM
No, because you are not going to take hull damage in a Python unless you are regularly being outsmarted by a nematode. And the fact that you can afford a python means you are capable of making such money in the first place.

it has NOTHING to do with the scaling of income because the RISK of suffering the financial drawbacks are waaaaaaaay different.

p.s. if the aggression mechanics were braindead you'd have no issue with it. I'm sorry its all to complicated for you..

Liare
January 21 2015, 09:55:12 PM
No, because you are not going to take hull damage in a Python unless you are regularly being outsmarted by a nematode. And the fact that you can afford a python means you are capable of making such money in the first place.

it has NOTHING to do with the scaling of income because the RISK of suffering the financial drawbacks are waaaaaaaay different.

p.s. if the aggression mechanics were braindead you'd have no issue with it. I'm sorry its all to complicated for you..a single stray hit->instant bounty and you're fucked unless you can disengage before the whole lot turns on you, and if you're a bit unlucky when it happens ? aint nothing you can do but eating the insurance cost.
that's bad game design especially when the AI will blissfully zoom into your line of fire in their shitty little fighters, the lovely bit with it being a bounty is of course that as a result every authority NPC in the entire system is automatically notified of your supposed transgression and instantly want to kill you.

you can of course, head out to a Anarchy system and do your thing there, but the downside of that is that now you have to worry about the faction of the NPC you're engaging because they aren't "officially" tagged as wanted and therefore the faction penalty for killing the NPC applies, it doesn't look like the faction bonus from handing in vouchers will offset that either.

you're not getting it are you ? there's no point in using anything larger than a Viper aside from epeen, going above that adds additional running costs for no tangible benefit because a significant portion of the activity doesn't scale directly off what type of ship you're using, kitting a Python out for that is actually a downgrade when you're sitting at a resource extraction site or nav point due to it's comparatively lower speed unless you really luck out and get one of those "anaconda's everywhere!" "instances".

there's a tangible advantage in replacing your Adder with a Larkon, there is negligible gain in replacing your Viper with a Python (and let's both giggle at the size of that gap for a second) while, in practical terms, the Cobra is a straight downgrade due to it's rather horrid shield (yay repair costs) and hardpoint placement.

trading has a sensible and fairly straight forward risk/reward curve when it comes to the cargo, the more eggs you put in, the more you can pull out once the run is done, this it not really true for any other activity.

Torashuu
January 21 2015, 10:08:19 PM
What you're not getting is that these imaginary high running costs aren't there. Because the ship, atm, is so damn good, you.will.not.have.them. The running costs are something that are not required for you to make money unless the pilot makes poor choices.

So you get no different running costs, (ammo, some shield cells) and are seriously faster at killing shit, and are much much much safer doing so. The people complaining about high running costs are the same idiots posting about how they slammed their uninsured clipper into a type 9 inside the letterbox and think it is poor game design they are back in a sidewinder.

Liare
January 21 2015, 11:50:30 PM
What you're not getting is that these imaginary high running costs aren't there. Because the ship, atm, is so damn good, you.will.not.have.them. The running costs are something that are not required for you to make money unless the pilot makes poor choices.

So you get no different running costs, (ammo, some shield cells) and are seriously faster at killing shit, and are much much much safer doing so. The people complaining about high running costs are the same idiots posting about how they slammed their uninsured clipper into a type 9 inside the letterbox and think it is poor game design they are back in a sidewinder.
Except it's losing 20-30 percent in every single fucking relevant stat in conjunction with a shield cell nerf come 1.1, but hey all the kids want is space trucks right?

and the current "I flew into your fire so now you die" aggression system is the definition of shitty mechanics.

QuackBot
January 22 2015, 12:00:12 AM
the repair cost of a python damaged to say, 20% runs in 1.5mil or more, and it's income rate is not significantly ahead of what you could earn in a Viper costing 1/10th of that unless you move stuff around, meaning that 20% hull damage takes you what ? 1-4 hours to earn back depending on luck ? (if you pew pew that is)

in other words, you need to be a space-fighting god with cojones the size of a quark to make that work financially, and you'd need to scoop your fuel unless you want to see a significant portion of your earnings go down the drain.

it's basically the complete lack of scalability in income on the pew-pew side of things, my Viper can't carve up a Anaconda as quickly as a python would, but then i cannot spawn those Anacondas on demand and if i go look for them the time spend is about equal, meaning a ship upgrade only affects a fairly minor portion of the income stream, while it scales in a linear fashion for trading, bigger hold->more cargo->larger profits, the risk per run scales in a liniar fashion too, simply because you're risking your cargo on undock, but then pew-pewing NPC's is hardly risk free either, especially with the brain-dead aggression mechanics currently in place.

anyway, back to trading and apologies for the derail.
Or need to get this sim soon sent from my rm-941_eu_euro1_231 using tapatalk.

Hoggbert
January 22 2015, 07:23:44 AM
What you're not getting is that these imaginary high running costs aren't there. Because the ship, atm, is so damn good, you.will.not.have.them. The running costs are something that are not required for you to make money unless the pilot makes poor choices.

So you get no different running costs, (ammo, some shield cells) and are seriously faster at killing shit, and are much much much safer doing so. The people complaining about high running costs are the same idiots posting about how they slammed their uninsured clipper into a type 9 inside the letterbox and think it is poor game design they are back in a sidewinder.
Except it's losing 20-30 percent in every single fucking relevant stat in conjunction with a shield cell nerf come 1.1, but hey all the kids want is space trucks right?

and the current "I flew into your fire so now you die" aggression system is the definition of shitty mechanics.

Even with 30% less shieldstrength the python is gonna be king of the shield-hill. Its just too good as it is.
As for risk/running costs, i've had to repair more hull on my clipper while hauling than i've had to when bountyhunting due to boosting lunatics ramming you in the letterbox. Even with a D class shield on the clipper, which has less manouvreability and less shieldstrength than a python you're trouble free even on assassination missions.

I would love to see combat harder and more rewarding and something a little less RNG when it comes to what you get in the belts, but its hardly risky.

Now to re-rail the thread: I've found myself a traderoute giving between 2700-3000 per ton, for some reason the price fluctuate every other run. However 10 min to do a roundtrip and profits are soaring :D

Ashaz
January 22 2015, 10:34:45 AM
what is this "insurance" of wich you speak?

Liare
January 22 2015, 11:11:34 AM
what is this "insurance" of wich you speak?get blown up, get 95% of the purchase cost of your boat covered, unless you're a kickstarter/beta backer, then the percentage covered is higher.

Ashaz
January 22 2015, 12:52:21 PM
what is this "insurance" of wich you speak?get blown up, get 95% of the purchase cost of your boat covered, unless you're a kickstarter/beta backer, then the percentage covered is higher.

Yes but do I need to purchase it somewhere beforhand? :)
I have only died once and that was in the first sidewinder. So I just got a new one for free.

Torashuu
January 22 2015, 01:02:03 PM
It costs you nothing, except when you die. The idea is The Pilot Federation membership fees (fictional) include this insurance. And if you die and are incapable of covering your deductible the insurance company gives you nothing, but the Pilot Federation is so kind as to provide you with a Sidewinder. Additionally, TPF will let you loan up to 200k cr to pay the deductible, which you pay back as 10% tax on your earnings until fully payed off.

Liare
January 23 2015, 03:56:29 PM
rare trading in a long-range jump fitted Hauler is three to four times as profitable as sitting in a RES blowing up NPC's. :/

but on the plus side, i get to tour the galaxy this way, and the small cargo means you basically fill up, select another rare location somewhere 100-160 Ly away, head out, dock up there and sell the gunk, then fill up again and rinse repeat, no need to run a fixed route.

CastleBravo
January 23 2015, 04:15:28 PM
rare trading in a long-range jump fitted Hauler is three to four times as profitable as sitting in a RES blowing up NPC's. :/

I can make ~100k an hour with the stock sidewinder in a RES, and far more with a basic Viper loadout. At the high end, I can pull >2M/hr in my Python when I get dirty Anaconda spawns.

Straight Hustlin
January 23 2015, 04:20:58 PM
rare trading in a long-range jump fitted Hauler is three to four times as profitable as sitting in a RES blowing up NPC's. :/

I can make ~100k an hour with the stock sidewinder in a RES, and far more with a basic Viper loadout. At the high end, I can pull >2M/hr in my Python when I get dirty Anaconda spawns.

And didn't the majority of funds for your python come from trading?

CastleBravo
January 23 2015, 04:39:42 PM
I never did any rare trading though. I made my first 2-3M from bounties before buying a Type-6. By the time you can slap an a-type FSD on a Cobra to do serious rare trading, you are almost ready to do short hop A-B routes in a T6.

Liare
January 23 2015, 09:46:35 PM
I never did any rare trading though. I made my first 2-3M from bounties before buying a Type-6. By the time you can slap an a-type FSD on a Cobra to do serious rare trading, you are almost ready to do short hop A-B routes in a T6.the pay-out investment in what im doing at the moment is less than 350k including the cargo, and it's earning me 300k a hour.

morpheps
January 23 2015, 09:54:54 PM
Jebus. Two weeks ago when I last played I was happy to find round trip A to B routes worth 2200, now there are plenty of 3K routes? Yom yom..

CastleBravo
January 27 2015, 07:35:35 PM
1. Go to Beta Sculptoris, Fan Horizons
2. Buy Type-6
3. Outfit for max cargo, no shields, and lowest-cost components for everything
4. Buy Performance Enhancers
5. Launch, log-off, log-in to appear outside station where you can start charging FSD
6. Fly to nearby "seeking luxuries"
7. Get paid, and then ram one of the luxuries traders to blow up your ship
8. Replace ship via insurance (~60k)
9. Repeat suicide trade run until satisfied

"Round trip" time is about one minute. Profit should be around 5M/hr.

Meths
January 27 2015, 10:18:53 PM
1. Go to Beta Sculptoris, Fan Horizons
2. Buy Type-6
3. Outfit for max cargo, no shields, and lowest-cost components for everything
4. Buy Performance Enhancers
5. Launch, log-off, log-in to appear outside station where you can start charging FSD
6. Fly to nearby "seeking luxuries"
7. Get paid, and then ram one of the luxuries traders to blow up your ship
8. Replace ship via insurance (~60k)
9. Repeat suicide trade run until satisfied

"Round trip" time is about one minute. Profit should be around 5M/hr.

Cheeky :D

CastleBravo
January 28 2015, 12:06:28 PM
I bought an Anaconda last night. Still doing the Beta Sculptoris run in three minutes flat. While it takes a bit longer to dock than the Python, it makes up for it by not being mass locked at the seeking luxuries site by all the T9 traders. My profit is now around 12M/hr. One interesting thing I've noticed is that the Anaconda doesn't take up most of the room on a large landing pad, so there is the potential for much larger ships being added in the future. The Anaconda is supposed to be ~140M long in game, which puts it at about the same size as a modern naval destroyer, or double the size of an Airbus A380.

Torashuu
January 28 2015, 12:12:35 PM
Panther Clipper is supposed to be Type-9s bigger long range brother.. ;)
Guess its quite busy at Beta Sculptoris?

morpheps
January 28 2015, 01:27:47 PM
I'm doing this now in my Type-6 (well, in several Type-6..) - I've clocked the round trip using the logon and then crashing, profit is just about 100k per run (profit as in after factoring in my rebuy cost) - and I've clocked the run to about 1.30, so around 4 mill an hour. Will be doing this for a bit before going exploring, because this is just too good not to be nerfed.

jadefalcon
January 28 2015, 02:02:16 PM
You are using the seeking lux at around 10.5NM out of Fan Station right? I took just under 1m10s for a trip, unless I miss my SC drop out, when i forgot to lock destination target...

morpheps
January 28 2015, 02:21:55 PM
Yes. I count from when I rebuy the ship though.

Kraken
January 28 2015, 09:35:11 PM
is it quicker to derp a type 6 on that route or use a typoe7 and go back and forth?

morpheps
January 28 2015, 09:45:16 PM
I think so. You make 100k per trip in a Type6. You'll make about 300k in a Type7, but you need to go back and land in less than 3 minutes. I guess that's doable, but more stress. I derp type6s. #firstworldtrading

Torashuu
January 28 2015, 10:14:27 PM
380k In 4 minutes in a python. After three million those in the nearest event jump out the moment you jump in.

QuackBot
January 29 2015, 12:00:12 AM
I think so. You make 100k per trip in a Type6. You'll make about 300k in a Type7, but you need to go back and land in less than 3 minutes. I guess that's doable, but more stress. I derp type6s. #firstworldtrading
So you'll get a avenger? Alright.

Kraken
January 29 2015, 12:30:25 AM
I think so. You make 100k per trip in a Type6. You'll make about 300k in a Type7, but you need to go back and land in less than 3 minutes. I guess that's doable, but more stress. I derp type6s. #firstworldtrading

are you sure 100k vs 300k? if the type 6 is about 106 or so the type 7 is 230 approx. shouldnt you then make 230k round trip?

morpheps
January 29 2015, 04:50:10 AM
I think so. You make 100k per trip in a Type6. You'll make about 300k in a Type7, but you need to go back and land in less than 3 minutes. I guess that's doable, but more stress. I derp type6s. #firstworldtrading

are you sure 100k vs 300k? if the type 6 is about 106 or so the type 7 is 230 approx. shouldnt you then make 230k round trip?

Assuming maxfit (because lolshields on a derpship) the Type-6 is around 150k in profits before you derp. When you derp, it lowers the profit to around 100k (give or take). Assuming around twice the cargo size for a Shieldfit Type-7, you're looking at twice the profits, so around 300k. It might be a bit off, but I don't think it's way off.

Torashuu
January 29 2015, 05:59:51 AM
306k for 232 tons type 7 (shieldless).
375k for 284 tons python (with shield)

so about 1320 cr/ton profitssss.

Would be 147k in shieldless type 6. (112 tons)

Sandzibar
January 29 2015, 03:06:13 PM
Next lux farm is:

Tenche System. Blaauw Hub.

Bit of a trek from the jump in (24,000LS), but its possibly even better than the now defunct Fan Horizons run - fewer mass entities, better buy price on enhancers.

tulip
January 29 2015, 04:27:34 PM
now defunct Fan Horizons run

Devs remove the spawn?

Sandzibar
January 29 2015, 05:17:52 PM
now defunct Fan Horizons run

Devs remove the spawn?

Civil war.

Such is the fate of all systems that go into Economic Boom. The secondary factions influence will eventually hit 0% and they riot.

Kraken
January 29 2015, 09:57:59 PM
Next lux farm is:

Tenche System. Blaauw Hub.

Bit of a trek from the jump in (24,000LS), but its possibly even better than the now defunct Fan Horizons run - fewer mass entities, better buy price on enhancers.

24000 LS. Welp. continue with the derp-6 or type 7 it... my worry is if i get to a certain profit and then the traders warp out ive kinda wasted a large part of my profits.

morpheps
January 29 2015, 10:14:23 PM
Unless you need a Type 7, be prepared to take the loss on selling it. Either way, it's not a large part since you're probably looking at 4-5 mill profit per hour spent grinding.

Kraken
January 29 2015, 10:16:11 PM
Next lux farm is:

Tenche System. Blaauw Hub.

Bit of a trek from the jump in (24,000LS), but its possibly even better than the now defunct Fan Horizons run - fewer mass entities, better buy price on enhancers.

24000 LS. Welp. continue with the derp-6 or type 7 it... my worry is if i get to a certain profit and then the traders warp out ive kinda wasted a large part of my profits.

its 43000 from the jump in btw.

morpheps
January 29 2015, 10:17:29 PM
Next lux farm is:

Tenche System. Blaauw Hub.

Bit of a trek from the jump in (24,000LS), but its possibly even better than the now defunct Fan Horizons run - fewer mass entities, better buy price on enhancers.

24000 LS. Welp. continue with the derp-6 or type 7 it... my worry is if i get to a certain profit and then the traders warp out ive kinda wasted a large part of my profits.

its 43000 from the jump in btw.

It's a trek you make once. It's not much. I just visited the Voyager 2 probe in Sol, that's 2 million Ls from the jump in :)

Kraken
January 29 2015, 10:39:34 PM
decided to type 7 it and keep a shield. its excellent stuff. 300k profit. quicker profits docking back up than derping. would take 3 derp trips to 1 normal 2way trip.

CastleBravo
January 29 2015, 10:57:30 PM
Derp runs only make sense in the hauler/cobra/T6. For anything bigger, the insurance payment is just too much. Even if you had alpha backer insurance, you would still lose money derping a T7.

morpheps
January 29 2015, 11:16:31 PM
decided to type 7 it and keep a shield. its excellent stuff. 300k profit. quicker profits docking back up than derping. would take 3 derp trips to 1 normal 2way trip.

Can you time the round trip in a Type7? Unless <4 minutes I'm guessing that derping is more profitable.

QuackBot
January 30 2015, 12:00:16 AM
Can you time the round trip in a Type7? Unless <4 minutes I'm guessing that derping is more profitable.
Unless you can find me on fhc pm :p.

CDLoon
January 30 2015, 10:04:00 AM
That one is now drained.

Sandzibar
January 30 2015, 12:08:57 PM
That one is now drained.

tenche?

nope.

CDLoon
January 30 2015, 02:27:25 PM
I went to Tenche and their were no seeking ships :S

morpheps
January 30 2015, 02:28:07 PM
I went to Tenche and their were no seeking ships :S

Were you docked?

CDLoon
January 30 2015, 02:30:42 PM
I checked it on the SC into dock.

CastleBravo
January 30 2015, 02:36:24 PM
decided to type 7 it and keep a shield. its excellent stuff. 300k profit. quicker profits docking back up than derping. would take 3 derp trips to 1 normal 2way trip.

Can you time the round trip in a Type7? Unless <4 minutes I'm guessing that derping is more profitable.

Not my vid, but it should give you an idea of what is possible. T7 is likely a bit slower since it gets mass-locked at the trade site. I think an average of 2:30/ run in the T7 should be possible, and 3:00/run would be easy.


https://www.youtube.com/watch?v=VyOSIPpVUTM

morpheps
January 30 2015, 02:39:52 PM
I checked it on the SC into dock.

Seeking luxuries doesn't show when docked. Undock and check.

Edit: hum the I don't know

CastleBravo
January 30 2015, 02:45:27 PM
I checked it on the SC into dock.

Were you checking at Blaauw station?

CDLoon
January 30 2015, 03:29:12 PM
No idea - but they are definitely there this time :S

Cheers

Kraken
January 31 2015, 12:59:16 PM
does it all end once you make 4mil profit?

QuackBot
January 31 2015, 04:00:17 PM
Were you checking at Blaauw station?
Are you one of those has a factory station available, in the new video. I thought they were going to dial the tryhard up to 11.

morpheps
January 31 2015, 08:37:13 PM
Did some testing, and running the Tenche (Blaaaaaauw) route is way faster (and more profitable) and actually less boring in a Type-7 instead of derping a Type-6.

Kraken
January 31 2015, 10:17:36 PM
Did some testing, and running the Tenche (Blaaaaaauw) route is way faster (and more profitable) and actually less boring in a Type-7 instead of derping a Type-6.

the theory would suggest that without practical testing. One way trip = 100k profit with type 6. 2 way trip with type 7 300k profit. It should gain you an additional 100k in the same time you can derp two type 6s. Also it feels like more management to deal with 6s. its fairly satisfying to land a type 7 i find, to slam it into the landing pad.

morpheps
January 31 2015, 11:19:40 PM
What I did was factor in the "hassle of docking" coefficient. It turned out to be less than I had thought. Also, after much trading in a Type6, dont underestimate the satisfaction of blowing some up..

morpheps
February 4 2015, 09:10:56 PM
So - with the recent changes, Seeking Luxuries has been nerfed into it's proper place, and supply/demand is now supposedly working better. New routes will have to be found, or in my case, finally some exploration.

tulip
February 4 2015, 10:11:56 PM
So - with the recent changes, Seeking Luxuries has been nerfed into it's proper place, and supply/demand is now supposedly working better. New routes will have to be found, or in my case, finally some exploration.

So basically we're back to "do rares until you have a really big ship then find a short high-volume route and hope no one else notices"?

morpheps
February 4 2015, 10:30:22 PM
Seems so. Should still be money in it, just not stupidly so.

Sandzibar
February 4 2015, 10:59:36 PM
Seeking luxuries is still around. You just cant expect to share it with people and still have it be viable anymore.

morpheps
February 5 2015, 07:21:20 AM
Seeking luxuries is still around. You just cant expect to share it with people and still have it be viable anymore.

I assume the chances of finding and keep a Boom system secret for more than a short while will be rather hard though? So yeah, still going to be profitable, just not on the same level (which is a good thing)

Kraken
February 6 2015, 04:32:06 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598

hurrrrrr PROFITS?! im planning on fitting a class 3 scoop to my python, lose 8 cargo space but will pay for the cost of the jumps.

Sandzibar
February 6 2015, 04:43:49 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598


huh? what are these numbers?

Kraken
February 6 2015, 04:45:54 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598


huh? what are these numbers?
my bad, i thought we all did the thruds trade planner thing. the first is distance in LY the 2nd is profit per round trip per unit.

Sandzibar
February 6 2015, 04:47:59 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598


huh? what are these numbers?
my bad, i thought we all did the thruds trade planner thing. the first is distance in LY the 2nd is profit per round trip per unit.

yeah I worked it out after staring really hard at it for a bit. I r dumb.

nice routes. They standing up to the new supply changes?

Kraken
February 6 2015, 04:55:15 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598


huh? what are these numbers?
my bad, i thought we all did the thruds trade planner thing. the first is distance in LY the 2nd is profit per round trip per unit.

yeah I worked it out after staring really hard at it for a bit. I r dumb.

nice routes. They standing up to the new supply changes?
not yet tested. i found another route 2 days ago but that seems to have been gimped, it was another 1jump route for 2500 or some such. im gonna try the longer route i think for more profits. if the reality is its shit ill go for the shorter route. Im not the only one who searches for perfection on the planner so it gets depleated pretty quick.

CastleBravo
February 6 2015, 05:38:18 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598

hurrrrrr PROFITS?! im planning on fitting a class 3 scoop to my python, lose 8 cargo space but will pay for the cost of the jumps.

The time spent scooping fuel is rarely worth the money saved, but another option is to run without the scoop until you are near empty, and then fit it for a single hop on the less profitable leg of the trip.

Kraken
February 6 2015, 05:51:44 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598

hurrrrrr PROFITS?! im planning on fitting a class 3 scoop to my python, lose 8 cargo space but will pay for the cost of the jumps.

The time spent scooping fuel is rarely worth the money saved, but another option is to run without the scoop until you are near empty, and then fit it for a single hop on the less profitable leg of the trip.

tried the higher profit jump, the end station was an outpost with very little supply so it depleted with 1 trip there. going to try the short jump less profit route.

Kraken
February 6 2015, 06:08:48 PM
23.45 2874
needs a midpoint or single jump:
15.83 2598

hurrrrrr PROFITS?! im planning on fitting a class 3 scoop to my python, lose 8 cargo space but will pay for the cost of the jumps.

The time spent scooping fuel is rarely worth the money saved, but another option is to run without the scoop until you are near empty, and then fit it for a single hop on the less profitable leg of the trip.

tried the higher profit jump, the end station was an outpost with very little supply so it depleted with 1 trip there. going to try the short jump less profit route.

and yes the 1 jump trip is most excellent, 1.1k per one way and 1.4k the other. 500ls and 88ls stations