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Showing posts from 2019

Olisar Saturated with Diamond, Amid Loses We Press Forward

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The Diamond market is almost completely saturated at the Port Olisar, we'll need to pivot in order to stay profitable. I'm running into sell limits when trying to sell off Diamond at Port Olisar.  Titanium on the other hand remains to sell instantly but the low supply at Tram & Myers combined with the price increase make it unsustainable. The best case for our route from Tram & Myers to Olisar is to mix commodities, between Laranite, Titanium, Diamond, and even corundum. Players will have to jump to each of the 4 Struts at Port Olisar in order to sell of a cat load of Diamond. Add Grim Hex into the loop too. Delemar and Huston are the alternatives. Delamar and the CBD are almost better sell points now. Just to test the profit per time, I did a load of Diamond from tram & Myers to Lorville's CBD on Hurston. This was with the stock quantum drive in the caterpillar, I timed it and it took 20 minutes to go from Tram to the CBD sell kiosk. It's twice the ti

3.8.0 Miner’s Guide

I recently received a tip for mining so I thought I’d put it into a brief guide. Mining in the Hidden Asteroid field There is an unmarked asteroid field between the orbits of Crusader and Delamar. To find it, Plot a course from HUR-L3 and to ARC-L3. Cut the jump at 9.8 million kilometers, by holding B to disengage quantum. Borase seems to be the highest value mineral available in the field, find rocks that contain it and break them down, selecting the highest percentages. Multi-crew Mole Mining With a crew of 3 to 5 players and 2 or more moles you can rotate out the moles to always keep one on location. Head to the location with two moles. Use both ships to increase your scanning range. After finding a high value rock, have your crew jump on one of the moles to mine it. When the mole is full, send one crew member back to sell at the refiner. The rest of the crew hops on the second mole and keeps mining. By the time the runner gets back it may already be full, in that case,

3.8 Caterpillars Cargo Guide to One Million Credits

With new traders in the verse I wanted to provide a brief guide on how to get to a million credits. I designed this guide for those players starting with zero credits and a Drake Caterpillar. If you don’t have a Caterpillar, send me a message and I’ll help you get one in game or you can team up with me or my haulers. The most effective tactic available is to team up with biggest haulers in the verse and make sure they keep hauling.  Trading Resource: Gallog.co 0 UEC - Delivery Missions 7,800 to 44,625 profit/hour. First, you’ll need to earn some credits to invest in cargo. There are many great ways to do this in the verse around missions, but as this is a cargo guide I’ll recommend delivery missions. These are simple box delivery missions where you’ll pick up a box from a location and deliver it to another location. You can pick missions that just are right around crusader or do longer range missions that go clear across the verse. This is a great way to get started hauling as it’s zer

3.8.0 Cargo Hauling!

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Star Citizen's latest patch is live, 3.8.0, and like every new patch we're avoiding all the new planets to haul cargo. The patch went live Saturday so I was able to kick off the cargo hauling. We had a huge show of force on the first day so thanks to everyone who teamed up with us. The first thing on everyone's mind was that they didn't start with an extra 5000 credits, which meant that quite a few players were starting out with zero credits. This is not a bug either, up to this point players were given an extra 5000 credits, and this was later confirmed by the developers. Cargo hauling started out with a bang as I quickly found out that you can't jump through moons, even if you the computer says it's unobstructed, and you have a clear line of sight. As always I blame Drake Interplanetary, but at this point I know better. Rich Banks and SQ took the lead as being the first caterpillar to one million credits, starting from zero on Saturday too. Th

Let's Prepare for 3.8

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Traders, I'm thinking that 3.8 is going to bring big waves to Commerce and Trading. I think we've got to step up our game to be the first to find the best routes in 3.8. With that, let's report any routes here that you think are the best, we'll verify each other's routes by running them and then calculate them based on profit per hour. That's the profit we can earn in an hour of game-play. Up to this point we've proven that the best routes must have these factors: 1. Commodities with the highest profit per unit 2. High supply and demand (enough to fill the largest ships multiple times and repeat, evergreen commodities, or high refresh rates) 3. The shortest route time. With the introduction of new orbital space stations around planets, Port Olisar could be replaced by runs that are just as quick but offer more profit. For example, we could buy diamond cheaper, while still selling it for the same price, and holding the same 10 minute run time. We could

Timbur's Log 22 Nov 2949

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A year ago we set out to be the most profitable traders in the verse. Our vision was to work together as a coordinated crew. We wanted to see if maybe working together we might be able to turn a better profit. Today sets a milestone, as we've demonstrated a fleet of ships working together can turn an enormous profit while keeping every player in an active, immersive role. Today we made over 1.7 million in profit in just two hours. For the record that's 1,778,564 in 2 hours and 10 minutes. All the while players were actively attacking our routes, various bugs caused setbacks, and crashes and disconnections occurred. Yet we still managed to earn over 13,681 credits every minute. Take a look at the numbers. You'll have to excuse the run numbers aren't correct as I was too involved to keep active track of the profits per run, but this nice curve shows an almost exponential growth pattern. That might not be the cause in reality, but as we continue to add caterpilla

Drake Caterpillar bought in Star Citizen aUEC

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Our hard work pays off as we purchase a brand new, slightly used Drake Caterpillar at Teach's ship shop Levski, Delamar. Click here if the video doesn't appear.  It's official, we've added a second caterpillar to my account. Now, before you call me more greedy, I want to get it on the record that I would have given it to another player had anyone else shown up to haul cargo, but seeing we didn't have any interested parties the next best thing was to add it to the fleet. Let's review our progress this patch: 1. A freelancer Max for Selwyn. November 4 2949 2. A Cutlass Black for SQ. November 5, 2949 3. Drake Caterpillar for the fleet. November 21, 2949 With this the fun really begins, so check this blog next time to see our progress. I'll see you in the verse.  -- Watch live at https://www.twitch.tv/timburgm

Record Breaking Numbers!

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Timbur's Log 20 Nov 2949: Record Breaking Numbers Today we pulled out the A team to test put this new cargo hauling tactic to the test. It turns we might just be able to beat the age old limit of 10,000 credits a minute. Recall back to the days of JumpTown the theoretical maximum you could make with Widow was selling 2000 units every two minutes earning 10,000 credits a minute. Now, that never really worked about between travel times, server lag, crashes ect, so when it came down to the actual numbers it came out to around 4,000 credits a minute earning 10 credits of profit per unit. Fast forward to today, commodities have drastically changed, WiDow and other drugs are next to worthless because there just isn't the demand for them. Sure you can make a few credits in small amounts, but the real profit is in large, consistent cargo runs. Laranite is now the most profitable commodity in the verse, with the potential to earn 300,000 credits with a Caterpillar. Factor in t

Timbur's Log 19 Nov 2949

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Teaming up with SQ, Selwyn and Rich_Banks, we wanted to test scaling up our cargo operations to see if flying a command ship, plus multiple cargo ships would result in a faster profit per minute. The theory comes from the long transit times running to and from the buy and sell console. If we give this job to only ONE ship owner, could we spawn multiple cargo vessels while still sharing the same minimum time running from ship to console? The ideal run would have the command ship arriving before the cargo vessels to buy and sell at the trade console the second the cargo ship arrives. An added advantage is that multiple cargo ships could also be added to the route to multiply the profit of the run. Factor in the high supply and demand for some commodities, we can push them to their limits with this method. An example how having a lead ship could double profits and shorten loop time The standard method of hauling cargo is by having two players on one caterpillar. The Owner and the
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Timbur's Log, 18 November 2949, Pure profit today! I teamed up with SQ today and we crunched those numbers. Initially trying laranite at Arial showed low profits, so switiching to Port Olisar proved that the run from Tram & Myers is the best route in the verse. Don't believe me? Just look at the numbers, we were cranking out 8,000 credits a minute. Nova_Skye also popped in to run some escort. We talked about getting together a few more escorts to see if we could get an active group together. I believe there is some pretty good game play in tracking down bounties, both ai and players, as well as running combat assistance missions. The theory is if we could get enough escort fighters in game we could potentially have some guys on call if any traders run into problems. Selwyn_Lindquist has also been having some great success in his Freelancer Max. Nice work! After discovering an abandoned Retaliator Bomber near Tram & Myers we found that the attritions on t

Pirate Reports!

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Timbur's Log November 11, 2949 This just in, it looks like there was a successful pirate attack that likely occurred at Tram & Myers. The suspects waited at the outpost thirty to forty minutes for a Drake Caterpillar Pirate to show up. They shot and killed the owner, when attempts to ransom the ship provided futile. Then after breaking into the Caterpillar they flew to Daymar to blew it up and loaded the 251 boxes into a freelancer Max to sold at Private Property on Cellin. Other reports are saying that this pirate group was actually hired by local cargo haulers looking to eliminate competition. A link to Leevah90's article can be found here.   Remains of the Caterpillar shot by Leevah90 On the subject of Pirates and Griefers I have a story of my own. Upon returning to Port Olisar with a load of Diamond I spotted a suspicious 890 Jump just parked outside the pads. It was no surprise then, that just a few seconds later that my freighter full of precious cargo explode

Throwback Thursday; Daily Reports 2949

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Timbur's Report, 1/29/19. Successfully did a cargo run in the Starfarer from Jumptown to Levski. A client crash caused the ship to get stuck in atmo near orbit. After several attempts we were able to recover both the titan and Starfarer. My daily ending balance is 2,065,700. This is a good reminder to always have a friend on the ship. _______________________________________________________________________________________________________________________ [TNAC-C2] TheBookshelvian01/29/2019 TheBookshelvian's daily report (29/01/19): I had quite a few successful JT runs in my Freelancer MAX, then decided I was going to fill up all my ships (Freelancer MAX, MIS, DUR, Cutlass Black and Starfarer) with Widow and then sell it all at once. My ending daily balance is 2,008,231 aUEC _______________________________________________________________________________________________________________________ [TNAC-C1] Timbur01/30/2019 Timbur's Report, 1/30/19. I teamed up with Rich