Isn't that determined by the FSD in combination with total mass, rather than the fuel tank?We didn't want cargo bay size to determine the maximum range of a ship.
Isn't that determined by the FSD in combination with total mass, rather than the fuel tank?We didn't want cargo bay size to determine the maximum range of a ship.
Because when you run out you fill up the tank from said canisters. Why would it have to be magical.
We didn't want cargo bay size to determine the maximum range of a ship. Giving fuel to stranded ships is something we have another idea for anyway.
While I gett that, it would be nice to equip extra fuel and ammo bays if you so wanted. Sacrificing internal slots for more fuel/more ammo while, obviously, also aadding weight.
Exactly, hence I don't understand why fuel is seen as a limiting factor. On my next trip I'll take a bigger fuel scoop and a smaller tank. *boggles*
That is exactly the same thing as saying cargo bay size should determine total jump range. You could sacrifice internal slots to carry more racks then stock them full of cargo, thus getting more jump range.
A bigger fuel scoop is a must but I'd suggest sticking with the best fuel tank available because the fuel tank has no mass, only the fuel contained within it has mass. Just aim to half/quarter fill your tank rather than setting a hard limit by buying a smaller tank. This still allows the flexibility to fully refuel when in regions of space that may be sparse when it comes to scoopable stars.![]()
That is exactly the same thing as saying cargo bay size should determine total jump range. You could sacrifice internal slots to carry more racks then stock them full of cargo, thus getting more jump range.
That is exactly the same thing as saying cargo bay size should determine total jump range. You could sacrifice internal slots to carry more racks then stock them full of cargo, thus getting more jump range.
That is exactly the same thing as saying cargo bay size should determine total jump range. You could sacrifice internal slots to carry more racks then stock them full of cargo, thus getting more jump range.
Come to think of it I think one of the ships in star citizen has an autoloader built into it for fast-loading missiles. I'd like to think elite's big, complicated, mostly automated ships could have an autoloader module installed in an internal compartment in order to store extra ammo. It's not nice to run out of bullets and have to back out of a war zone, so at the risk of increasing your ship's rebuy cost slightly and a boot full of ammo's worth of credits, why not? Can't see it hurting anyone unless people regularly get into stalemates that come down to who runs dry first. It's usually who runs out of shield cells first.If I wanted to replace my cargo bay with an "ammo bay" why shouldn't I be able to do that? An ammo bay might have it's own inherent mass (e.g the gear to load/transfer ammo) plus the mass of any ammo you stuff in it.
Exactly, hence I don't understand why fuel is seen as a limiting factor. On my next trip I'll take a bigger fuel scoop and a smaller tank. *boggles*
That is exactly the same thing as saying cargo bay size should determine total jump range. You could sacrifice internal slots to carry more racks then stock them full of cargo, thus getting more jump range.
We didn't want cargo bay size to determine the maximum range of a ship. Giving fuel to stranded ships is something we have another idea for anyway.
That is exactly the same thing as saying cargo bay size should determine total jump range. You could sacrifice internal slots to carry more racks then stock them full of cargo, thus getting more jump range.