None. Only battlecruisers, battleships and carriers can use it. JD II requires 3,6m power core, and III and IV require 7m power core, transports have 20k - 400k power cores, that's far below the requirements.
There's only few people that use Bustard for jumptrading, and it's for sole purpose of having fun. Why? Well. Bustard costs 500M. Jump Drive II costs 200M, and you'l need a Survey Module MK III as well, that's extra 350M. It eats 11k of fuel per scan, so you need 2 friends with 5kers to scan the coordinates. And for only 1050M you have your own 1700 cargo jumptrading ship ready! Oh, did I forget to say that each jump consumes 4,5M worth of batteries?
(03-24-2018, 01:47 AM)Dino Wrote: There's only few people that use Bustard for jumptrading, and it's for sole purpose of having fun. Why? Well. Bustard costs 500M. Jump Drive II costs 200M, and you'l need a Survey Module MK III as well, that's extra 350M. It eats 11k of fuel per scan, so you need 2 friends with 5kers to scan the coordinates. And for only 1050M you have your own 1700 cargo jumptrading ship ready! Oh, did I forget to say that each jump consumes 4,5M worth of batteries?
Yeah. I think we're safe.
You mostly said it right, but:
You do not need Hyperspace Survey module MK3, that is an overkill, MK2 will be enough (it needs 600-800 fuel for scan, so you do not need 2 additional players) https://discoverygc.com/wiki/Jump_Device...ey_Modules MK2 takes 600 cargo space, while MK3 takes 400, so there is a difference there.
Plus, you do not really need to have the survey module equipped while trading, although it would be convenient.
That being said, with 1800cargo hold on Bustard, or any other "carrier" it leaves you with around 1100 cargo space (after some weapons, armor upgrade and such have been installed) for the goods you transport. So basically unless you have a profit greater than ~4000 SC per unit... you loose money. If you are jumping alone, that is.
If you equip JD4, that can jump multiple ships, you could jump other Bustards (without survey modules and such, so they will have 1600+ cargo for sure.) that could be almost profitable.
Hyperspace Survey module MK3 gives you coordinates with 25k accuracy, MK II gives you 50k accuracy. It may not sound a lot more, but if you really use them for trading, every second will be valuable for increasing your profit. Having to fly 50k+ after each jump starts being annoying as hell.
There's no need to keep Survey Module equipped, since the coordinates expire every 30 days. As for other equipment, you don't need anything except a shield ( maybe not even that, if you rep your ship nicely ), so you'l have 1700 (or 1800) cargo.
JD IV's nice, but only if you fly with friends all of the time. Using it solo is game-breaker, since you have to wait 4x longer to charge your drive. It's more profitable batteries consumption-wise, but it's less profitable credits per minute-wise.