Newcomer / Intro Krait Phantom For a Bus?

Chaps & Chapesses,

Since my last, enforced, clear save I have been mostly trucking & trading and doing quite well out of it (with the current iteration of the game it is all too easy to make money and combat is still an optional activity) & enjoying myself. Then I read an article about how much fun and how profitable passenger missions can be. So, fancying a change of pace & being near to two systems where I am allied with at least some of the factions (and so ought to be in the way of some lucrative jobs), I thought I'd give bus driving a crack.

This is not the first time I have tried my hand at bus driving. In my last play through I gave it a try using a Dolphin as the bus of choice. This time I read a review of the Dolphin and thought that it could not have been as bad as I remembered it, and what weak spots it has were my fault for not equipping/flying it correctly. So I bought myself a Dolphin, A rated it where it mattered & D ratted it as much as possible where it didn't. I then popped into the Passenger board in my home system, where I had some allied factions and should have been a very good place for picking up contracts.

The first thing I noticed was that I most certainly not going bus driving, taxi driving maybe, but not bus. The passenger capacity of the Dolphin is so poor that even with the friendliest planetary factions I registered far more "requirements not met" than I did jobs open to me. Of those that I could take I was looking at taking a lady and her friend on a sight-seeing mission, maybe a couple of hundred light years. The rest were out of my league (a wanted criminal 35,000 light years). Jobs like taking the lady and friend round a couple of beacons in a Dolphin take me a couple of real time hours and pay < CR2M.

Then you don't have too go far in a Dolphin to understand its second big flaw; not only is it very limited in the number pf passengers it can carry but drinks petrol. Yesterday I had to do a 280Ly trip home from a sightseeing beacon. I needed 3 refueling stops. No big deal, just aggravation finding systems with petrol stations (because the route calculator built in assumes you want to faff about sucking fuel).

So I can drive a taxi with poor returns and one eye always on the fuel gauge, or I can look for a ship with a better fit to the task I have in hand. A T6 might do very well, except for the role playing aspect (it is a flying brick, no tourist would set foot inside it). Aside from the T6 how do you feel about using the Krait Phantom?

The Phantom seems to tick all the boxes, it has a big enough capacity, 3 class 5 spaces, and a reasonable jump range without engineers.

Do you think the Krait Phantom will do as a bus?
 
It didn't suit me. I went this route, intending to use the Phantom as a 'express transport' sort of role. What I call a rumble bus, armed and fast. But having built it I was left unimpressed. here's what I wrote about it at the time, before buying yet another Krait II to perform this role.

" The Krait II is much better suited to the fast express role because of two tiny optional slot differences. The Krait II replaces one of the Phantom's class 5 slots with class 6. And one class 3 slot with class 4. Such a small difference, but the effect on the suitability for these roles is huge. I can now use class 4 shields, which gives me proper shields, which in turn frees one class 5 slot for the role, and another is raised from 5 to 6. In this trim, it carries 192t of cargo, putting it in the Python's class. The Python can carry more, but boom time deliveries are never 200t+ so this build can run the best ones. I can then swap all racks for business class cabins and it seats 52 passengers. There are a lot of transport missions requiring 45 business class seats, and these pay well. So in the end I think it is ideally suited for the intended roles. "

So for me the Krait II was better because I could get enough seats while still having proper protection (as I see it). The Phantom's optional slot arrangement was not ideal, so she became a scientific exploration vessel. Here's the Krait I built to be my rumble bus

Parabellum / Rumble Bus

This ship doubles as my armed merchant cruiser. Swap the cabins for racks and it carries 192t
 
What you need to do is to butter up with the factions. In my Dolphin, I get paid 5M credits to take a lady and her friend 90Ly.
And so does another lady and her friend, to the exact same system. I scan planets en route.
Half an hour later, I'm have an extra 20 MCr.
Take the reputation first, the money will come later. Or change home systems.
 
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@sinisalo, Thanks for your advice. I did originally write off the MKII for my requirement as it seemed just too combat orientated (none of my ships carry guns). So I would be trading space for what I need against capacity for installing that which I don't. However, now you have explained your view I can see that gaining at class 6 and a class 4 slot may well be worth the extra empty weapon bays.

@Cohen, I am allied with numerous factions but, truth to tell, I can make more money bulk-trading in my MKVII than running pax missions. I am not a credit per hour zealot but I do like to make a few quid and not lose out because I can't think fast enough.
 
...without engineers.

Do you think the Krait Phantom will do as a bus?

Not much better or worse than the Dolphin, apart from the larger capacity.
Unengineered long range passenger Dolphin: 25 ly/jump, 150 ly between refuels - but with the large scoop and an A-rated PP, you should be able to safely scoop while jumping, so effectively unlimited range
Unengineered long range passenger Phantom: 27 ly per jump, 188 ly between refuels. Large scoop, but can't (safely) scoop while jumping. Still unlimited range, but effectively slower than the Dolphin.
Dolphin, engineered: 48/284 ly, won't even break a sweat when scooping while charging. Just one example - you can get a few more ly, dependng on which module you sacrifice for the Guardian FSD booster.
Krait, engineered: now we're getting somewhere :). 57 ly per jump, 400 ly on a tank. Still can't scoop while charging, though - but probably won't need to for any in-bubble travel.

edit:
I've set up both ships with minimal shields, assuming that you'll avoid combat. Either ship will be good at that.

edit2:
just noticed I forgot to engineer the Phantom's shields. Gives you an additional 2 ly overall range.
 
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@Ashnak
[Dolphin] "... 25 ly/jump, 150 ly between refuels - but with the large scoop and an A-rated PP,..."

I'm not getting 150ly per tank of petrol from my Dolphin, a long way from it. I'm not sure how to configure the ship so that I do. Upping the size of the fuel scoop will mean a reduction in pax capacity, something that is already a problem.

Perhaps I should go to my trusty T6. It seems to be the best light/middleweight all rounder (save for combat). It seems to have good enough performance for passenger missions and enough space to take a goodly number of pax. It is possible to get bored with flying it though.

A thought occurs if I could use a T6 for pax missions why not the T7? Damn thing is big enough,


@Cohen The Worrier

I could chose to change home system, move in and spend quite a long time advancing to allied status with factions in that and neighbouring systems. It would take a lot of time and effort with no guarantee of a better result. I'm not sure that is a good idea.
 
@Ashnak
[Dolphin] "... 25 ly/jump, 150 ly between refuels - but with the large scoop and an A-rated PP,..."

I'm not getting 150ly per tank of petrol from my Dolphin, a long way from it. I'm not sure how to configure the ship so that I do. Upping the size of the fuel scoop will mean a reduction in pax capacity, something that is already a problem.
...
Did you follow the link to my Dolphin setup? Swapping the Fuel scoop and one of the pax cabins (size4 scoop, size 5 cabin instead of size 5 scoop, size 4 cabin) will gain 10 tons and reduce the overall range to 140 ly.

T7 has the disadvantage that it is a large ship, i.e. it needs a large pad. Ok, that's not quite true - it needs the height of the large hangar. It would fit onto a medium pad, but is a meter or so too high for the hangar. Yes, a lot of people have complained about that over the years.
So, if you contemplate a T-7, you might just as well go for a T-9, Beluga or Anaconda (Corvette, Cutter if you have the rank - the T-9 is at a disadvantage here, as pax modules only go up to size 6).

--

edit: just checked - the unegineered Dolphin would also fly with a 3A power plant, giving you another 1.5 ly overall range.
 
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IMHO the phantom is best as:

1) A fuel rat
2) An explorer
3) A material gatherer

I think at best it would be a mid range passenger ship, but entirely reasonable if you aren't looking to be a bus god.
 
We tend to lump passenger missions together, but there are several types. I think the Phantom would be fine as a sightseer, criminal smuggler or for VIP transport. But for bulk hauling, rescue or stacking missions it just lacks the seats for me.
 
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How many passenger missions are you stacking? I stack two sight seeing trips and make sure they're in the same area, so the job will be finished rather quickly.
There's cargo room for the obligatory consumer tech to make the journey more enjoyable. And if I have to drop someone off, I'll get a scoop there.
So the Dolphin gives you a type 5 passenger cabin, one type 4 and room for a 4D scoop. This gives you quite a bit of flexibility and will allow you to move the occasional rock star in 1st class passenger cabins. You can also move the famous explorer to his destination and get millions of exploration Cr. Slap on a DSS, and you're good to go. And you're laughing all the way to the bank.
Also, the Dolphin makes a fine cargo van. Sure the type 6 is better, but is it that much better? I prefer to limit the number of ships I'm using.
In the second account me and my daughter are playing (actually she does most of the playing), she does not feel any pressure to upgrade from the Dolphin. She has 200 Mcr, and does cargo and passenger missions mostly with only a lightly upgraded FSD.
 
And since the Dolphin was buffed, you can scoop fuel for as long as you like without overheating...
(just stay out of the exclusion ring).

The Orca is also quite good, but the Beluga is a bit too much like a cruise ship - I can't generally find enough paying passengers to make it pay.

The other thing the Dolphin is good at - it's the passenger ship for slipping a wanted person into a station. They generally pay better!
 
My Dear Cohen,
Does the Dolphin really come close to the T6 as a mid range trucker's delight? My T6 hauls 100tons of cargo with all added mod cons (though not a scoop - I do my trucking/trading in the bubble). I am not sure that the Dolphin can get close to that cargo capacity and that still leaves range & view out of the window, in both of which the Dolphin comes off below the line. Yes, I am sure one can make money as a trucker/trader using the Dolphin but then one can do so in a Hauler.

As for the ship neutral process of stacking passenger missions, I tend not to. Partly this is down to role-playing reasons, partly because it is too much faff but mostly because I seldom if ever find more than one contract going to the same area.
 
Krait MkII or Python would get you more passenger cabins. I think the Krait MkII might just win on jump range but Python would win on maximum capacity. But is more expensive. So, you know, you makes your choices!

Most profitable passenger missions are the bog-standard “transport X passengers to Y” ... load up on cabins of the same grade (economy / business / etc) and you can overflow passengers between them and combine passengers from different missions into the same overall cabin space.

Sightseeing missions or VIP transport are a bit more fussy and will insist on being the only people in any give cabin which means (1) you have to have a single cabin big enough and (2) you can’t use any unallocated spaces for other missions.
 
My Dear Cohen,
Does the Dolphin really come close to the T6 as a mid range trucker's delight? My T6 hauls 100tons of cargo with all added mod cons (though not a scoop - I do my trucking/trading in the bubble). I am not sure that the Dolphin can get close to that cargo capacity and that still leaves range & view out of the window, in both of which the Dolphin comes off below the line. Yes, I am sure one can make money as a trucker/trader using the Dolphin but then one can do so in a Hauler.

As for the ship neutral process of stacking passenger missions, I tend not to. Partly this is down to role-playing reasons, partly because it is too much faff but mostly because I seldom if ever find more than one contract going to the same area.

The Dolphin is not a small truck, but it is a big van.
 
I wish I had never got into this bus driving lark.

In search of greater pax capacity and going with the flow on here I bought a Krait MkII. Well, it is OK as far as it goes not sure I'd want to go fighting in it, but it is big enough for my needs and after being A rated it is OK.

I rather hoped for something better than OK and to my mind the first thing the ship needs is a longer jump range. So I decided that it was time I got involved in this engineering stuff. Engineers have been in the game since what 2016? I have avoided them, never engineered anything, never felt the need (I don't do combat). Crikey, what a faff!

I can understand why Malc_Yorks and Para Handy to name but two I know about play "Plastic_Man" rather than "Iron_Man" just to avoid going through the whole engineering process. Honestly, it is worse than the fetch missions in SkyRim. Add to that I have now got to learn how to do this driving on a planet stuff and possibly, from what I read, get involved in mining.

As I say, I wish I had never got involved in bus driving.
 
Did you sign a contract or something? :)

Just stop then, unless you're just having some fun complaining about it.

But if you're serious, go do something else. But even so, I think no matter what you end up doing you'll find yourself in the same 'it would be way better engineered' boat.

What are you doing that requires more jump range? Because bulk and VIP transport missions are short, the only thing I can think of that requires good jump is sightseeing, in which case any ship can do that, as the passenger capacity is not much of an issue with those

You know what I didn't consider? What the jump of an unengineered Krait is loaded down with cabins. Yeah, in that case I get it. May as well go ahead and start engineering that FSD! You'll be happy in the end, I reckon.

I posted the build I use for this in the second post. So I just went and took the engineering off the FSD and it dropped from 36 to 25 with two class 6 and two class 5 cabins (52 business seats). 25 seems plenty to do most transport stuff.
 
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