as a smuggler I always take on smuggling missions and often find more than the mission requires as well as dropping into random USS's to come across cargo, black boxes, military plans etc as well, its half the market price and I often do slave runs (supply 2 slaves to x faction) and I found that where I am based, I can make a profit of about 750Cr per ton of slaves at the 50% price and over 25K profit per 2 ton I supply to the BBS
The thing with the USS pickups is you get more for the BBS missions more often than not per ton than the black market buyer gives but because it has essentially only cost you jump fuel its all profit.
I do not bother with silent run, when going for a station I line up outside the 7Km range and boost in, dropping the landing gear once I hit about 3Km as the computer takes a few seconds to respond to this and I use the computer responding and full reverse as soon as I hit the letterbox (in a cobra with full pips in a grade thrusters) and I am usually down to stopped before I reach the middle of the station
This is the answer. However I do not agree with the station entry procedure. I used to do it that way too, until that one time where I forgot something important and left myself no room to manauevre due to the spped of approach. What I do now is as follows and has never failed:
First it should be noted that I always fly with only the modules I currently need on. For instance if I am travelling about I don't need weapons on, or if I am fighting I don't need a fuel scoop. No point having a bigger signature than necessary, ever.
- Stop upon entry to station space
- Locate station entrance
- Manuevere around until in front of entrance keeping a good 8km out
- Request docking
- Turn off all non essential modules including life support
- Approach entrance using normal flight method
- Engage silent running at about 7km
- Lower gear at about 3km
- Enter station and drop below entrance level immediately
- Disable silent running
- Land
- Profit
Being cautious is pretty much the backbone of smuggling. What excalibus said works, right up until it something goes wrong, and with that method "wrong" likely means dead.
Bear in mind I play blow=clear until a proper Ironman mode is implemented so I guess blowing is far more important for me to avoid then most players.