make a normal fuel indicator

Deleted member 38366

D
Always was a fan of a mixed indicators for Fuel : Counter and Tape (white running bar on top)
Worked like a charm, can't argue with that. The digital variant that superseded it many years later got the job done just as well and it still had tape and (numeric) counter.

FUELQTY.jpg
 

Robert Maynard

Volunteer Moderator
I added a fuel indicator to my app - read from Status.json:
unknown.png

It can exist as a single small window which can overlay the game and can be set to be partially transparent.
 
actually I don't think that number references tons. it references tanks. afaik there is no precise way to know what that is. on the sidewinder where you can see it most easily that works out to 6.5 tanks. that's about .31 of a fuel tank ton. so if you're reading 1.74 an hr it means you're using 1.74 tanks an hr which means .54 t an hour.

The fuel burn readout is metric tonnes. So, 1.74 is 1.74 tonnes per hour. Been like that since the game rolled out. The Sidewinders stock capacity is 2 metric tonnes.
 
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Because they all have different fuel tank sizes, its probably easier to show how much youre using and how much is left.


The beluga can have nearly 500 tons of fuel, some ships more because of their class 8 slots. That would be a nightmare to work out i imagine
What?

How is that a nightmare to work out? The game has to do some math to display the bar in the first place. It would literally be less work to display a percentage or X tons of Y capacity remaining.
 
actually I don't think that number references tons. it references tanks. afaik there is no precise way to know what that is. on the sidewinder where you can see it most easily that works out to 6.5 tanks. that's about .31 of a fuel tank ton. so if you're reading 1.74 an hr it means you're using 1.74 tanks an hr which means .54 t an hour.
Its tons/hr not tanks/hr.
I would like to understand the logic that drove you to this conclusion though, as it makes zero sense as stated. If you are using 1.74 "tanks per hour" then your 2t sidewinder tank would be empty in 1.15 hours. Certainly not the case.

What is this "tank" unit you are referencing?
 

Deleted member 38366

D
Its tons/hr not tanks/hr.
I would like to understand the logic that drove you to this conclusion though, as it makes zero sense as stated. If you are using 1.74 "tanks per hour" then your 2t sidewinder tank would be empty in 1.15 hours. Certainly not the case.

What is this "tank" unit you are referencing?

I think he's confusing the segmented indicator for the Main Fuel Tank. On small Ships it's segmented, whereas on large Ships with large Fuel Tanks it's non-segmented.
I think the Segmented indication stops with a 16ton Fuel Tank equipped.
These indicated Segments are purely a visual thing though and don't have to relate to anything (i.e. 1 Segment = 1 ton) although on some Ships and Configs that correlation can be the case if I'm not mistaken.

There's indeed just a "Main Fuel Tank" and what I'd describe as a "Feed Tank". The Main Fuel Tank will always fill up the Feed Tank entirely, once it is empty.
Should the Main Fuel Tank i.e. only hold a tiny fraction of that - that'll be all you get during the final and last Transfer.
Whatever is then remaining in the (not fully filled) Feed Tank is all you got - and no later than this Moment running Fuel consumption will become the biggest concern.

tbh though, I've never dived deep into the Fuel Systems of different Ships, so I don't know the exact size of that Feed Tank on a Sidewinder, Eagle, AspX or Anaconda (?)
(50000LY from Home right now, so I can't experiment with that Detail on different Ships)

I guess the lack of easy overview for "Fuel Endurance" (translated not directly into range but in-System "Flight Time" instead) is credited to the fact that it's typically not a factor at all.
HyperJumps instead are the defining factor to Fuel System Management, hence the Galaxy Map gives the required visual indication, plus the HUD Warnings about last scoopable Star enroute etc.
Audio Warning "Main Fuel Tank drained" is more like a final Warning, highly encouraging to (no later than this moment) take care of Fuel Management ASAP and make it the top priority.

A trip to Hutton in a small Ship is likely the sole, distinct exception where this can easily become a significant factor.... but who does that ? xD
(and with no reliable fixed ETA, only experience yields the projected ETA and consequently the Travel time. 85mins at full Throttle if memory serves me right, ~25% more when using SCA... that then needs to be multiplied with the running Fuel Consumption of Tons/hour to make the needed calculation - and maybe consider having enough left to divert and still make it to an Alternate (HiWake after an Interdiction) )
 
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Only additional thing I wish the fuel indicator on the HUD listed was total fuel left (in tons) and fuel to be consumed by next jump (also in tons).

Pending that can't be fit on the HUD, setting these two indicators into either the systems or more logically the nav panel would work.

Also, odometer for the ship, please. Both for supercruise and normal flight. Adds more sense of ownership.
 
yes I was talking about fuel tank segment on small tank ships. it's not by tank size though, it seems arbitrary, as both eagle and hauler have 4t fuel tank but only eagle has segments, making think it's a switch the developers can flip. which they did for the eagle because its high mass makes fuel consumption more pressing.

it had been a little while since I flew my sidewinder and I had never perceived running fuel consumption to be that high. most ships, especially larger ones then to use 2~/hr so I thought that wasn't possible because that would only mean 1 hour of SC in a sidewinder and I thought for sure that was low.

but then I tested it in my sidewinder and sure enough it was exactly what the gauge said if it tons and hour.
 
yes I was talking about fuel tank segment on small tank ships. it's not by tank size though, it seems arbitrary, as both eagle and hauler have 4t fuel tank but only eagle has segments, making think it's a switch the developers can flip. which they did for the eagle because its high mass makes fuel consumption more pressing.

it had been a little while since I flew my sidewinder and I had never perceived running fuel consumption to be that high. most ships, especially larger ones then to use 2~/hr so I thought that wasn't possible because that would only mean 1 hour of SC in a sidewinder and I thought for sure that was low.

but then I tested it in my sidewinder and sure enough it was exactly what the gauge said if it tons and hour.
My corvette burns somewhat significantly more than 3 tons/hr. The other day I left it in a haz res overnight accidentally and somehow didn't burn all the fuel despite having AFKed for almost 20 hours... with a 32 ton tank. I had just enough left to shut off everything I could and supercruise about 50 light seconds before running out.


I suspect the game is more intimately tied to framerate than I originally thought though because A: there was a huge memory leak (game was up to almost 23GB ram) and B: I was at 1-2 FPS before alt F4ing. The only reason I can think the ship didn't run out of fuel and explode on me while I was gone would be that the game is pulling old school frame counting nonsense. This also seems to be true regarding something else I can only vaguely recall right now. Something about scanning?
 
Yes, give us numbers as well. I can't understand the objection. My car even tells me how many km or hours are left in numbers.
 
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