elite dangerous transport ships: field notes for steady haulers
You pick contracts, weigh cargo against jump range, and read the small print. Transport feels quiet until it isn't; interdictions and pad sizes turn neat plans into puzzles.
What really counts
Start with intent: bulk, rares, or fussy VIPs. Then tune racks, shields, scoop, and just enough hull. Max cargo seems best; often, reliability earns steadier credits and calmer nerves.
Core picks
- Hauler/Adder: cheap, small pads, forgiving routes.
- Type-6: honest range, easy slots, pays itself.
- Python: medium pads, flexible, stout shields.
- Type-9 Heavy: colossal hold; needs escorts.
- Dolphin/Orca: cool-running passenger craft.
Support that pays for itself
- Reinforced shields without killing space.
- Heat sinks for stars and scans.
- Fuel scoop sized to cadence.
- Collector/repair limpets for messes.
- Grippy thrusters for landings.
A small, real moment
On a late train, your wingmate pings; you hurry home, undock a Type-6, and slip through Baker City's slot before curfew, power generators delivered with five seconds to spare.
Routes, risk, rhythm
Plot lanes that dodge pirate hotspots, mind pad sizes at both ends, and remember Powerplay space changes tone. If interdicted, submit, boost, and wake. Calm repetition turns runs into profit - though a bad instance can still upend everything.
Choose the hull that fits your pattern, back it with support, and you'll move what matters.