fuel storing fuel scoop mod

first off credit where credit is due to trollson for coming up with the initial idea of fuel as cargo here (29th post) :https://forums.frontier.co.uk/showthread.php/475252-fuel-cargo-hybrid-modules/page2

now on with the post

fuel scoops scoop fuel but what if you could engineer them, what if they could store a certain amount of fuel as cargo after they fill the tanks?

well thats the idea here after the fuel scoop finishes filling your tank based on the engineering grade of the fuel storage mod it stores up to a certain amount as cargo on the cargo rack thereafter (this would require a cargo rack installed and sufficient space to store the fuel cans/bags.)

grade 1: up to 16 tons

grade 2: up to 32 tons

grade 3 up to 64 tons

grade 4 up to 96 tons

grade 5 up to 128 tons

filling would go at the same rate as if it were filling the normal tanks to keep this idea nice and simplistic, once its stored as much as that grade allows or you've run out of cargo space to store it in than it shuts off and fuel scoops 0.00/s just as if the tank is full

while in cargo other than being injected back into the tank its the same as any other cargo, it should also be of no interest to pirates and have no monetary value there
 
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So a size 1 fuel scoop engineered to G5 that weighs 0t can magically store twice as much fuel as a size 5 fuel tank... hmm.
 
So a size 1 fuel scoop engineered to G5 that weighs 0t can magically store twice as much fuel as a size 5 fuel tank... hmm.

it would take an eternity but sure if it has a cargo rack, i should have noted that, i will go back and note it
 
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it would take an eternity but sure if it has a cargo rack, i should have noted that, i will go back and note it

So you need to fit a fuel scoop and a cargo rack? Why not just fit a fuel scoop and spare tank? Or better yet, why do you even need another tank/stored fuel if you have a fuel scoop? I've yet to find myself so far from a fuel star I needed a second tank.
 
So you need to fit a fuel scoop and a cargo rack?
yes, both

Why not just fit a fuel scoop and spare tank?
in the thread that had the basis for this idea i wanted more fuel and because limpet controllers require cargo racks i always had to give up one slot and just eat having tons of wasted space

Or better yet, why do you even need another tank/stored fuel if you have a fuel scoop?
you can only scoop types K,G,B,F,O,A,M. thats where range comes into play if you encounter a slew of other star types then you'll be able to keep going longer
this would also allow for the types that just want to jump constantly to get to their destinations to do so for longer.

I've yet to find myself so far from a fuel star I needed a second tank.
then you've never yet hit a field of brown dwarfs :)
 
you can only scoop types K,G,B,F,O,A,M. thats where range comes into play if you encounter a slew of other star types then you'll be able to keep going longer
this would also allow for the types that just want to jump constantly to get to their destinations to do so for longer.


then you've never yet hit a field of brown dwarfs :)

I know, and yes I have, many times. Last night, on a offpath route to WP3 I noticed two BDs in a row, opened GalMap and was headed into a long strech, so I amended my route to enable me to refuel every five jumps.
 
first off credit where credit is due to trollson for coming up with the initial idea of fuel as cargo here (29th post) :https://forums.frontier.co.uk/showthread.php/475252-fuel-cargo-hybrid-modules/page2

now on with the post

fuel scoops scoop fuel but what if you could engineer them, what if they could store a certain amount of fuel as cargo after they fill the tanks?

well thats the idea here after the fuel scoop finishes filling your tank based on the engineering grade of the fuel storage mod it stores up to a certain amount as cargo on the cargo rack thereafter (this would require a cargo rack installed.)

grade 1: up to 16 tons

grade 2: up to 32 tons

grade 3 up to 64 tons

grade 4 up to 96 tons

grade 5 up to 128 tons

filling would go at the same rate as if it were filling the normal tanks to keep this idea nice and simplistic.

while in cargo other than being injected back into the tank its the same as any other cargo, it should also be of no interest to pirates and have no monetary value there

This seems redundant, why not just fit a fuel tank as an optional module? It may be the cargo rack for fuel that you are looking for!
 
I know, and yes I have, many times. Last night, on a offpath route to WP3 I noticed two BDs in a row, opened GalMap and was headed into a long strech, so I amended my route to enable me to refuel every five jumps.

hmm then what if any concerns might you have about this mod?

so far it requires a cargo rack, and doesn't fill any higher a rate than the scoop itself, and it can't magically store more than you have room for(i have ammended the original idea with further details of this)

what if any concerns do you have about this idea?
 

Robert Maynard

Volunteer Moderator
Bear in mind that, if such a modification were to exist, the weight of the additional fuel would probably cripple the jump range of the ship.
 
Bear in mind that, if such a modification were to exist, the weight of the additional fuel would probably cripple the jump range of the ship.

true it would require careful balancing in the build which could be done with sites like coriolis.io and watching and planning off the laden jump range.
 
This seems redundant, why not just fit a fuel tank as an optional module? It may be the cargo rack for fuel that you are looking for!

apologies i mis read your quoted bit thinking you qouted only the g1 bit of the mod, in a select few build configurations you need a cargo rack for limpets but can't free up the space for another fuel tank

given that you don't need to use that much space for limpets, the extra cargo room is just wasted :(
 
ah thats for people who have small racks and don't want to use 100% a starter position if you will.

So you want to store fuel that you cant use? Also you fail to address canisters. It just seems like trying to increase the range on your car by filling the back seat with gas, it doesn't make sense
 
So you want to store fuel that you cant use? Also you fail to address canisters. It just seems like trying to increase the range on your car by filling the back seat with gas, it doesn't make sense

it would inject the fuel back into the tank, it would store in 1 ton increments up to either the full cargo space or the limit based on the grade 1-5 of the mod whichever came first, itd be like storing gas cans in your back seat or the bed of a pickup truck.
 
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This is not actually a new idea, it's exactly how Elite 2 Frontier and First Encounters handled fuel. Internal tank equivalent to the current power plant tank, filled 1t at a time from fuel in cargo, jumps used fuel from cargo directly (in 1t multiples). However, explorers generally don't use additional tanks, because the jump range is worth more to them than the extra jumps. With a ship with good jump range you'd find it hard to run out of fuel before you could get to a scoopable star, and the 'big fill every so often' technique is slower for travelling than filling while waiting for drive cooldown. The big challenge is getting to and from isolated stars. So I'm just not seeing a compelling need for it. I suppose it would introduce the game's least profitable career: scooping hydrogen to sell.
 
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it would inject the fuel back into the tank, it would store in 1 ton increments up to either the full cargo space or the limit based on the grade 1-5 of the mod whichever came first, itd be like storing gas cans in your back seat.

Where do you get the cans?

This just seems like a poor solution to a problem that does not exist
 
it would introduce the game's least profitable career: scooping hydrogen to sell.

thats why i wanted it to have 0 monetary value to avoid making another way to make huge amounts of easy credits,

with mining you have to spend time effort etc to manage to find and obtain the valuable rocks/ores

with passenger missions you spend time, patience, and wisdom in choices to make money,

with this someone parks their butt on a star next to a station fills up then just flys to the station and sells it

the risk reward ratio is too skewed that way.
 
^This. File this idea under "not a good".

you get the cans by engineering the mod the mod would include them and mats would be built out accordingly. youd never just throw away gas cans would you?

also where do you get the cannisters for cargo? where do the cannisters floating in space at emmisions sites come from?

rhetorical questions hands down please.

the answer is don't think about it
 
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