Ships Best Smugglers Smuggling Ship and Outfitting it

running with shields while trading is pointless to me.... when smuggling shields are your beacon for security... which begs the question why have them if your smuggling.... in terms of having them just in case you get interdicted...learn to choose shorter trade routes ie 10-150ls from docking ports.. if your going to smuggle and trade do it on Solo/private group.. or you will pay the consequence for trying anything on open play!!

running in silent mode on and off during approach to keyhole is your best way to avoid being detected... also learning to come in from the side and behind the dock is a must learn skill if you plan on smuggling
 
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Had a lot of fun with a no shields and a reinforced hull on a stealth cobra, also using boosting through the letter box and snapping on the docking computer the last moment.

By the way, what the chap above says about using the station for cover ND coming I from the side is true. I made a few videos awhile back, hiding behind bigger ships when they go in, hiding out of site behind the station, stuff like that.

I have read in a couple of places that B grades modules are tougher other modules. Can anyone confirm that?
 
B grade modules are the heaviest of all the modules of its class.. the D are the lightest of its equivalent B grade class.. they are only better in relation to its class... ie.. Class1 B grade power module gives more power than the C,D,E but with the maximum weight(mass) added on the Class1 A power module is lighter weighted and provides more power than the B grade
 
the less time someone spends out in the open the less chance they have of being detected... best knowing how many boosts are required before making the final alignment through the keyhole... this is another tip to avoid being detected...
the quicker you are at getting in the keyhole the less likely you will be caught

and never forget to request docking clearance.... its easy to do if your boosting and carrying a huge load of illegal cargo
 
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So... while waiting for a few more builds how about that Imperial Courier?

Looks promising

"The Imperial Courier is a shiny fast multi-role ship. Of course you can use it as a fighter, but it is not a specialist." - David Braben


MASTER (Federation Equivilent is Midshipman) 3rd rank and a lot easir to obtain than Baron which is needed to for a clipper)


To get to this level you need to do the following (Thanks Fenris)
More deliveries of Food or Medicines with a generous two-hour timer. Either that or you’ll be asked to courier some Secret Documents. System Permit Given: Achenar


So looks like it will be on sale in Achenar

peek_o_the_week.jpg

And in Galnet

"Senator Kahina Tijani Loren’s Imperial Courier was seen departing early morning local time from the Avalon shipyards. It rendezvoused with The Imperial Interdictor Atticus, with Admiral Brice in command. The convoy is believed to be en route to the Achenar system. "

"Leaked images from the Avalon shipyards appear to indicate that Senator Kahina Tijani Loren’s Imperial Courier, the ‘Seven Veils’, is undergoing a significant refit just weeks after her recent visit to the Sol system."

"that the drives, shields and possibly the frame-shift drive components have been significantly upgraded."

Maybe fitted with some new imperial tech (thanks to the chap who's head looks like an onion)

ImperialFighterSubsystems.jpg

"More scandal accompanied Senator Kahina Tijani Loren’s continuing visit when she was presented with a large vial of Gerasian Liquor by representatives at a concert in London.


The representatives were apparently unaware that the beverage has recently been outlawed in the Empire, and anyone caught carrying it within Imperial territory could be subject to severe sanctions...


Lady Kahina received the gift in good grace. When questioned about the illegality of the beverage in her home jurisdiction she replied with “They really needn’t worry, I’ll drink it all before I get home.”
 

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FD Said not so long ago, "Smaller ships now better at smuggling - Decrease chance for being scanned if you are in a low conspicuous rated ship – such as a Sidewinder".
 
Decided to smuggle in my Vulture. haven't gotten caught yet. Been doing all the smuggling missions in a new home base working my rep up and doing kill missions at the same time. Threw in some slave trading while I was at it a few times.
 
[Cobra Mk III]
U: 0I Heat Sink Launcher
U: 0I Heat Sink Launcher


BH: 1I Mirrored Surface Composite
RB: 3A Power Plant
TM: 4A Thrusters
FH: 4A Frame Shift Drive
EC: 3D Life Support
PC: 3A Power Distributor
SS: 3D Sensors
FS: 4C Fuel Tank (Capacity: 16)


4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)

This is what I'm experimenting with atm.
Max cargo, relies entirely on silent running for evasion.
I haven't had chance to fully test it yet, but with Community Goal going on around my home locale, that might come sooner rather than later ;)

Oh I think I read somewhere that mines will do a chunk of thermic damage come 1.3, so a couple of mine launchers might be worth bolting on after that takes effect. To encourage pursuers to keep their distance.
 
i think the most convenient smuggling runs i made in the adder... a bit more cargo capacity than the sidewinder, got it to run colder as well... but then again it really depends on the type of smuggling you do:

If you salvage mostly and sell these 'stolen' goods, i think an adder is the go-to ship if one can live with the "truck driver style" at stations [due to limited visibility from the cockpit]..

However, if you wanna smuggle on somewhat of a bigger scale, finding a station selling stuff that is illegal 2 systems further, buy from there in bulk and smuggle it all to that black market 2 systems further, you need loads more cargo space..
I personally go with my Asp for everything i do [got it fitted kinda multi-purpose and still needs upgrading here and there], i just love that ship...

Regardless of what type of smuggling you do, to me the most important equipment for smugglers are the following:

Heat Sink Launcher
- leaves an ejected sink behind so be careful when / where to use it as i suppose the AI might search for you when it's found floating towards the air lock [maybe i'm wrong and AI isn't that intelligent by now?]

Class A Power Plant
- it's the most heat efficient afaik

Class A Life Support
- leaves you with 25mins of Oxygen when switched off, which will get refilled once you dock at station [beware - no refilling when docking at an outpost!]

Additionally, i find a
Class A Sensor Suite to come in pretty handy as well
- no more "i-can-see-that-vessel-visually-from-my-cockpit-but-cant-determine-if-its-Security-because-my-sensors-dont-pick-it-up"-Moments...
 
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My smuggling ship is the type7. No weapons, no chaff just all heat sinks (3 in total) which is 9 charges. Max cargo, type A thrusters and shields. And std life support. I run silent mod and keep firing heat sinks to keep at 0 degrees. I never get scanned.
 
personally if im smuggling i use the Python at normal temp she runs under 40, jump in @ station boost towards it @ hit silent @ 5k out request docking and in, just before i land silent running off and docked @ around 85-90 temp job done.( if scanned outside station hit chaff)

Not railing on you, but this is one of the major issues I see in this game, and it must be addressed. You're accurate about the Python being a decent smuggler, but HOW should it be? It's a 350 ton ship, and in no way should it be a decent smuggler. I'm hoping that the developers look at this in future updates.
 
I've noticed the Diamondback runs very cool (22%) with a mix of A and D kit, it means it can run silent for several minutes without heat sinks, enough to exit the station or land on an outpost, it may even run cooler with low power equipment and a lighter weapon fit.
 
A short range smuggling Viper build I'm roughly working towards. Low budget, built for speed, non-combatant.

Viper's run hot but you can put pips into engines and speed away if you're quick and use heat sinks to keep a low profile when needed. Not much cargo space but it's perfect for looting a system of its salvage quickly and efficiently. If you're carrying less cargo you risk only smaller fines, I think? So it's not to be sniffed at!

[Viper]
U: 0I Heat Sink Launcher
U: 0I Heat Sink Launcher


BH: 1I Lightweight Alloy
RB: 2A Power Plant
TM: 2A Thrusters
FH: 3A Frame Shift Drive
EC: 2E Life Support
PC: 3E Power Distributor
SS: 3A Sensors
FS: 2C Fuel Tank (Capacity: 4)


3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
1: 1E Cargo Rack (Capacity: 2)

Cost: 1,124,211


Thinking about it you could even drop the fuel tank to x2 rather than 4 because you're only gonna be super cruising this one.
 
Can you use a DC (Docking computer) when in silent running?

I have never tried it, though some of these builds may actually allow enough time for it.

I must say, that I find the DC faster at large stations, as it knows where the pads are! It still gets confused at outposts, but...
I am told by the beta boys, it is all groovy in 1.3?

What are your thoughts?
 
Can you use a DC (Docking computer) when in silent running?
What are your thoughts?

Docking is something I like to do manually. I have a throttle, pedals and a joy stick so I may as well use them, right? I have the piloting skill to doc quickly and efficiently too, and doing so adds a bit more adrenaline to the whole experience. I do understand why some pilots would use a DC though, it's just not for me!
 
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I've been fiddling about a bit with the docking computer in 1.3 and finding that now that it ha been improved, it actually is a viable option for smugglers, especially cack handed one's like myself.

Here's why. It takes up very little room, you can use it to do the fiddly lining up and the turn it off, and on out posts its particularly nippy which is what you need around Military outposts. It also deals with docking speed at stations nicely and ramming fines.


There's been a common misconception that out post do not have security patrols and I'd just like to take this opportunity to remind people again, that's not true. Many new smugglers get unstuck because they believe that myth. If you want proof go check out some military out posts.

I found it pretty good in a Python in 1.3 Beta and 1.2 in both a Python and Anaconda.
 
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I've been fiddling about a bit with the docking computer in 1.3 and finding that now that it ha been improved, it actually is a viable option for smugglers, especially cack handed one's like myself.

Here's why. It takes up very little room, you can use it to do the fiddly lining up and the turn it off, and on out posts its particularly nippy which is what you need around Military outposts. It also deals with docking speed at stations nicely and ramming fines.


There's been a common misconception that out post do not have security patrols and I'd just like to take this opportunity to remind people again, that's not true. Many new smugglers get unstuck because they believe that myth. If you want proof go check out some military out posts.

I found it pretty good in a Python in 1.3 Beta and 1.2 in both a Python and Anaconda.

So you can use a DC to line you up from the jump in point and then turn it off and boost right into the station? That sounds great! My trader python is going full time smuggler.
 
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