Owen Levanth wrote:Holy ****, according to your numbers the last ship my industry-alt sold took either 250 hours to complete, or there are more then just the two T2-ships you found. Since it didn't take me 250 hours, I must be lucky.

As an aside, counting ISK per hour in industry doesn't make much sense, since you end up with a lot of time spend waiting for build times to finish, which would make even high profits look small if you take all the time into account. The important point is however, you don't have to be logged in to make your worker crews work. They do the work even if you're offline. With contracts to let other people do the hauling you could pull your actual time so far down you get something like 50 million ISK per hour on your average HAC. If you spend 1-2 hours hauling **** around yourself, I guess the "ISK per hour" would shrink to 25 - 16,667 million ISK per hour.
Now I really want to know how you calculated a so ridiculous low profit. Did you use decryptors giving you -5 ME BPCs as a calculation base or something?
I assure you I've ran an extensive test of the market in the main trade hubs to be assured of the conclusion, literally every ship checked without decryptors and with each decryptor. Furthermore I used the same database I use to track my usual products so the system is extensively bug tested. The of all the ships tested below are the potential iph values above 200,000 iph (names are redacted for the benefit of anyone that has done the market research and to not spoil the little isk they are making).
(Redacted Name) = 540,000 iph
(Redacted Name) = 230,000 iph
(Redacted Name) = 562,000 iph
(Redacted Name) = 241,000 iph
(Redacted Name) = 263,000 iph
If I'm getting this wrong I would love to know but I'm pretty sure this is correct. If you would care to message me in game with this valuable t2 ship that is being produced at a profit I would gladly verify its profitability and trade you market research on a more profitable item.
You aren't grasping the concept of isk per hour though, industry is the most practical profession to measure isk per hour. You're manufacturing slots have an inherit value, you can only have a maximum of 10 per character, therefore generally meaning each slot is worth about 70million per month or approx 70pence (the price of a plex divided by 10). You want to ensure you're getting the most value out of those slots.
Sure when the manufacturing times are weird you may not get the full value, i.e. the slot may be completed for 10hours before you log in to get it, subsequently the value of items such as drones which require a log in every 3 hours may result in the same profit as a t1 cruiser which takes days . But nevertheless iph is the correct way of calculating the profitability of manufacturing so long as you factor in the practicality of renewing your jobs, so picking items that fit your availability.
Your points about time logged in and hauling are unrelated, my industry time is fairly stream lined so i measure my effectiveness ingame time by other means; if you're measuring you're effectiveness as a manufacturer you use iph and minus hauling costs from the item values. Likewise if you're trying to trade in outer regions you need to split you're activities between 'the manufacturer' who produces an item that increases in value instantly and 'trader' who uses supply and demand to increase value.