Ships All ships ranked by cargo capacity

Now that cargo transport has become a very prominent part of the game, I decided to make a list of all ships ranked by maximum cargo capacity.

Notes:
  • All that matters is maximizing cargo capacity. In other word, every single optional module slot is fitted with a cargo rack.
  • The jump range is only cursory and listed in order to get a ballpark idea of how large it is. Only basic jump range optimization has been done, using the following principles:
  • Pre-engineered SCO FSD, lightweight D-rated sensors and life support, small A-rated power plant.
  • Because efficient cargo transport benefits from being able to dock and launch as fast as possible, max-class A-rated thrusters, and max-class D-rated power distributor.
Code:
                     | Landing |  Max  | Jump range (Ly)
Ship                 |   pad   | cargo | Laden | Unladen
---------------------+---------+-------+-------+--------
Imperial Cutter      |    L    |   794 |   27  |   42
Type-9 Heavy         |    L    |   790 |   21  |   38
Federal Corvette     |    L    |   618 |   23  |   35
Type-10 Defender     |    L    |   534 |   31  |   42
Anaconda             |    L    |   470 |   36  |   63
Type-8 Transporter   |    M    |   406 |   25  |   47
Beluga Liner         |    L    |   370 |   37  |   48
Type-7 Transporter   |    L    |   310 |   30  |   53
Python               |    M    |   294 |   29  |   47
Imperial Clipper     |    L    |   250 |   30  |   45
Krait Mk II          |    M    |   230 |   33  |   50
Orca                 |    L    |   194 |   38  |   57
Krait Phantom        |    M    |   190 |   38  |   56
Federal Gunship      |    M    |   170 |   26  |   32
Federal Dropship     |    M    |   166 |   27  |   33
Mandalay             |    M    |   154 |   48  |   72
Alliance Challenger  |    M    |   154 |   32  |   41
Asp Explorer         |    M    |   130 |   46  |   62
Alliance Chieftain   |    M    |   122 |   36  |   45
Alliance Crusader    |    M    |   122 |   31  |   38
Type-6 Transporter   |    M    |   114 |   34  |   55
Cobra Mk V           |    S    |   110 |   35  |   55
Keelback             |    M    |    98 |   34  |   48
Federal Assault Ship |    M    |    98 |   33  |   39
Python Mk II         |    M    |    96 |   35  |   41
Cobra Mk IV          |    S    |    92 |   31  |   43
Dolphin              |    S    |    88 |   38  |   56
Asp Scout            |    M    |    74 |   40  |   55
Fer-de-lance         |    M    |    72 |   28  |   35
Mamba                |    M    |    66 |   29  |   35
Cobra Mk III         |    S    |    64 |   37  |   48
Diamondback Explorer |    S    |    60 |   58  |   69
Vulture              |    S    |    60 |   31  |   38
Viper Mk IV          |    S    |    54 |   37  |   46
Imperial Courier     |    S    |    34 |   31  |   49
Diamondback Scout    |    S    |    32 |   44  |   51
Adder                |    S    |    30 |   33  |   50
Viper Mk III         |    S    |    26 |   30  |   41
Hauler               |    S    |    26 |   28  |   57
Eagle                |    S    |    20 |   32  |   42
Imperial Eagle       |    S    |    20 |   32  |   42
Sidewinder           |    S    |    16 |   29  |   42
 
I'd also find it interesting to have a chart where each ship has the minimum size shield it can fit. That puts the Type-9 on top, for example.
If you are just doing pure cargo transport, in solo, going for maximum volume per hour, you don't really need shields. You'll probably bump your ship against the landing pad and station walls from time to time, but that's an easy cheap repair. As long as you are careful not to boost at full speed towards a wall, you'll be fine.
 
If you are just doing pure cargo transport, in solo, going for maximum volume per hour, you don't really need shields.
Disagree. If I fly a Cutter, I might run it into a wall so often the rebuy might actually start to matter. I am actually contemplating if I do the hauling for my outpost in a Cutter or T-9 and hate every minute of it, or accept the fact I'd have to do twice the trips and just go with a T-8 which is at least fun to fly.
 
Disagree. If I fly a Cutter, I might run it into a wall so often the rebuy might actually start to matter. I am actually contemplating if I do the hauling for my outpost in a Cutter or T-9 and hate every minute of it, or accept the fact I'd have to do twice the trips and just go with a T-8 which is at least fun to fly.
I always haul massive amounts of cargo with a Type-9, and I don't have much problems. Sure, I sometimes bump into a wall or (more often) with the landing pad, but that's just minor damage easily repairable at that very landing pad. If you find yourself constantly destroying your ship against station walls, maybe learn to fly, no offense intended... :p

Btw, engineer the lightweight hull for 'heavy duty'. It has literally zero drawbacks (it doesn't increase weight) and will make it more resistant to damage.
 
I'd also find it interesting to have a chart where each ship has the minimum size shield it can fit. That puts the Type-9 on top, for example.

Not quite on top, both can fit Size 5 shields...

Type 9 - 758t
Cutter - 762t

Being fair, I am being a bit snarky as this only can happen if you own an old 1.0 Engineering Size 5 shield that had a increase to maximum mass which isn't available anymore. 🤪
 
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Not quite on top, both can fit Size 5 shields...

Type 9 - 758t
Cutter - 762t

Being fair, I am being a bit snarky as this only can happen if you own an old 1.0 Engineering Size 5 shield that had a increase to maximum mass. 🤪
I remember there was quite a few threads about it back when engineering 2.0 came out, and FD said they were looking into possibly adding an experimental that would increase maximum mass.

It's been what, 6 years now?
Oh well, my trade Cutter still has its 1.0 C5 prismatic.
 
I know how to fly, but the Cutter has its own idea which direction to fly in. And of course I know about armor engineering. If that wasn't clear, I was talking in hyperbole. Also, I just hate the Cutter.
you must be one of those interdiction pirates i constantly blast into smithereens with my cutter doing trade missions
 
What matters most, is good cargo capacity pus how it flies.

T9s are bricks, cutters not as bad, but still not one of my most like ships.
 
You should replace the smallest slots with supercruise assist and a docking computer. You can't sanely run significant quantities of goods without these.
 
I know how to fly, but the Cutter has its own idea which direction to fly in. And of course I know about armor engineering. If that wasn't clear, I was talking in hyperbole. Also, I just hate the Cutter.
I've rammed pretty much every landing pad delivering cargo for colonisation in my Cutter. Rarely take more than 20% damage, which can be instantly fixed at either end of the trip. Any NPC interdiction can be outdistanced with zero damage. I really see no reason for a shield on a trading cutter. Decent engineered armour and 2 x HRPs in the military slots give good protection without reducing cargo space.

SCA on the other hand I find indispensable for quick arrival at space ports/FC and am willing to lose 8T cargo for that. And docking computer so I can choose to do other things while docking.
 

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Does supercruise assist know how to use SCO?
No. I set SCA target, max throttle, SCO until somewhere near the target, turn off SCO and from there as usual throttle down when 7s left, burst of speed below 8ls and then back to 75% throttle to drop at the target.
 
No. I set SCA target, max throttle, SCO until somewhere near the target, turn off SCO and from there as usual throttle down when 7s left, burst of speed below 8ls and then back to 75% throttle to drop at the target.
What's the role of SCA in all of this? This sounds exactly like doing it manually, without SCA.
 
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