No doubt I'm sick now, but only about as bad as a cold. Pfizer vaccine probably helped.
There is not so much programming nuggets in my PMs to you as trying to convey the extreme bunch of ideas that I'm "throwing into" Cargo Contracts Mod. Taxes, hidden fees, security deposit, "new math", achieving profitability, beating the original formula despite using far more restricted price limits, etc.
The original core game contracts decreases the buying price by as much as 35% and increases the selling price by as much as 17.5%...then a big chunk of that is lost to shipping companies taking their "cut"/share. At long distances, they only take 10% but up close you can be paid as little as 13%!
Even worse, to make cargo contracts harder, the original had a "safety: now multiply the fee by 2 compared with 1.76 contracts prevents exploit discovered by Mad Hollander at"
It's pretty easy for my method to be more profitable than the original if there's only 1 or 2 jumps. But if there's 10 or more jumps and the amount is over 350 (for 35% bonus), it's near-impossible to be as profitable.
The Switeck bio looks good. I'm just a crotchy old rock hermit that's lost his mind jumping through witchspace way too many times...and experienced the madness that comes with it. I've even done 12-14 L.Y. individual hyperspace jumps in earlier versions of Oolite without changing the core game code. Silly, but useless. Misjumping is where the madness sets in...
I still have not formalized the code necessary to find the fastest misjump route. Pretty sure that'd require the use of infinitesimals in Calculus to get the exact answer.