Installing Fuel Tank modules increases your total fuel capacity. In theory, this allows you more flexibility to choose your jump range by having more or less fuel in your tanks. An almost empty tank allows you to jump further but requires more fuel scooping, a full tank allows you to make more, but shorter jumps. This allows the commander to adjust his/her strategy depending on the situation: long voyages requiring max jump distance, or sparse star areas, or the surveying of very densely packed stars without concern for refueling.
However, the Route Planner currently considers the total fuel capacity when calculating routes of more than 1 jump. This means that even if you have an almost empty tank, the route planner will give you sub-optimal routes. You have to manually select the next jump to benefit from an almost empty tank.
The proposal is as follows:
- Fuel Tank modules appear in the Modules panel
- They can be turned off like the other modules
- The fuel capacity is reduced by the Fuel Tank capacity turned OFF, and excess fuel is discarded
- The fuel capacity is increased by the Fuel Tank capacity turned ON, and no fuel is gained
A commander can then install a very small main fuel tank for long but fast journeys (e.g. Buckyball Sag A*), and extra fuel tanks that remain turned off. When in the core, the fuel tanks can be turned on for surveying, and filled by scooping. For the voyage home, they can be turned off again.
As an example, an Anaconda could have a 40 ly jump distance with extra fuel tanks off, and 30 ly jump distance with them on, making a significant difference in the number of jumps plotted by the route planner.
However, the Route Planner currently considers the total fuel capacity when calculating routes of more than 1 jump. This means that even if you have an almost empty tank, the route planner will give you sub-optimal routes. You have to manually select the next jump to benefit from an almost empty tank.
The proposal is as follows:
- Fuel Tank modules appear in the Modules panel
- They can be turned off like the other modules
- The fuel capacity is reduced by the Fuel Tank capacity turned OFF, and excess fuel is discarded
- The fuel capacity is increased by the Fuel Tank capacity turned ON, and no fuel is gained
A commander can then install a very small main fuel tank for long but fast journeys (e.g. Buckyball Sag A*), and extra fuel tanks that remain turned off. When in the core, the fuel tanks can be turned on for surveying, and filled by scooping. For the voyage home, they can be turned off again.
As an example, an Anaconda could have a 40 ly jump distance with extra fuel tanks off, and 30 ly jump distance with them on, making a significant difference in the number of jumps plotted by the route planner.