Most profitable trade route

So:

Spent 3 hrs grinding tonight and I've made about 200 million, which is more than I've ever made in one night before so I should be happy, but the Cutter doesn't carry enough even at 792 tonnes

Mathematically, I need to do this every night for just over two weeks to be able to afford a carrier

I need a panther clipper
I'm planning on having a big sale on mined goodies.
So if you want you could make some mad profits (and possibly have the financing for FC afterwards) in a few weeks time; when FC cargo is max.
Pm me if you are interested.
 
It isn't really related but I recently brought a new alt to the area I originally (original account) made a lot of money whilst ranking up. Now it seems all the cargo hauling missions are to destinations well over a hundred ly distant. What on earth (or in space) can this possibly be justified by? I mean, come on, there is virtually nothing that can't be sourced from markets within a radius of a few tens of ly so why order 196t of stuff from a station 180ly away?

I think the people that wrote these are extracting the urine.
There's a known phenomenon where, after the Thursday tick... stations spawn a bunch of these missions. Nobody knows why, and it's only for up to about an hour after the tick.

I've written about these on a mission rev- enging post a while back, but getting into the weeds of potentially why gets off topic fast.

Suffice to say I think these are meant to be an available mission type on the regular, but something is glitchy with them, and only a fixed amount (rather than a recurring amount) will spawn.
 
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I'm planning on having a big sale on mined goodies.
So if you want you could make some mad profits (and possibly have the financing for FC afterwards) in a few weeks time; when FC cargo is max.
Pm me if you are interested.
when you've a carrier stuffed to the gills with VOs and LTDs it's such a pain to have to offload them one T9-load at a time ;) :p :D
 
My "best routes" are not ones that you can find on inara or other websites..

This is because they are not A-B round trips.

Players who are comfortable with moderately complicated command line software (and Python programmers interested in building a better trading web site) might want to check out Trade Dangerous for this sort of thing. It's pretty powerful once you get the hang of it.

 
There's a known phenomenon where, after the Thursday tick... stations spawn a bunch of these missions. Nobody knows why, and it's only for up to about an hour after the tick.

I've written about these on a mission rev- enging post a while back, but getting into the weeds of potentially why gets off topic fast.

Suffice to say I think these are meant to be an available mission type on the regular, but something is glitchy with them, and only a fixed amount (rather than a recurring amount) will spawn.
That was fixed a long while back and they now appear regularly. Check out the thread here:
Hi there,

Absolutely works the way I say it does... But I have run a test thorughout today and there does indeed appear to be a subtle bug causing the remote system collections (yellow and orange) to ocassionally get stuck in a persistent unready state that looks like it can build up over time and result in the issue you and others have mentioned where longer distance missions are more prevalent immediately after reboot and fade away over time.

For completeness, here's what I said about how these work:

In Beyond:
When generating a mission, the systems the template is allowed to consider are :-
  • 12ly centred around Colonia system (always, in case this is a super long range mission - pale green in top left of image)
  • 20ly around the system we're generating missions for (always - green in image)
  • 12ly randomly selected in-bubble system collection (One of several that we rotate periodically - yellow in image)
This gives us a bit of variety and allows longer range in-bubble missions a target while maintaining that we always have Colonia available for super long range and the immediuate area for normal range missions.

In Odyssey
When generating a mission, the systems the template is allowed to consider are :-
  • 12ly centred around Colonia system (always, in case this is a super long range mission - pale green in top left of image)
  • 20ly around the system we're generating missions for (always - green in image)
  • 20ly randomly selected in-bubble system collection (One of several that we rotate periodically - yellow in image)
  • 20ly in-bubble system collection (Any of our randomly projected collections that overlap with the local area - orange in image)

Thanks,
Dom
 
That was fixed a long while back and they now appear regularly. Check out the thread here:
That's my thread that i mentioned.

I don't recall it functioning any different today compared to how it functioned back then, nor does it say the bug was fixed?

I can check this week i guess, but in recent months I've seen a couple posters mention these missions, and it's always just after the Thursday tick.
 
That was fixed a long while back and they now appear regularly. Check out the thread here:

....

I can check this week i guess, but in recent months I've seen a couple posters mention these missions, and it's always just after the Thursday tick.


I have checked the mission board in every station I have docked at for over a week (not "just after the Thursday tick") and for sure these long-range delivery missions are ubiquitous. 180ly to 350ly just to deliver some stuff? The system is seriously stupid.
 
I have checked the mission board in every station I have docked at for over a week (not "just after the Thursday tick") and for sure these long-range delivery missions are ubiquitous. 180ly to 350ly just to deliver some stuff? The system is seriously stupid.
Interesting.. I've never seen them. But I'm not surprised they're ubiquitous, given how there was never a way to stop the Colonia-bound missions from spamming out mission boards, so they got relegated to Tourism economies.
 
Cubeo missions do seem to work, just using bought stuff rather than mined.

I have not made any big credits yet, I am minus 8Mcr, but I fought a named pirate and was destroyed, so do not take missions with attack victims; P

BB
 
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Cubeo missions do seem to work, just using bought stuff rather than mined.

I have not made any big credits yet, I am minus 8Mcr, but I fort a named pirate and was destroyed, so do not take missions with attack victims;P

BB
You're not supposed to fight any pirates - just run away from them. You need a ship with a boost speed of at least 350m/s. Do not compromise on that, then you will never have problems from pirates. Heatsinks also help a lot. While you're boosting away, drop a heatsink to de-target yourself.

Also, make sure that you buy the stuff in Sarahath, not in the other nearby systems, otherwise you're run will turn into a dodge the pirates mission. Is that what you did?
 
Players who are comfortable with moderately complicated command line software (and Python programmers interested in building a better trading web site) might want to check out Trade Dangerous for this sort of thing. It's pretty powerful once you get the hang of it.

That looks like an interesting piece of code :) I like it :)

Where the algorithms fall down is in plotting loops that are reliably highly profitable on each leg. It's "mathematically harder" to optimise a loop route using an algorithm than it is to plot a profitable open-ended run of several hops. If what you want is a loop you'll find it significantly better to use the information from the plotting tools intelligently. If you've the kind of brain that intuitively solves spatial puzzles it will come together relatively easily with a few queries into the various trade DBs out there.
 
Was coming to this topic to see if there is a way to have ED copilot set a loop route, so far the out route from station is very good. But, with no way to comeback, minus just jumping back and starting again, its only 90% worth it
 
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