Robigo Mines - Sirius Astrometics and the madness of Modular Terminals

I never got on with mining, and we all want credits to play with ships in the game, right?
So the infamous Robigo Mines - Sirius Astrometics sight seeing passenger run became my go to method of generating credits for the next new ship I wanted to play with.
I did the runs in an ASP X to get a Python. I did the runs in a Python to get a Krait Phantom exploration ship built and engineered and went over 8000ly away from my starting position to fulfil one of Prof Palin's requirements, plus I quite like short/medium exploration runs. I did the passenger runs again in a Python with FSD increase range 1 to get the credits up a bit. Built a simple Cobra MK3 for some combat practice as I'd not done much of that, and did the passenger runs again with a pre-engineering 5A FSD V1 in the Python which is super efficient this time bothering to collect Focus Crystals and Modified Embedded Firmware mission rewards as I now care about materials for engineering a better combat ship. Used the credits to get a Krait 2 which is awesome because its a decent combat ship that I can share modules like the 5A FSD V1 and size 5 Guardian FSD Booster with the Krait Phantom and Python.
I must be done with these passenger missions for a while, right?
Marco Qwent wants 25 Modular Terminals that take up cargo space. I've been ignoring these when they come up as passenger run rewards because I don't have a cargo rack in the passenger Python and didn't know why I would want them. And I wouldn't want to lug them around until I'm ready to do business with Qwent anyway. I've got to Qwent's base, so I just need the Modular Terminals now.
So I research the best source of Modular Terminals and for ***** sake it looks like ******* Robigo Mines passenger runs again.

I want to do something other than the Robigo run to get Modular Terminals. I'd rescue people from a burning station, even though its passenger work, because its different. But there are no damaged stations right now - some are under repair. I'd prefer not to do any mining (although one engineer wants me to mine 500 tons of anything in my mining career before she will do business with me, so I'll have to bite that bullet again sometime). Cargo missions are OK, as I've not done much trading yet. Combat / bounty hunting would be fine too as I'm getting more into that side of the game now.

Can anyone help preserve my sanity suggest any non-passenger missions that offer Modular Terminals as a reward?
I don't mind travelling up to around 700-800ly to get to an area that offers this, as 5A FSD V1 + size 5 Guardian FSD Booster get's any of my 3 medium sized ships a jump range between 34 (fully loaded combat/cargo) and 67 ly jump range (exploration Phantom).
 
I never got on with mining, and we all want credits to play with ships in the game, right?
So the infamous Robigo Mines - Sirius Astrometics sight seeing passenger run became my go to method of generating credits for the next new ship I wanted to play with.
I did the runs in an ASP X to get a Python. I did the runs in a Python to get a Krait Phantom exploration ship built and engineered and went over 8000ly away from my starting position to fulfil one of Prof Palin's requirements, plus I quite like short/medium exploration runs. I did the passenger runs again in a Python with FSD increase range 1 to get the credits up a bit. Built a simple Cobra MK3 for some combat practice as I'd not done much of that, and did the passenger runs again with a pre-engineering 5A FSD V1 in the Python which is super efficient this time bothering to collect Focus Crystals and Modified Embedded Firmware mission rewards as I now care about materials for engineering a better combat ship. Used the credits to get a Krait 2 which is awesome because its a decent combat ship that I can share modules like the 5A FSD V1 and size 5 Guardian FSD Booster with the Krait Phantom and Python.
I must be done with these passenger missions for a while, right?
Marco Qwent wants 25 Modular Terminals that take up cargo space. I've been ignoring these when they come up as passenger run rewards because I don't have a cargo rack in the passenger Python and didn't know why I would want them. And I wouldn't want to lug them around until I'm ready to do business with Qwent anyway. I've got to Qwent's base, so I just need the Modular Terminals now.
So I research the best source of Modular Terminals and for ***** sake it looks like ******* Robigo Mines passenger runs again.

I want to do something other than the Robigo run to get Modular Terminals. I'd rescue people from a burning station, even though its passenger work, because its different. But there are no damaged stations right now - some are under repair. I'd prefer not to do any mining (although one engineer wants me to mine 500 tons of anything in my mining career before she will do business with me, so I'll have to bite that bullet again sometime). Cargo missions are OK, as I've not done much trading yet. Combat / bounty hunting would be fine too as I'm getting more into that side of the game now.

Can anyone help preserve my sanity suggest any non-passenger missions that offer Modular Terminals as a reward?
I don't mind travelling up to around 700-800ly to get to an area that offers this, as 5A FSD V1 + size 5 Guardian FSD Booster get's any of my 3 medium sized ships a jump range between 34 (fully loaded combat/cargo) and 67 ly jump range (exploration Phantom).

East India Company?

Or ask around for people doing wing mining mission turns-in?
 
I decided to do a cargo run to Atlas system and the damaged space station. Basic medicines delivery. A few hundred thousand credits profit. Found a pirate massacre mission that can be done solo offering 8 modular terminals. Fortunately I put all the weapons, shields and A rater power plant and distributor on the Python before I came here.
I'll see how good the supply of missions offering terminals is here for a bit. This will be a fun way to get them.
If this doesn't work I'll buy them from one of the locations suggested above.
 
First up doing Robigo Mines is transporting sightseeing passengers to Sirius Atmospherics and back NOT Astrometrics. Let's get the words right. This when allied with all factions including all the local systems drops interdictions to 1 in 30 runs (everyone likes you) and generates large credits and several G4-5 materials as payment. Modular terminals is rarely there and easily found using Inara or EDDB in the bubble missions. They often provide every modular terminals needed in one mission to take care of Marco Qwent's need for 25 of them. No big deal.

Build a Python like this to cover multiple play styles in the area and leave it there whenever you need credits or certain mats. Biotech conductors is a rare material which can be obtained with Robigo runs not reliably found elsewhere. The Python will pay for itself 100 times over eventually buying your Corvette or Cutter with the least risk in the game generating credits.

Dial it in and Robigo runs can generate a billion credits in about 11 hours as I play it being casual. Turn on the TV and launch Netflix with 10 episodes of Star Trek TNG for the background immersion.

Sometimes I fly in Open mode in Robigo so say o7 if you see my ship.

Regards

Arclight.jpg
 
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First up doing Robigo Mines is transporting sightseeing passengers to Sirius Atmospherics and back NOT Astrometrics. This when allied with all factions including all the local systems drops interdictions to 1 in 30 runs (everyone likes you) and generates large credits and several G4-5 materials as payment. Modular terminals is rarely there and easily found using Inara or EDDB in the bubble missions. They often provide every modular terminals needed in one mission to take care of Marco Qwent's need for 25 of them. No big deal.

Build a Python like this to cover multiple play styles in the area and leave it there whenever you need credits or certain mats. Biotech conductors is a rare material which can be obtained with Robigo runs not reliably found elsewhere. The Python will pay for itself 100 times over eventually buying your Corvette or Cutter with the least risk in the game generating credits.

Sometimes I fly in Open mode in Robigo so say o7 if you see my ship.
Regards

Honestly you can even throw out the shield generator and put another cabin in there if you're friends with all factions. The Phyton can still outdo much ships while boosting and reentering supercruise and the minigame for staying in supercruise is super easy too.
 
Honestly you can even throw out the shield generator and put another cabin in there if you're friends with all factions. The Phyton can still outdo much ships while boosting and reentering supercruise and the minigame for staying in supercruise is super easy too.
Swapping out a 3A Prismatic shield with G5 thermal resistant multi-weave versus adding a 3E economy class adding only 4 passengers I rarely see in the offered sightseeing missions doesn't seem wise. Lowest I often see is 6. This Python can do cargo runs and can hold it's own should combat occur then when everyone likes you drop in the passenger cabins.

If bored with Robigo runs this ship can do other play styles in the area with a few simple mods.
 
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Swapping out a 3A Prismatic shield with G5 thermal resistant multi-weave versus adding a 3E economy class adding only 4 passengers I rarely see in the offered sightseeing missions doesn't see wise. Lowest I often see is 6. This Python can do cargo runs and can hold it's own should combat occur then when everyone likes you drop in the passenger cabins.

If bored with Robigo runs this ship can do other play styles in the area.
I have mostly specialized shop builds, that's why I don't care about other uses.

But if it should be a bit more beginner friendly and more versatile, your suggestion is 👍
 
First up doing Robigo Mines is transporting sightseeing passengers to Sirius Atmospherics and back NOT Astrometrics. Let's get the words right. This when allied with all factions including all the local systems drops interdictions to 1 in 30 runs (everyone likes you) and generates large credits and several G4-5 materials as payment. Modular terminals is rarely there and easily found using Inara or EDDB in the bubble missions. They often provide every modular terminals needed in one mission to take care of Marco Qwent's need for 25 of them. No big deal.

Build a Python like this to cover multiple play styles in the area and leave it there whenever you need credits or certain mats. Biotech conductors is a rare material which can be obtained with Robigo runs not reliably found elsewhere. The Python will pay for itself 100 times over eventually buying your Corvette or Cutter with the least risk in the game generating credits.

Dial it in and Robigo runs can generate a billion credits in about 11 hours as I play it being casual. Turn on the TV and launch Netflix with 10 episodes of Star Trek TNG for the background immersion.

Sometimes I fly in Open mode in Robigo so say o7 if you see my ship.

Regards

Ok forgive my spelling mistake on atmospherics.
I outfit my Python with no shields, extra cabin and silent run while out of supercruise scanning the tourist beacon, pop a heatsink and high wake back for Robigo. The heatsink stops the FSD charge burning the ship. I do that every time so it's a practiced habit for the odd occasion someone is chasing me to scan the ship. They sometimes do, but I'm only allied with all factions in Robigo Mines.
My best runs net just short of 25 million, but the average results in 80 to 90 million an hour. The Python has pre engineered FSD V1 which makes each run a bit quicker. I might ping you a message when next in Robigo.

Edit: I also keep stuff in CEOs Brunel hub to refit the Python for different missions. This ship lives here and I move around in a 67ly jump range Phantom.
 
I have mostly specialized shop builds, that's why I don't care about other uses.

But if it should be a bit more beginner friendly and more versatile, your suggestion is 👍
Specialized shop builds? What would your most efficient money generating Robigo run ship look like? Tear my ship apart. I don't have an ego. I LOVE the game and my three dogs who put up with me playing it. Best to you.
 
Specialized shop builds? What would your most efficient money generating Robigo run ship look like? Tear my ship apart. I don't have an ego. I LOVE the game and my three dogs who put up with me playing it. Best to you.
My Python fitted out for to Robigo run looks like this:

Note that the 5A FSD Increased Range 5 plus mass manager has optimal set at 1785 because its the pre engineered FSD V1. Roughly 5% more jump range than regular increased range 5 + mass manager.
In truth this does not speed up the run that much over the same build with just increased range 1 as this is enough to do the round trip on fastest route the whole way.
No shields as I rely on silent running, fast boost to get away from any mass lock and a heat sink to charge up FSD while still in silent running.

The thrusters can still be engineered more.
I keep different modules at CEOS Brunel hub to convert the ship into a combat freighter - 7A Power Plant, engineered 6C biw-weave shields etc. Bi-weave because fast recharge gives more protection unless it's a big fat slow ship receiving fire 50%+ of the time in battle - Down to Earth Astronomy on YouTube wrote a computer program to calculate this.
 
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My Python fitted out for to Robigo run looks like this:

Note that the 5A FSD Increased Range 5 plus mass manager has optimal set at 1785 because its the pre engineered FSD V1. Roughly 5% more jump range than regular increased range 5 + mass manager.
In truth this does not speed up the run that much over the same build with just increased range 1 as this is enough to do the round trip on fastest route the whole way.
No shields as I rely on silent running, fast boost to get away from any mass lock and a heat sink to charge up FSD while still in silent running.

The thrusters can still be engineered more.
I keep different modules at CEOS Brunel hub to convert the ship into a combat freighter - 7A Power Plant, engineered 6C biw-weave shields etc. Bi-weave because fast recharge gives more protection unless it's a big fat slow ship receiving fire 50%+ of the time in battle - Down to Earth Astronomy on YouTube wrote a computer program to calculate this.
I'm impressed with your stealth build versus my heavy build. Let's compare...

Your cost = 79.4 M / 3.9 M rebuy with minimal engineering all from Felicity Farseer
My cost = 200.4 M / 10.0 M rebuy with extensive engineering from many engineers

Your stealth build provides the same jump range as my heavy build (0.34LY difference) while I have to use a 3H Guardian FSD Booster to do the same.

I've never seen any Robigo-Sothis specific runs requiring more than 16 passengers so I would go with another 6D Business. I've never seen economy passenger missions less than 6 personnel so maybe another 3D Business then something else for that class 2 slot. Just opinion of course. That said I have six useful cabins and you have eight.

Speed and boost means nothing as 99 percent of the flying is in Supercruise. The only difference would be a few seconds departing and arriving at Robigo Mines. You are already there at Sothis Atmospherics. As I never boost I depart/arrive at 329m/s. If you boosted at 348m/s you would be faster than me. With what 10,000 runs no one ever scanned me arriving at Robigo Mines so I wouldn't need stealth mode and heat sinks.

I also have gear at Ceos Brunel hub switching to cargo runs. Haven't done it for years after upgrading my Federation rank and the Devs put a stop to players locking down Robigo mines. That is another story.

Also a 5H Guardian FSD booster and 6A fuel scoop in case I want to go back to the bubble and engineer the Python some more. When you're in town we should have a drink at the bar now that this is possible in Odyssey. :)
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Let's add in some common pilot requirements for best results flying each ship.

1. Allied with every faction in Robigo, Sothis and Ceos. Then very few NPC interdictions. Many players come here to upgrade their Federation rank a lot.

2. Master the interdiction mini-game so that 1 in 30 chance interdicted you always win. Tip drop the throttle to just above zero and I stay on the target even with live players. With this ability you don't care about carrying illegal passengers even if the system authorities try to interdict.

3. Become very efficient approaching Sothis Atmospherics and Robigo mines with precision flying and no, it is not in a straight line. Robigo Mines moves around a planet somewhat fast so one day the approach might be straight in while the next day is more challenging.
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So which ship build is better? You are missing the point. Both are great depending upon how we play the game. Others have different versions as well. That is the greatness of Elite Dangerous how we all see it differently.

I'd fly this stealth ship in Robigo. Meanwhile CommanderMarln says that he does specialized shop builds and I agree. Now we have Odyssey. What ships can he design maximizing on foot combat and getting away to complete a mission? Maybe he needs a logo...

Regards
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I'm impressed with your stealth build versus my heavy build. Let's compare...

Your cost = 79.4 M / 3.9 M rebuy with minimal engineering all from Felicity Farseer
My cost = 200.4 M / 10.0 M rebuy with extensive engineering from many engineers

Your stealth build provides the same jump range as my heavy build (0.34LY difference) while I have to use a 3H Guardian FSD Booster to do the same.

I've never seen any Robigo-Sothis specific runs requiring more than 16 passengers so I would go with another 6D Business. I've never seen economy passenger missions less than 6 personnel so maybe another 3D Business then something else for that class 2 slot. Just opinion of course. That said I have six useful cabins and you have eight.

Speed and boost means nothing as 99 percent of the flying is in Supercruise. The only difference would be a few seconds departing and arriving at Robigo Mines. You are already there at Sothis Atmospherics. As I never boost I depart/arrive at 329m/s. If you boosted at 348m/s you would be faster than me. With what 10,000 runs no one ever scanned me arriving at Robigo Mines so I wouldn't need stealth mode and heat sinks.

I also have gear at Ceos Brunel hub switching to cargo runs. Haven't done it for years after upgrading my Federation rank and the Devs put a stop to players locking down Robigo mines. That is another story.

Also a 5H Guardian FSD booster and 6A fuel scoop in case I want to go back to the bubble and engineer the Python some more. When you're in town we should have a drink at the bar now that this is possible in Odyssey. :)
_______________________________________________________________

Let's add in some common pilot requirements for best results flying each ship.

1. Allied with every faction in Robigo, Sothis and Ceos. Then very few NPC interdictions. Many players come here to upgrade their Federation rank a lot.

2. Master the interdiction mini-game so that 1 in 30 chance interdicted you always win. Tip drop the throttle to just above zero and I stay on the target even with live players. With this ability you don't care about carrying illegal passengers even if the system authorities try to interdict.

3. Become very efficient approaching Sothis Atmospherics and Robigo mines with precision flying and no, it is not in a straight line. Robigo Mines moves around a planet somewhat fast so one day the approach might be straight in while the next day is more challenging.
_______________________________________________________________

So which ship build is better? You are missing the point. Both are great depending upon how we play the game. Others have different versions as well. That is the greatness of Elite Dangerous how we all see it differently.

I'd fly this stealth ship in Robigo. Meanwhile CommanderMarln says that he does specialized shop builds and I agree. Now we have Odyssey. What ships can he design maximizing on foot combat and getting away to complete a mission? Maybe he needs a logo...

Regards
I have been meaning to swap the 32 seater economy cabin for another 16 seater business class. I wanted to be sure there were no mission over 16 passengers which I thought was the case. Will remember next time I am there.
I have had a pursuer drop out of super cruise at the tourist beacon and try to scan me a few times - it is rare but it happens and I've been caught out and lost 20 million on the run because of it a couple of times. Now I just pop a 3000ish heat sink every time so it's a habit and I don't get caught out.
I usually have 6A thrusters on now because I use them in other roles for the Python and cutting out that weight makes no difference to the Robigo mission now I have the engineered FSD V1 to use. Those needing to save weight who don't yet have an engineered FSD can go for D rated thrusters no problem.
I'm not into Odysey yet. Only recently got back into Elite since the 1980s ZX Spectrum version and have more than enough to do without leaving a ship on foot.
Edit: I do mostly fill all cabins each run. I'm sure I do see economy missions with less than 6 passengers. Another 500K to 750K each.
 
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I went to Cyllene Orbital in the Atlas system where there were Modular Terminals on offer for rescuing people when the station had been attacked by Thargoids. It is under repair now, but I found many small scale fetch and supply cargo missions with pirate ambushes on the return trip, plus solo pirate massacre missions. About one third of the missions had 1 to 10 Modular Terminals on offer as rewards, so one big stack of missions, some dead pirate bounties and 49 tons of cargo delivered later I got 41 Modular Terminals.
It was fun as I've not done much combat yet and have myself a well outfitted and part engineered Krait II to play with.
 
Specialized shop builds? What would your most efficient money generating Robigo run ship look like? Tear my ship apart. I don't have an ego. I LOVE the game and my three dogs who put up with me playing it. Best to you.
A shieldless one jump Phantom with 4x 5E, 2x 3E, 1x 2E. Is my latest ship out there, I wanted to change from the Python and see how efficient I could get with a one jump ship.

I think states affected it as I had much better luck instantly filling all cabins if the states were none/terrorist I seemed to get all Rich Tourist and zero criminals.

When those states lined up the credits flowed!
 
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