Ships Best build for trading with best jump range

Hello to all,

Really struggling with Python doing longer trade routes. Having to do 30 jumps and want to minimise this. I bought the Python cause of cargo capacity and ability to still land on outposts.

Wanting to minimise time taken to do jumps whilst cargo full. Sorry if this has been asked before but I haven't found the thread....

Looking for optimum build - i.e. No hardpoints, minimum shields etc
 
- jumprange fully depends on total mass and FSD size
- a filled cargo is nearby always more heavy than any modul you can fit into the slot
- an unengineered explorer python with undersized moduls has one of the hiher jumpranges ingame; but - see above - if filled with cargo, and because it has such a nice cargo capacity, a fully loaded python has a quite low jumprange... it's hull is quite lightweight
- an uengineered flly loaded cargo python is perfect for mission range or state depending trading ... roughly ~15 ly (shortrange mission range) jumprange.
- for a longdistance ship, you either want a python with less cargo, a ship with less cargo capacity and lightweight hull (AspE...), a ship with a larger FSD that doesn't suffer so much from cargo mass (Conda), or a ship with a heavier hull and a larger FSD where cargo doesn't reduce the jumprange that much (cutter).
- otherwise you'll have much more jumps... there is a diminuishing return of more jumprange (e.g. double jumprange does not half your jumps, but reduces them ~30%), but there is also a higher penalty for low jumprange (going from 20 ly to 15 lightyears will not add only 25% more jumps, but nearby add 50% to your jumps) - star density of the region plays much of a role in this.
 
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