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Hauling: Difference between revisions

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Blockade runners are Tech 2 haulers. They are the fastest and most agile hauling ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Tackling#Warp disruption fields|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting an '''Interdiction Nullifier'''.
Blockade runners are Tech 2 haulers. They are the fastest and most agile hauling ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Tackling#Warp disruption fields|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting an '''Interdiction Nullifier'''.


They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m{{m3}} of cargo (enough to carry a [[Assembling and repackaging|packaged]] [[cruisers]]) at the cost of reduced agility and/or speed.
They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000{{m3}} of cargo (enough to carry a [[Assembling and repackaging|packaged]] [[cruisers]]) at the cost of reduced agility and/or speed.


=== Deep Space Transports ===
=== Deep Space Transports ===
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=== Other options ===
=== Other options ===
There are situations where a small fast craft is better then a big lumbering beast. These include moving blueprints or other small volume, high value cargo. The best options at this size are nullified travel-fit Interceptors (so-called [[Travel_fits#Fleet_Interceptors|travel-ceptors]]), [[Frigates#Covert Ops|Covert Ops Frigates]], and (for highsec/lowsec) the Hecate with a [[Travel_fits#Hecate|sub-1s align time fit]]. These can provide near-perfect safety if handled correctly.
There are situations where a small fast craft is better than a big lumbering beast. These include moving blueprints or other small volume, high value cargo. The best options at this size are nullified travel-fit Interceptors (so-called [[Travel_fits#Fleet_Interceptors|travel-ceptors]]), [[Frigates#Covert Ops|Covert Ops Frigates]], and (for highsec/lowsec) the Hecate with a [[Travel_fits#Hecate|sub-1s align time fit]]. These can provide near-perfect safety if handled correctly.


As an alternative, a shuttle (all areas of space) or a fast T1 frigate (in highsec and lowsec) will work as well, but they are more susceptible to smartbombing gatecamps. Tactical bookmarks on-grid with gates ("perches") and insta-dock/insta-undock bookmarks can mitigate this risk considerably. (See [[Bookmarks]] for an more in-depth explanation.)
As an alternative, a shuttle (all areas of space) or a fast T1 frigate (in highsec and lowsec) will work as well, but they are more susceptible to smartbombing gatecamps. Tactical bookmarks on-grid with gates ("perches") and insta-dock/insta-undock bookmarks can mitigate this risk considerably. (See [[Bookmark]] for an more in-depth explanation.)


The {{sh|Sunesis}} is a special edition destroyer that is given out to all Omega pilots once a year. Various fitting options exist, with a sub-2s fit able to hold 1200 {{m3}} without any expensive faction modules. It is an easily accessible and cheap option for highsec and lowsec and can be used by Alpha players as well.
The {{sh|Sunesis}} is a special edition destroyer that is given out to all Omega pilots once a year. Various fitting options exist, with a sub-2s fit able to hold 1200{{m3}} without any expensive faction modules. It is an easily accessible and cheap option for highsec and lowsec and can be used by Alpha players as well.


A {{sh|Victorieux Luxury Yacht}} can warp cloaked, ignores nullsec bubbles if fitted with an interdiction nullifier, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo.
A {{sh|Victorieux Luxury Yacht}} can warp cloaked, ignores nullsec bubbles if fitted with an interdiction nullifier, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo.
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* Cargo with near-negligible volume: Interceptor or Cov-Ops Frigate (anywhere), sub-1s Hecate (highsec/lowsec)
* Cargo with near-negligible volume: Interceptor or Cov-Ops Frigate (anywhere), sub-1s Hecate (highsec/lowsec)
* Up to 1,200 {{m3}} in highsec/lowsec: sub-2s Sunesis
* Up to 1,200{{m3}} in highsec/lowsec: sub-2s Sunesis
* Up to 10,000 {{m3}} (packaged cruiser size) anywhere: Blockade Runner
* Up to 10,000{{m3}} (packaged cruiser size) anywhere: Blockade Runner
* Low-value cargo up to 15,000 {{m3}} (packaged battlecruiser size) anywhere: Fast T1 Hauler
* Low-value cargo up to 15,000{{m3}} (packaged battlecruiser size) anywhere: Fast T1 Hauler
* Low-value cargo up to 30,000 {{m3}} (two packaged battlecruisers size) in highsec: Bulk T1 Hauler, specialised T1 Haulers
* Low-value cargo up to 30,000{{m3}} (two packaged battlecruisers size) in highsec: Bulk T1 Hauler, specialised T1 Haulers
* Medium-value cargo up to 60,000 {{m3}} (packaged battleship size): Deep Space Transport (anywhere) (if Jump Freighter is not [yet] an option), Orca (highsec)
* Medium-value cargo up to 60,000{{m3}} (packaged battleship size): Deep Space Transport (anywhere) (if Jump Freighter is not [yet] an option), Orca (highsec)
* High-value cargo beyond 10,000 {{m3}} in highsec: Blockade Runner doing several trips (even if you may get the job done faster with a DST, getting it there slowly is better than not getting it there at all due to being ganked)
* High-value cargo beyond 10,000{{m3}} in highsec: Blockade Runner doing several trips (even if you may get the job done faster with a DST, getting it there slowly is better than not getting it there at all due to being ganked)
* Huge cargo above ~60k {{m3}} and below ~300k {{m3}} anywhere: Jump Freighter (aligns faster than a Freighter and has more tank)
* Huge cargo above ~60k{{m3}} and below ~300k{{m3}} anywhere: Jump Freighter (aligns faster than a Freighter and has more tank)
* Huge cargo above ~300k {{m3}} anywhere: Freighter (requires escort in low and null, is easily caught by bubbles/gatecamps), Jump Freighter doing several trips
* Huge cargo above ~300k{{m3}} anywhere: Freighter (requires escort in low and null, is easily caught by bubbles/gatecamps), Jump Freighter doing several trips


==== Comparison table for cargo ships ====
==== Comparison table for cargo ships ====
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|[[Nereus]]||T1||Gallente||2700||130||0.78||4.5||960||1050||2600
|[[Nereus]]||T1||Gallente||2700||130||0.78||4.5||960||1050||2600
|-
|-
|[[Kryos]]||T1||Gallente||550||120||0.92||3||600||700||970||43000 minerals
|[[Kryos]]||T1||Gallente||550||120||0.92||3||600||700||970||50000 minerals + 30000 ice
|-
|-
|[[Epithal]]||T1||Gallente||550||120||0.9||3||580||740||1000||45000 comodities
|[[Epithal]]||T1||Gallente||550||120||0.9||3||580||740||1000||45000 comodities
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=== Fitting an appropriate tank for highsec hauling ===
=== Fitting an appropriate tank for highsec hauling ===
The more EHP that you have, the harder it is for the attacker to blow up your ship and steal your stuff. The calculations regarding how many ships a ganker will need to use (and lose to CONCORD) to successfully destroy your ship compared to how much value the dropped cargo will likely be are a deciding factor in most highsec ganks.
The more EHP that you have, the harder it is for the attacker to blow up your ship and steal your stuff. The calculations regarding how many ships a ganker will need to use (and lose to CONCORD) to successfully destroy your ship compared to how much value the dropped cargo will likely be are a deciding factor in most highsec ganks. Considering that a cheap T1 gank ship like the {{sh|Catalyst}} can cost as little as 2m ISK fully fitted, a common rule of thumb is to limit the value of the carried cargo plus the modules (but not rigs) fitted to the ship to less than 3000 ISK per EHP (3 million ISK per 1k EHP).


There are several types of [[Tanking|tanking]]: buffer tanking, (shield) passive tanking and active tanking. For movements within highsec, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attackers. Some buffer tanks are entirely passive (no active modules), while others include active resistance modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this more convenient. Still, relying on active modules for a significant part of your overall EHP carries with it the risk that you forget to actually turn them on in the heat of the moment.
There are several types of [[Tanking|tanking]]: buffer tanking, (shield) passive tanking and active tanking. For movements within highsec, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attackers. Some buffer tanks are entirely passive (no active modules), while others include active resistance modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this more convenient. Still, relying on active modules for a significant part of your overall EHP carries with it the risk that you forget to turn them on in the heat of the moment.


T1 haulers ships are most often shield tanked to allow the low slots to be used for Expanded Cargohold modules. You will want to fit as many medium/large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EM/thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules (Kinetic Shield Amplifiers in case of a fit designed specifically against the common hybrid turret Catalysts used in ganking). In cases where you need more EHP and can sacrifice cargo space, consider adding a Damage Control Unit II module, Reinforced Bulkheads, or armor resist modules. A poorly fit T1 hauler will only have 4k to 6k EHP, a well fit T1 hauler can have 10k to 20k EHP without sacrificing too much cargo space.
T1 haulers ships are most often shield tanked to allow the low slots to be used for Expanded Cargohold modules. You will want to fit as many medium/large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EM/thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules (Kinetic Shield Amplifiers in case of a fit designed specifically against the common hybrid turret Catalysts used in ganking). In cases where you need more EHP and can sacrifice cargo space, consider adding a Damage Control Unit II module, Reinforced Bulkheads, or armor resist modules. A poorly fit T1 hauler will only have 4k to 6k EHP, a well fit T1 hauler can have 10k to 20k EHP without sacrificing too much cargo space.
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Shield tanking skills are key for the above, followed by the ability to use a Damage Control II and Multispectrum Shield Hardener II. After that, armor tanking can be considered, but that takes away cargo space quickly as you use up low slots with armor plates/hardeners instead of Expanded Cargohold modules. Note that Tech 2 Deep Space Transports and specialized Gallente haulers like the {{sh|Miasmos}}, {{sh|Epithal}} or {{sh|Kryos}} are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking, agility, or warp speed low slot modules, making armour tanked Deep Space Transports like the {{sh|Impel}} a common sight.
Shield tanking skills are key for the above, followed by the ability to use a Damage Control II and Multispectrum Shield Hardener II. After that, armor tanking can be considered, but that takes away cargo space quickly as you use up low slots with armor plates/hardeners instead of Expanded Cargohold modules. Note that Tech 2 Deep Space Transports and specialized Gallente haulers like the {{sh|Miasmos}}, {{sh|Epithal}} or {{sh|Kryos}} are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking, agility, or warp speed low slot modules, making armour tanked Deep Space Transports like the {{sh|Impel}} a common sight.


For Orcas, the standard fit is a Damage Control II and Reinforced Bulkhead II in the low slots and three Large Transverse Bulkhead II rigs. This takes your ship from about 150k EHP up to about 420k EHP. The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k even at low shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold. You should train Hull Upgrades IV and Mechanics IV (or better V) before undocking. Being able to use a Damage Control II gives a really nice EHP boost, and since you are almost fully hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a Inherent Implants 'Noble' MC (Slot 8) which increases hull HP by anything from 1% up to 6%.
For Orcas, the standard fit is a Damage Control II and Reinforced Bulkhead II in the low slots and three Large Transverse Bulkhead II rigs. This takes your ship from about 150k EHP up to about 420k EHP. The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k even at low shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold. You should train Hull Upgrades IV and Mechanics IV (or better V) before undocking. Being able to use a Damage Control II gives a nice EHP boost, and since you are almost fully hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a Inherent Implants 'Noble' MC (Slot 8) which increases hull HP by anything from 1% up to 6%.


Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, Nanofiber Internal Structures, Inertia Stabilizers, Reinforced Bulkheads, warp speed modules, and (in the case of Jump Freighters) fuel-use reducing modules. How you fit a Freighter for highsec hauling will depend on the size of the cargo: it is strongly recommended to fit Reinforced Bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially. For Jump Freighters, the appropriate fit is highly dependent on which part of a typical hauling journey you are in. Pilots for both Freighters and Jump Freighters will almost always carry a full set of modules for refitting to another setup in their cargohold.
Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, Nanofiber Internal Structures, Inertia Stabilizers, Reinforced Bulkheads, warp speed modules, and (in the case of Jump Freighters) fuel-use reducing modules. How you fit a Freighter for highsec hauling will depend on the size of the cargo: it is strongly recommended to fit Reinforced Bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially. For Jump Freighters, the appropriate fit is highly dependent on which part of a typical hauling journey you are in. Pilots for both Freighters and Jump Freighters will almost always carry a full set of modules for refitting to another setup in their cargohold.
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* Don't haul expensive cargo in a flimsy ship
* Don't haul expensive cargo in a flimsy ship
* Know your route, and know the most dangerous ganking spots
* Know your route, and know the most dangerous ganking spots
* Use [[Bookmarks#Common bookmark uses|undock bookmarks]] at busy stations
* Use [[Bookmark#Common uses|undock bookmarks]] at busy stations
* Consider using a contractor
* Consider using a contractor
* Other tips and tricks
* Other tips and tricks
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==== Use the right ship & fit your ship well ====
==== Use the right ship & fit your ship well ====
Use the information in the other sections to make an informed decision on which ship to use, and what an appropriate fit for the intended journey is. Many ganks happen because a player is using an under-tanked or inappropriate ship for the job or has not considered the dangers along the route and at the destination. Remember: Both using evasion and actually fitting a tank to your ship counts as "tanking". Don't be tempted to haul expensive faction BPCs to a trade hub in a bulk T1 Hauler because you're already in that ship anyway to pick up Tritanium for your other industry jobs, do a separate trip for those in a fast-align ship.
Use the information in the other sections to make an informed decision on which ship to use, and what an appropriate fit for the intended journey is. Many ganks happen because a player is using an under-tanked or inappropriate ship for the job or has not considered the dangers along the route and at the destination. Remember: Both using evasion and fitting a tank to your ship counts as "tanking". Don't be tempted to haul expensive faction BPCs to a trade hub in a bulk T1 Hauler because you're already in that ship anyway to pick up Tritanium for your other industry jobs, do a separate trip for those in a fast-align ship.


==== Expensive cargo ====
==== Expensive cargo ====
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With the commonly used 3M ISK per 1k EHP guideline, if your ship has 8k EHP, you should not be carrying more than 24M ISK worth of cargo and fit modules per trip. The more that you exceed that ISK/EHP value, the more likely you are to get ganked. However, you can often get away with 4M-6M ISK per 1k EHP if you know your route, do not auto-pilot, and know the key risk factors.
With the commonly used 3M ISK per 1k EHP guideline, if your ship has 8k EHP, you should not be carrying more than 24M ISK worth of cargo and fit modules per trip. The more that you exceed that ISK/EHP value, the more likely you are to get ganked. However, you can often get away with 4M-6M ISK per 1k EHP if you know your route, do not auto-pilot, and know the key risk factors.


Another alternative is the 50 million ISK maximum collateral for T1 haulers used by several hauling corporations. They will haul cargo up to 50,000,000 ISK and 17,000 {{m3}} in size using T1 haulers. This gives an indication of what they consider to be safe for high sec hauling in that type of ship.
Another alternative is the 50 million ISK maximum collateral for T1 haulers used by several hauling corporations. They will haul cargo up to 50,000,000 ISK and 17,000{{m3}} in size using T1 haulers. This indicates what they consider to be safe for high sec hauling in that type of ship.


Key risk factors (which raise/lower the ISK/EHP calculation):
Key risk factors (which raise/lower the ISK/EHP calculation):
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==== Instant dock/undock bookmarks ====
==== Instant dock/undock bookmarks ====
Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 24x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an [[Bookmarks#Common bookmark uses|instaundock bookmark]] ahead of time.
Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 24x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an [[Bookmark#Common uses|instaundock bookmark]] ahead of time.


A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you. They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters.
A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you. They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters.
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==== Use a contractor ====
==== Use a contractor ====
The large hauling corporations all use contractor alts to assure op-sec. Essentially this means that one character accepts the contract, then sub-contracts it to the actual hauler, who carries the package, then contracts it back the contractor who then completes the contract. This means that:
The large hauling corporations all use contractor alts to assure op-sec. Essentially this means that one character accepts the contract, then sub-contracts it to the actual hauler, who carries the package, and then contracts it back the contractor who then completes the contract. This means that:
* Without scanning every ship, no-one (neither the contract's originator nor anyone watching the contract system) can tell which Character is hauling the package - making ganking a specific contract more difficult
* Without scanning every ship, no-one (neither the contract's originator nor anyone watching the contract system) can tell which Character is hauling the package - making ganking a specific contract more difficult
* As the identity (and corporation) of the actual hauler is not known, wardecs are less effective
* As the identity (and corporation) of the actual hauler is not known, wardecs are less effective
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A courier hauler can make a lot of ISK, but it's not without risk. Ganking is one problem, contract scams are another. It's always a good idea to check the contract history of an unknown contractor before accepting anything. This information can be found by opening the 'info' window of a player, clicking the three lines in the top left corner, and selecting 'Show Contracts'.
A courier hauler can make a lot of ISK, but it's not without risk. Ganking is one problem, contract scams are another. It's always a good idea to check the contract history of an unknown contractor before accepting anything. This information can be found by opening the 'info' window of a player, clicking the three lines in the top left corner, and selecting 'Show Contracts'.


If you do not have docking permissions at the player-owned structure you are delivering to be aware that you can still make the delivery. You can warp to the structure, right-click and open a "transfer" window to move cargo from your ship to your item hanger in the dock-blocked structure. Before this transfer option was added a common scam was disabling docking permission after contract acceptance.
If you do not have docking permissions at the player-owned structure you are delivering to be aware that you can still make the delivery. You can warp to the structure, right-click and open a "transfer" window to move cargo from your ship to your item hangar in the dock-blocked structure. Before this transfer option was added a common scam was disabling docking permission after contract acceptance.


Another type of scam contract that appears less suspicious at a first glance involves a valuable package and overpriced collateral. These contracts are designed to make the hauler a tempting target for random gankers so the contractor can cash in on the overpriced collateral. They can be spotted by a contract history of sending the same package (same size) back and forth between two systems along a dangerous route. It could for example be between Amarr and Dodixie, which will take the hauler through both Niarja and Uedama which are both infamous for the amount of high-sec ganking going on there. For more information on scams involving courier contracts, see the page on [[Scams in EVE Online#Contract Scams|scams in EVE]].
Another type of scam contract that appears less suspicious at a first glance involves a valuable package and overpriced collateral. These contracts are designed to make the hauler a tempting target for random gankers so the contractor can cash in on the overpriced collateral. They can be spotted by a contract history of sending the same package (same size) back and forth between two systems along a dangerous route. It could for example be between Amarr and Dodixie, which will take the hauler through both Niarja and Uedama which are both infamous for the amount of high-sec ganking going on there. For more information on scams involving courier contracts, see the page on [[Scams in EVE Online#Contract Scams|scams in EVE]].
The in-game [https://forums-archive.eveonline.com/message/6362325#post6362325 "Haulers Channel"] provides a friendly community of haulers, feed of well-paid contracts around the trade hubs, and gank-intel. The channel is moderated by a prolific trader in Jita and is open to everyone.


=== Mining assistance ===
=== Mining assistance ===
If you're using your hauler in a mining operation (without an Orca), consider fitting a tractor beam to bring cans to you faster, as well as a salvager to make something of the inevitable rat wrecks. In addition, putting out a Mobile Tractor Unit can make it easy to pick up cans from other miners and then haul them to station (''Make sure to have your drones on passive!''). You could also fit a mining laser, but even a good one with pilot skills won't be getting much more than 100 {{m3}} per minute.
If you're using your hauler in a mining operation (without an Orca), consider fitting a tractor beam to bring cans to you faster, as well as a salvager to make something of the inevitable rat wrecks. In addition, putting out a Mobile Tractor Unit can make it easy to pick up cans from other miners and then haul them to station (''Make sure to have your drones on passive!''). You could also fit a mining laser, but even a good one with pilot skills won't be getting much more than 100{{m3}} per minute.


=== Other ===
=== Other ===