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Thats why I'm asking if there are some tricks to make them work better or it is what it is.
Autotrade essentially works on the basis of price differential. Unless their is sufficient margin an autotrader won't go for the deal. So to understand why yours isn't doing anything compare the prices at both the seller and buyer stations.
I am not certain about this but I believe the way the autotrade calculates acceptable margins is not straight forward, i.e. I don't think it's based on flat cash difference alone nor is it purely % margin based, I think it might be some mixture, and then there is the question of distance to add to that. Which means it it's not easy to predict exactly what the necessary margin would be for your autotrader to pick up the deals you're hoping it will pick up, like right now as you watch it.
Again I am not sure, but I also suspect that the same trade algorithm is used for your autotraders, NPC traders and you station traders (which also use the autotrade AI command). If this was the case then it would explain why the algorithm is not simple, and also why it won't necessarily do what you want it to do, because it would be tweaked to support the overall economy in general not just you.
For example, they wouldn't want traders to constantly go for biggest cash margin trade over the shortest distance all the time otherwise a lot of stations might get ignored and have no resources delivered and the economy go into a downward spiral.
In terms of advice, not many of us use standalone autotraders much any more ('cos of scarce 3* pilots) so it's a while since I used them seriously, but I think the best policy is to widen their scope of operations but not too much. In this case I would add some additional ship components to the wares list (you got weapons components, engine parts and so on) and maybe expand the range by a sector or so to catch a few more factories.
This way if the margin is insufficient to trigger the hull plate deals you've set up for there will be another deal in something else that will trigger, and by the time the trader has done those then the hull parts factories will have stocked up and their prices will have fallen thus triggering the previously ignored deals.
Of course you might also want to make sure these hull plate factories are getting enough refined metal etc (you can easily check their stock levels) to stay in continuous production otherwise their stocks will not rise and their prices won't fall. It might mean you need to think about putting the autotrader onto refined metal deals to supply them.
In short, start by tweaking the scope of operations until the trader busts into action and then keep an eye on it to make sure it stays in action, tweaking some more if needs be. But don't look at it too much, however tempting it might be. A watched pot doesn't boil.
You shouldn't have to, what you're trying to do will work. If the yards have zero stock their prices will be maxed. The only reasons why your trader isn't delivering anything is a) the hull plate factories prices are too high, b) there is no sat coverage, or c) you've made some kind of error setting up the trader in the behaviour tab.
What you've done it totally sound in principle and it will work in practice but you've got to look for the glitch. It won't be a bug or anything, the trading system is known to work notwithstanding it's idiosyncracies.
It will try to fill it cargo up with hull parts and sell it off through multiple trades.
Oh well, I'll plop down my own hull factory next to the shipyard, player owned ships seem to be doing better job than npc for some reason.