Not everyone will find this useful however there are some ship builds/purposes that could benefit.
It would be useful in some situations if extra fuel tanks that have been put in the optional modules could show up in the module list and be activated/deactivated. A ship with a 128 ton fuel tank capacity may not always need to have that much on board, but there may be situations when 128 tons of fuel on board is useful. During a long series of jumps between scoopable stars, it might be useful to put an 16 ton tank in the core slot and then put another tank in the optional slot and turn it off while it is empty.
If it were deactivated while it is empty, it will not fill while scooping or refueling. This will allow ships to only scoop into the core tank what the ship needs for a single jump.
If it is deactivated while it contains fuel, that fuel will not be consumed until the tank is reactivated. This would allow a ship to create reserve tank. A reserve tank might be useful in some situations even if it is only 1/2 the size of the FSD's maximum - per jump - fuel usage limit. If a pilot were to have a lapse and need to use the reserve tank, a 100% FSD injection would give the aforementioned reserve tank double the effect and allow a maximum normal range jump.
For example, a configuration for a Beluga Liner that doesn't need to use all of its size 3 slots for other things could put a 16 tone tank in the core slot to keep the ship lighter and create an 8 ton reserve tank. Another fuel tank could be added but left empty to allow the ship to have the option to get fuel on board for multiple jumps between refueling if the ship were entering a region of space where refueling on each jump was not feasible.
It would be useful in some situations if extra fuel tanks that have been put in the optional modules could show up in the module list and be activated/deactivated. A ship with a 128 ton fuel tank capacity may not always need to have that much on board, but there may be situations when 128 tons of fuel on board is useful. During a long series of jumps between scoopable stars, it might be useful to put an 16 ton tank in the core slot and then put another tank in the optional slot and turn it off while it is empty.
If it were deactivated while it is empty, it will not fill while scooping or refueling. This will allow ships to only scoop into the core tank what the ship needs for a single jump.
If it is deactivated while it contains fuel, that fuel will not be consumed until the tank is reactivated. This would allow a ship to create reserve tank. A reserve tank might be useful in some situations even if it is only 1/2 the size of the FSD's maximum - per jump - fuel usage limit. If a pilot were to have a lapse and need to use the reserve tank, a 100% FSD injection would give the aforementioned reserve tank double the effect and allow a maximum normal range jump.
For example, a configuration for a Beluga Liner that doesn't need to use all of its size 3 slots for other things could put a 16 tone tank in the core slot to keep the ship lighter and create an 8 ton reserve tank. Another fuel tank could be added but left empty to allow the ship to have the option to get fuel on board for multiple jumps between refueling if the ship were entering a region of space where refueling on each jump was not feasible.