Ships Best Smugglers Smuggling Ship and Outfitting it

You wait till you do get scanned they you will be sorry. Last scan cost me .5m fine and a huge rep hit.

I am smuggling to an independent station in Archon Delaine territory, so rep loss does not concern me.

I think the biggest threat is that I could run over a small ship in the slot and get blasted by the station.
 
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.

Great thread guys, came for a Viper build and was not disappointed.

Question: Obviously Cool Running isn't replacing heat sinks or stopping you all from running silent.. So what's your standard operating temp before/without going Silent?

And it's a question for anyone, not just Viper pilots. Being a casual n00b myself, I was hoping to find out how close to successful I am with this.

My current Viper is running around 42%, but I've not done a single thing to spec it for stealth.
 
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I'm currently doing smuggling missions in my Python, and it's a breeze. Half the time it's outposts anyway, and when it's stations, a 34% heat flatline is nice. And I thought the Asp was running cool.
 
I'm currently doing smuggling missions in my Python, and it's a breeze. Half the time it's outposts anyway, and when it's stations, a 34% heat flatline is nice. And I thought the Asp was running cool.

Watch out for Military out posts. They have security and will scan and fine you as you dock and on pad. If you go to one get in the hangar right away.

It'd be cool ;) to see the lowest heat build at 2 engine squares (pips are roundish) and half speed.
 
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for all we know, they are two kinds of smugglers:

the transporter:
these ones are the most insane and impatient kind of smugglers, they don't care about security, the reason is simple -> speed and piloting skills, they are fast, they know it, they bet everything on it, there's no scanner fast enough to compete, they boost like crazy into stations and manage to perfectly land on pads at high speed and there's nothing anyone can do about it, especially the poor security guy behind his cockpit, but they tend to believe they are unstoppable and abuse there luck, sometimes something bad happen (only happened one time for me :p)
few ships can perform really well, as they need speed, agility, a small/medium ship to pass the entrance of stations easily and some cargo, usually multi-purpose ships and fighters are best


the cool smuggler:
if the transporter looks like a stuntman from action movies, the cool smuggler is more an artist, he takes his sweet time calculating every detail, he can deactivate most of his modules so his ship can become very cold, meaning virtual invisibility, or use heat sink to help him cool of and be almost impossible to scan even in short range, with a good knowledge of his ship and nerves of steel, a cool smuggler is usually VERY safe
The good news is that a lot more ships can be used as cool smugglers, all you need is organisation, knowledge, a ship that runs as cool as possible and heat sinks
 
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for all we know, they are two kinds of smugglers:

the transporter:
these ones are the most insane and impatient kind of smugglers, they don't care about security, the reason is simple -> speed and piloting skills, they are fast, they know it, they bet everything on it, there's no scanner fast enough to compete, they boost like crazy into stations and manage to perfectly land on pads at high speed and there's nothing anyone can do about it, especially the poor security guy behind his cockpit, but they tend to believe they are unstoppable and abuse there luck, sometimes something bad happen (only happened one time for me :p)
few ships can perform really well, as they need speed, agility, a small/medium ship to pass the entrance of stations easily and some cargo, usually multi-purpose ships and fighters are best


the cool smuggler:
if the transporter looks like a stuntman from action movies, the cool smuggler is more an artist, he takes his sweet time calculating every detail, he can deactivate most of his modules so his ship can become very cold, meaning virtual invisibility, or use heat sink to help him cool of and be almost impossible to scan even in short range, with a good knowledge of his ship and nerves of steel, a cool smuggler is usually VERY safe
The good news is that a lot more ships can be used as cool smugglers, all you need is organisation, knowledge, a ship that runs as cool as possible and heat sinks

I'm looking to change from my type 6, I feel a bit naked and defenceless out there, I want to be a smuggler with a decent hold space and some teeth, I'm looking at either the asp it a diamond back - any thoughts

Secondly how are you guys finding smuggling routes, trial and error?
 
Id love to see a Diamond back smuggling build. No idea if they are even suited to it. I've not read anything about them or flown one, I just saw a couple of pictures and then got stuck in to smuggling in power play.
 
I've smuggled about 140 million profit in this ship:

http://www.edshipyard.com/#/L=706,mpa0Wg01Q,2-6QB69Y8SBaD88I,0Bk0AA0AA0AA08c08c08c0720720720nE

Approach from planet-side, boost once or twice towards entrance then silent running and a heat sink. Docking computer is for final approach once I'm inside. Never been scanned. For outposts I'd use a Python with the same setup (max range/cargo).

Id love to see a Diamond back smuggling build. No idea if they are even suited to it. I've not read anything about them or flown one, I just saw a couple of pictures and then got stuck in to smuggling in power play.

Diamondback is great for sneaking in, it has a very low heat signature and if you run shieldless you're inside before security even knows you're there. It doesn't have enough cargo to make any serious money though.
 
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I say Sir! That is almost exactly the same as mine except I have a point defence instead of a chaff (because I clicked on the wrong thing and never got around to changing it!) and the smallest shield possible in the last slot to cover me from interdiction and dock scuffs (I'm terribly bad at flying)

Snap again on the Python!
 
I've smuggled about 140 million profit in this ship:

http://www.edshipyard.com/#/L=706,mpa0Wg01Q,2-6QB69Y8SBaD88I,0Bk0AA0AA0AA08c08c08c0720720720nE

Approach from planet-side, boost once or twice towards entrance then silent running and a heat sink. Docking computer is for final approach once I'm inside. Never been scanned. For outposts I'd use a Python with the same setup (max range/cargo).



Diamondback is great for sneaking in, it has a very low heat signature and if you run shieldless you're inside before security even knows you're there. It doesn't have enough cargo to make any serious money though.

whats the storage capacity on the DB?
 
Id love to see a Diamond back smuggling build. No idea if they are even suited to it. I've not read anything about them or flown one, I just saw a couple of pictures and then got stuck in to smuggling in power play.
I did a little bit of "discrete goods shipping" in a DBS. Cool modules, minimal shielding, as much cargo as I could get, heat sinks you know the drill, I won't post a build because I think you lot could build it better anyway, but a few notes are worth mentioning.

The DBS runs pretty cool, add a sink and its going to be frozen.

Im not sure if it is a bug, intentional or what, and Im not sure that it works on NPC's but the DBS can be VERY hard to target. Ive encountered this fighting them, they're right there clearly visible and yet your scanners wont see them and target them. It seems in some configurations you have to be right on top of the thing to target and scan it.

It's very nimble and relatively quick, some observations from another DBS pilot Ziljan, showed that while its fast on paper, it bleeds speed quickly after a boost, and is outperformed by a cobra in that regard.

It fits 28 cargo MAXIMUM, that's without shields or anything else, just racks which is a little slim.

all in all Id say it gets the job done, but I have a feeling it will be outperformed by the cobra for utility and general sneakiness. The targeting thing is a nice addition to consider if it works on NPC's though.
 
Please post a build... I think only a few people have tired smuggling in a Diamond Back. I've never flown one and only seen it on my scanner as aI high tail it away. Be you best friend... til Monday :)
 
Please post a build... I think only a few people have tired smuggling in a Diamond Back. I've never flown one and only seen it on my scanner as aI high tail it away. Be you best friend... til Monday :)
alright alright

http://www.edshipyard.com/#/L=70h,mpW0Wg0Wg0Wg,2-6u6k6k3c4s3I6k,05U05U7Pw03w

It was something like that, minimal shields for when I overshoot the pad and kiss the back wall or clip the slot coming in or something. low power draw modules all around for less heat, minimal power plant to run it all. Went bigger on the distributor for the sake of boosting and bigger on the sensors for the sake of seeing whos buzzing round the station from a good distance out. I carry no guns because Im not planning on a fight, it really doesnt need that many heat sinks but I use them judiciously.

EDIT: should be noted I disable all but one heat sink and the cargo scoop, the build draws a grand total of 8.15 total power units, thats got to be pretty low signature.
 
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Wow! Thats cool. I want to have a go! Look at all those lovely utility slots!

And relatively cheap too!
 
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Wow! Thats cool. I want to have a go! Look at all those lovely utility slots!

And relatively cheap too!

Id trade a few of those utility slots for another cargo slot, as I said I think its outclassed by others for smuggling but it is a sneaky little thing.
 
Must I undestrand "A" powerplant have more poweful heat dissipation, so "D" module wich dissipation are less good are better for smuggling ?

As far as I know

D - Is light but hot
C - Is best value and balance on everything, heat,weight, power, price etc.
B- Is heavy but pack a punch
A - Is best at everything, heat, weight etc.

So A if you can afford it, C if you want to keep cool and D if you want range... I think.
 
for all we know, they are two kinds of smugglers:

the transporter:
these ones are the most insane and impatient kind of smugglers, they don't care about security, the reason is simple -> speed and piloting skills, they are fast, they know it, they bet everything on it, there's no scanner fast enough to compete, they boost like crazy into stations and manage to perfectly land on pads at high speed and there's nothing anyone can do about it, especially the poor security guy behind his cockpit, but they tend to believe they are unstoppable and abuse there luck, sometimes something bad happen (only happened one time for me :p)
few ships can perform really well, as they need speed, agility, a small/medium ship to pass the entrance of stations easily and some cargo, usually multi-purpose ships and fighters are best

Well.. the fine's add up for sure.. but sometimes I just don't care because if I cared that hard on every approach my income growth would be slower than if I took 10min to do every landing.. It's really about the amount of play time I have available to me on a given day. Despite it's small cargo hold, I loved doing this on my Viper.


the cool smuggler:
if the transporter looks like a stuntman from action movies, the cool smuggler is more an artist, he takes his sweet time calculating every detail, he can deactivate most of his modules so his ship can become very cold, meaning virtual invisibility, or use heat sink to help him cool of and be almost impossible to scan even in short range, with a good knowledge of his ship and nerves of steel, a cool smuggler is usually VERY safe
The good news is that a lot more ships can be used as cool smugglers, all you need is organisation, knowledge, a ship that runs as cool as possible and heat sinks

Moved to a T6 this weekend, really trying to live my life like this now.
 
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