• Welcome to Overclockers Forums! Join us to reply in threads, receive reduced ads, and to customize your site experience!

Elite Dangerous

Overclockers is supported by our readers. When you click a link to make a purchase, we may earn a commission. Learn More.
JrClocker, nope, I don't have enough for the Type-6 right now and I'm slowly working towards that goal. That trade loop info is nice and if you did that then I appreciate you putting all of it together, now I just need to work my way up to being able to do it.

Tech, I'll send you a friend request once I get back into game. I was checking out the nav beacon around Furbaide last night, but now I'm curious about this high RES zone outside of cook terminal. I didn't really see much when I flew around that area last night.

JrClocker - I could use a little clarification on that trade loop. You say common materials are in () and to sell these at the next stop, but every good you have listed as (with red text) next to it. I'm assuming the red text is the common materials which brings up the question of what is the recommended quantity of the commons to buy.


The basic idea of this 71-stop trade loop is that you buy the rare items at each stop (they show up in yellow in the commodities market). Rare items (unlike regular commodities) gain value based upon how far away the selling station is from the buying station. So, the name of the game is to sell them as far away as you can to get the maximum profit.

As there is never a large enough supply for rare goods to fill your cargo hold, you end up traveling with at "less than full" cargo capacity as you go around the loop. Me, looking for more cash, decided to try to buy/sell between various stops. Not all stops offer buy/sell...but you usually need to get gas (unless you are fuel scooping)...so I added some of these in too.

If you take a look at Stop 1:
- System: Zaonce (74 ly from stop 71)
- Station: Ridley Scott (400ls away from Zaonce main star)
- Economy: Industrial
- Rare Goods:
--- Sell: Nothing
--- Purchase: Leathery Eggs (they will be in yellow)
- Common Goods:
--- Sell: Last common good purchase
--- Purchase: Basic Medicines (fill your cargo hold)

Stop 2:
- System: Lave (5 ly from stop 1)
- Station: Lave Station (302ls away from Lave main star)
- Economy: Agriculture
- Rare Goods:
--- Sell: Nothing
--- Purchase: Lavian Brandy
- Common Goods:
--- Sell: Basic Medicines
--- Purchase: Wine or Water (whatever is the better price)

... ... ...

Stop 7:
- System: Neritus (117 ly from stop 6, or 92 ly from stop 6a)
- Station: Toll Ring (524ls) - Outpost (can't dock if large hull)
- Economy: Agriculture, Military
- Rare Goods:
--- Sell: Sanuma Decorative Meat (purchased 147 ly away at stop 71)
--- Buy: Neritus Berries
- Common Goods:
--- Sell: Land Enrichment Systems (purchased at stop 6a)
--- Buy: Tea

... ... ...

Stop 9 requires a permit to enter

... ... ...

Stop 12:
- System: Volkhab (123 ly from stop 11...I can make this...you might need gas)
- Station: Vernadsky Dock (408ls)
- Economy: Extraction, Industrial
- Rare Goods:
--- Sell: Arouca Conventula Sweets(182), Any Na Coffee(202), Deuringas Truffles(171), Leathery Eggs(216), Lavian Brandy(216), Leestian Evil Juice(213), Azure Milk(213), Diso Ma Corn(216), Uszaian Tree Grub(219), Neritus Berries(148), CD-75 Kitten Brand Coffee(225), Waters of Shintara(184)
--- Buy: Volkhab Bee Drones
- Common Goods:
--- Sell: Auto-Fabricators (purchased at stop 11)
--- Buy: Survival Equipment

The "common" items may not represent the best-best-best profit, but the profit will be good. I just got tired of occasionally losing money by playing the "economy game"...or constantly having to research. You can optimize each stop if you use the various trading websites...up to you.

Check the jump ranges between stops...I tweaked this for my jump range. You might have to put in a gas station stop if you can't do 123 Ly on a tank of gas. I chose to do this versus fuel scooping as I wanted the extra cargo space.

Some items you purchase may be illegal in certain systems. Don't freak out if you are scanned...just try to dock. If you get scanned, you'll get fined...just pay it off when you dock and things will be OK. The first time I got scanned I freaked out and dumped my cargo...which caused me to get a "dumping fine"...and I wasn't able to retrieve it all before it expired.

There are other rare items in the game...so this is not a complete list.

(Again - I don't take full credit for this...I found this 71-stop online and added the gas stops)



We should definitely hook up in-game...I assume we will have to do "group mode" or something like that? You guys can be the wing escort for my Battle Python...she's named Bathon! :D
 
We should definitely hook up in-game...I assume we will have to do "group mode" or something like that? You guys can be the wing escort for my Battle Python...she's named Bathon! :D

I believe we can find each other in Open mode. If we add each other as friends we can start a "private" game and that is basically coop for solo mode I think.
 
I am getting out of my DBX. Not my cup of tea... I may go back to it if I feel like tackling your trade loop unless I can afford a Type-7 by that point.

I'm going to try out a Viper instead of a Cobra for bounty hunting.

--update--

Looks like I can afford to fully outfit my Viper with premium parts. This might be a good change - the DBX with mediocre upgrades just wasn't cutting it.
 
Last edited:
Space Uber 101:

I figured I'd spend some time today documenting a very lucrative way to make some credits in Elite Dangerous...being a space taxi. (I prefer Space Uber as it's much more fantastic sounding.)

Passenger missions are available at any station, and there are four main types:

1. Bulk passenger transport
2. Short distance passenger delivery
3. Medium distance site seeing
4. Long distance site seeing

These sorts of missions can be run in any ship that has a decent amount of cargo space capabilities:

- Asp Explorer
- Asp Scout
- Cobra Mk III/IV
- Python
- Type 6 Transporter

Notice I stayed with "medium" class hulls. Medium is necessary to have the proper components to run the missions, and is also necessary so that you can keep a good balance of jump range and capacity while still being able to land at outposts (a must for bulk passenger transport).


1. Bulk passenger transport:
These types of missions ask for you to run large groups of passengers from point A to point B. The name of the game is volume...meaning the more passenger space available, the better.

When you run these missions, you will occasionally get a group of passengers that is not liked by somebody. This means NPC interdictions. So, your ship will need a defensive build...enough to boost away and get back into super cruise. You might be tempted to fight, but many of these missions will fail if you take hull damage. (Who wants to go on vacation and fly in an airplane that has chunks being shot off of it???)

Your ship build-out should be as follows:
- Defensive
- As many economy class cabins as you can fit

If you are thinking you need a big & expensive ship to make good money in bulk space uber...think again. A Cobra Mark IV can easily carry up to 32 economy class passengers. An Asp Scout, 16 economy passengers. A Type 6, 48.

The best systems for doing these missions is to find 2 systems that are at least 30 ly from any other system. This way, the transport missions will run between the two systems and make navigation a bore. In these sorts of systems, the general bulk passenger traffic is to go from outposts in System A to rotating dock in System B. Additionally, you can run regular missions too as you fill up your passenger seats to keep your total mission stack at 20.

As you work up your status with the local factions, the payouts will start to get very nice. When I run my Python loaded up with 96 economy passenger seats, I can net between 5 million and 8 million credits per hour with faction status above amiable. For a Type 6, you would be in the range of 2.5 to 4 million credits per hour. A Cobra Mark IV, 1.2 to 2 million credits per hour. Not too shabby!

The best I have done in my Python is 15 million credits in one hour. Sometimes the passengers want to change destination...and I will GLADLY haul your sorry butt to a different place for an extra 3 million credits!!!!


2. Short distance passenger delivery:
These types of missions ask you to transport a VIP, one-way, a distance of around 80 to 120 Ly. They payout well, with the good ones between 1.2 million and 3.5 million credits. While many of these will work with an economy class cabin, some do require business class or higher. They key thing here, is that accepting the mission will completely occupy the entire cabin. Said differently, if you have a passenger cabin that holds 32 passengers and accept one of these missions with 5 passengers, your entire 32 passenger cabin is occupied. So, the name of the game here is how many passenger cabins do you have in your ship so you can stack these.

The downside of these missions are the following:
- You generally need a high faction standing to get offered these. (Not an issue if you start with mission type 1)
- You have to be careful when accepting these missions...sometimes the people are wanted in different systems (will say in bold read text in the mission description.) If the police scan your ship and find a guy they don't like, they will open fire.
- The passengers for these missions are sometimes flaky...for example
--- They don't like it when your ship is scanned (and you'll fail the mission)
--- They may change their destination in a bait and switch
--- They may randomly ask you to give them various commodity items
- After you have flown a few of these, you will know how to handle these various items

As you will be travelling 80+ Ly, your ship build-out should be as follows:
- Defensive (there are always pirates, and somebody might not like your VIP)
- Good jump range (who wants to jump 8 times when you can jump 3?)
- Fuel scoop (who wants to stop for gas all the time?)
- Discovery scanner (nothing worse than losing time by having to stop by the Nav Beacon for system data)

When you stack these sorts of missions, try to arrange your flight path so that you minimize your distance between destinations!

If you do these right, you can be out, docked, and back to your home station in 30 minutes or less. The downside, is that these are not offered as frequently as the bulk passenger missions.

The best I have done so far is to stack 4 3.5 million credit transport missions. I was out and back in 45 minutes and doing the happy dance as I placed 14 million credits in my bank account for a solid 45 minutes of work!


3. Medium distance site seeing:
These type of missions ask you to transport a VIP or average Joe to multiple stops. The typical total travel distance is around 400 Ly or more. These involve going to the specific star system, then the target celestial body, and then a "tourist stop". You have to drop out of super cruise and scan the tourist stop. These will payout well...10 million credits or more for the good ones. However the good ones require high faction status.

The same downsides apply to this mission type as mission type 2.

As you will be travelling 400+ Ly, your ship build-out should be the same as mission type 2.

These missions are difficult to stack as you would end up flying all over the place. However, they are nice to stack with mission type 2.

I actually like these as you get to see pretty cool parts of the galaxy, and many of the tourist stops are unique and give great explanations as to why they are a tourist stop. (Alpha Centauri...For The Mug...need I say more?)

If you do these right, and are efficient with your jumping and fuel scooping, you can be out and back to your home station in about 45 minutes or so.

The best I have done here is to transport a wanted passenger in a 30 minute journey for the paltry sum of 15 million credits. It was such a rush to dodge the police and escape interdictions, but I was happy to have the scum off my ship...it took me 12 solar days to get his stink out of my ship...an average slave trader...pffft! Doesn't he know about how awesome the Empire is with educating their slaves and treating them like the solid 3rd class citizens they are????


4. Long distance site seeing:
These types of missions ask you to transport a VIP or average Joe 1200+ Ly. You fly out to a system, then target body, drop out of super cruise and scan something like mission 3. These can payout very high (I've seen 70+ million credits...just didn't feel like flying 26,000 Ly).

The same downsides apply to this mission type as mission type 2.

As you will be travelling 1200+ Ly, your ship build-out should be the same as mission type 2. However, if you are even contemplating traveling outside of the bubble, you should already know what your ship should be. If you don't know, your ship should have AT LEAST a 30 Ly jump range.

For me, I pick my deep space exploration first. If I can happen to find a passenger to bring along...great. However, there is a sweet spot for these missions...in the 1200 to 1800 Ly range. Lets say you have an average Asp Explorer that only has a measly 30 Ly jump range. That means that the total trip out and back will be around 80 jumps. For me, I can average around 60 seconds per jump. So, 40 minutes up, 40 minutes back, 5 minutes in super cruise at each side of the destination puts you at around 90 minutes. I'll take these missions if the payout is 8 million or higher as I'll typically take in 800 K to 1 million credits in drive-by exploration "honking" data as well...bringing this to the 6 million credit per hour range. However, grab your smoke break first before you are jumping constantly for two 40 minute time spans.



For me personally, I run the bulk passenger missions in a Python, and mission types 2, 3, and 4 in an Asp Explorer. With the Python, I can grind away 5 million to 8 million credits per hour. I do this while I wait for the passenger mission boards to populate types 2, 3, and 4. When I can stack them how I want them, I switch over to my Asp Explorer and go to town!

The Asp Explorer has an engineer modified FSD that can do 45+ Ly per jump (not too shabby). I have the smallest shield I can use, the largest fuel scoop, forego the docking computer, jam in passenger cabins, and everything else as light as possible. Nothing better than running a VIP 85 Ly for 4 million credits with 2 jumps out and 2 jumps back!


If you have any questions, just let me know! :thup:
 
I finally got enough cash last night to add an Anaconda to my fleet.

The first build will be a Trading-Anaconda:

https://coriolis.io/outfit/anaconda...4060505054a040403322f24.AwRj4yuziA==.Aw18ZlA=

Of course, I will be buying from a Li Yong-Rui world to save 15% (15% of 196 million is A LOT of change!)

Step 1 Tonight: Do some surface prospecting to get Arsenic for a grade 5 FSD upgrade, and scan some FSD wake signatures
Step 2: Visit some engineers to mod a grade 5 FSD, grade 3 shield boosters and shield

Then, I'm going to do one pass around the 71 stop rare trade loop...then a couple of Sothis/Ceos long-haul trading and see which one gives better cash. THEN...I only need another 410 million in cash to A-spec this baby:

https://coriolis.io/outfit/anaconda...4060505054a040403322f24.AwRj4yuziA==.Aw18ZlA=

YAY! :D
 
Wooooooo. I had a "big haul" last night too - roughly 8M in bounties in ~2-3 hours. I should be in position after a few more runs like that to buy my Vulture and A-Spec it out.

After seeing how well the ViperMKIV handles and fights with all A-Spec parts I'm just going to save up as much as possible before switching. It's nice to feel like you can actually contribute to the combat and take on a number of targets solo. The 4 Beam Lasers do draw a lot of power and have thermal overload quite quick - but on the plus side I never run out of ammo and I can stay out picking up all those glorious Fer-De-Lance, Python, Imperial Clipper, and Anaconda bounties for 150-250k a piece! I upgraded my KWS so I am starting to use that a lot more often and it's increasing my income big time.

The High RES I am at is almost always being flooded with high profile Wanted targets and plenty of Feds floating around to help out take them down quick.
 
Sweet...congrats! My big haul was 50 million in 5 hours last night!

I only buy a ship when I can A-rate the important components. I spent too much time fluttering around in low grade components, that it's simply not worth it. The performance of the A-rated components is definitely worth the cost.

The only components I do not A-rate are Life Support, Sensors, and Kill Warrant Scanner.

- I keep the Life Support at D (lowest weight)
- Scanners at D or C...C if I am running turrets, or D for lowest weight
- KWS at C (3 km range is about typical weapons range...and the extra weight and power requirements for the B or A is not worth it in my opinion

For Power Plants, I always go for A-Rated...the heat dissipation is SOOOOOOO much better.

For thrusters, on a trading or space taxi ship, I'll go D rated to keep the weight down. For a combat ship, it has to be A-rated.

If you do the "Dirty Drives" engineer mod on your thrusters, you get increased speed AND increased turn rate. I have Grade 3 7A thrusters on my Python, and it turns very nice.
 
I will have to start looking at the engineers. I know the first one is easy to unlock - 100k in bounty vouchers is the first step.

Right now I actually have A-rated everything minus KWS. I have the grade A life support right now because for some reason when I get into combat it seems my canopy is the first thing to get compromised. I died early on in my CobraMKIV by a meer 3 seconds... I had 5 minutes of Life Support and I made it all the way back to the station and was docking when I ran out of oxygen...

Kinda dumb that it just blows your ship up on you because you "die" from lack of oxygen.
 
Here is a good website on the engineers:

http://inara.cz/galaxy-engineers

Gives progression, what's needed to unlock, blueprints, etc. I used this to create shopping lists so I could make 1 trip out to a given engineer and do upgrades to multiple modules. Better than flying back and forth a million times!

The Viper is known to have a fragile canopy. The big NPC ships will target your canopy...nice way to make the flies go away!

Oh - a combat tip for the Python, Anaconda, or larger craft...make sure you target the Power Plant subsystem. If you fight a higher level one of these with heavy armor...you'll wack through there shields quick and be like "plink plink" for their armor. If you target the Power Plant, you start to do damage to this subsystem. I have had many combats end when I brought the Power Plant to 0...then they just sit there, don't fire back, and you can blow them up easily.
 
We will have to team up to bounty hunt - I don't know if the weekend determines the spawn rate, but the high RES I have been hunting in was LOADED all weekend. There were wings of 3 Anacondas flying around! Nearly a whole million CR split between the three kills each time.

I'm really happy with the Vulture purchase and A-Specing it out. I can't imagine using anything other than an A-Spec'd Vulture as without the Power Plant fully upgraded it's just impossible to balance your systems right.
 
Yeah...and A-Spec the power distributor...makes a big difference when firing weapons.

I actually made a spreadsheet that does the following:

- You put in your hardpoints, the size of the hardpoints, pick the weapons, and your power distributor.
- You can assign the weapons to different groupings
- Tells you how long you can fire weapons to empty weapons charge
- Tells you how long to recharge your weapons
- Breaks it down by the number of PIPs in weapons

You can also put in the engineer mods to your power distributor.

I created this for my Python and Anaconda which have turrets. My objective was to keep the turrets firing 100% of the time without draining my weapons charge.

It also calculates FSD jump distances...and allows for engineer mods as well.

PM me if you would like it...I'll email it to you.

Flying an A-Spec ship is much more fun. So, when I am saving up for the next ship...I always save up enough to fully equip it as well.


My Anaconda is sweet! Only 170 million credits for a trading setup. With an A-Spec FSD with grade 5 engineer mods, it has a 46 Ly jump range empty, and 30 Ly jump range with a full cargo load (432 T). It will only cost me another 450 million to a-spec this bad-boy for combat - hehe.
 
I thought the Python was a beast...but this Anaconda is a Battle-Wagon! And it's only outfitted for trade right now!


 
Well - as of right now - I've officially spent more $$ on in-game paint jobs and bobblebheads than I did on the original game!


 
Just finished a 22,000 Ly journey to Colonia station. I signed up for the community goal, and decided to do some site-seeing.

I made this trip in my Anaconda fitted for deep space travel.

I've been reading about a project known as the "Neutron Highway" (https://forums.frontier.co.uk/showthread.php/281825-2-2-Building-the-Neutron-Highway-Grid)

The game now has a mechanic where you can super-charge your Frame Shift Drive by 300%, allowing for a 400% single jump boost. The technique requires that you fly into the rotating jets coming out of the neutron star...and staying in them long enough to "super charge" your FSD. While in the jet, your FSD will take some damage...but the tradeoff is worth it.

It took me a few tries to get the technique down so I could do it 100% with only 1% FSD damage. But in return, I was getting single jump distances of 200 Ly when at a half tank of gas.

The route I took was the "Hurt Highway 1" (in the main post). It's optimized for a 35 Ly jump range (my Anaconda does 50 Ly with half a tank of gas). So, I turned the trip into a site-seeing trip too. The trip took me 18 hours of game time, and I ended up trading in 8.8 million credits of exploration data. I'm halfway through "Ranger" rank now.

The coolest part of the trip was when I accidently stumbled on a black hole! The HUD said I was jumping to "Star Class H". I was like...hrm...that's a new one. I jumped into the system and didn't see a star. I panned around a little bit (at 0 throttle in super cruise...I ALWAYS to go 0 throttle while in hyperspace) and saw a lensing affect of stars. Then my discovery scanner said it found something (I hadn't honked yet). I targeted it and WHAM - it was a black hole...and I was 3.5 M meters from it.

AHHHHHHHHHHHH.

Neutron Star Hopping is a nice way to travel long distances. Not nearly as boring as jump, honk, jump, etc. AND...Dr Clivecan now is the first person to discover many sites on the way from the Bubble to Colonia!

The link above also has a "Neutron Router" tool that maximizes the use of known Neutron Stars. I'm going to give this tool a shot on my journey back to the bubble...and see how quickly I can get there. If this works out well, I'm going to take 2 of the 60+ million credit site seeing missions to Sagittarius A* via the Neutron Star hop.

The journey was well worth it. The sky looks WAY different on the other side of the galaxy!
 
Ok - the website I linked above really works well. I just flew 10,000 Ly in 2.5 hours! I was taking my time...if I was rushing I'm sure that I could have done it in under 2 hours.

Neutron Star hopping is best when you have lots of fuel...so you can chain many 170+ Ly jumps in a row. (The Neutron Stars appear to be placed around 165-is Ly apart when you get +/- 1,000 Ly from the galactic plane.)

The current fuel load on my Anaconda only lets me chain 7 Neutron Star jumps in a row before I have to jump to a fuel scoopable star to get gas. Next time I try this I'll have more fuel.

This totally redefines long distance travel!

Oh - and aliens have been spotted for sure in the game...this will change things! As mankind hits the year 3303 we now know there is intelligent alien life!


 
Back