Excellent, thanks for the reply.
I haven't really been looking at passenger runs as I have been reluctant to sacrifice those 5t of cargo space, will give it a try though.
I am a beginner myself (above avaerage now
) and calculated this; let's say a trip needs 20 jumps minimum.
If a trip needs 20 jumps those five tons cargo space with simple trading would give me ~20c each for each jump (very rough estimate).
5tons x 20 credits x 20 jumps = 2000 credits.
With a high payment passenger I get up to 20,000 credits for those 20 jumps.
Downside seems to be, I have almost no time left to teach some pilots out there some manners.
And it's more difficult if you are not using OXPs (fuel tank, yah, whatever "helps")
If you're going to start on passenger of cargo contracts the key to making the deadline is to keep your jumps as short as possible.
To clarify a jump of seven light years takes longer than two jumps of 3.5.
Real life time spent in system is actually a fairly minor component of the game clock deadline you need to hit.
It's perfectly possible to take a long haul contract with hours to spare and arrive days ahead of schedule. You'll find that purchasing the advanced navigation array will help with planning a suitable route.
Thank you for clarifying this, I have been wondering.
Docking with docking computer takes 20 minutes too, so if you are really really tight on schedule, dock manually.
(if you do not do so anyway)