Cargo racks now have mass.

Hi cmdrs i just tried fitting a 6e cargo rack, but it exceeded the ships mass.
Since when has an empty 6e rack had a weight of 64 tons?.
 
I believe that's how much cargo it can hold. I'd be surprised if cargo racks suddenly acquired mass of their own.
 
Well i'm afraid they do,when i tried to swap the 6a fuel scoop for the rack it increased the ships mass by 64 tons ,and wouldn't let me fit the cargo rack.
Now this could be a bug but i've noticed before the 3.0 update.
 
Now that I read your note I remember something from last night. I switched a slot from a size 5 cargo rack to a fuel scoop and my jump range increased. I wondered why... and I think you just answered it!
 
Since I've been playing, and until just recently, all I've been doing is hauling passengers and cargo and realized very soon that passenger cabins added mass based on the assumpion they were full and cargo bins were not.
The additional mass when hauling cargo didn't show up until one actually put on some cargo. Thus on occasion, filling a cargo bin on some stations and or planet prohibited one from taking off, and or entering hyper cruise. And it was really really a thing when it came to trying to life of a high g and I not talking one or two g's

Perhaps FDev by popular demand by whom ever they deem as popular, have simply changed it so now there both the same.
 
Equipping a cargo rack will cause one of the jump range values at the bottom of the outfitting screen to change.

That is likely your absolute minimum jump range, assuming full cargo and fuel.

Check your right panel for your actual jump range.
 
Equipping a cargo rack will cause one of the jump range values at the bottom of the outfitting screen to change.

That is likely your absolute minimum jump range, assuming full cargo and fuel.

Check your right panel for your actual jump range.

I'm out exploring, can't verify, but if memory serves, I think the ranges for jump on the outfitting screen list Laden/Current/Unladen
 
The OP said he was actually unable to fit an empty cargo rack due to it exceeding the mass of the ship. That doesn't seem right though.
 
I just swapped out a fuel scoop on my vulture for a cargo rack - Class 5 e - no mass change.

Which might suggest that the rack weighs as much as the scoop...

I'm pretty sure even empty cargo racks always weighed "something", they've always been a physical object and are certainly different to having empty module slots, so why wouldn't they weigh something... :) .
 

stormyuk

Volunteer Moderator
Which might suggest that the rack weighs as much as the scoop...

I'm pretty sure even empty cargo racks always weighed "something", they've always been a physical object and are certainly different to having empty module slots, so why wouldn't they weigh something... :) .

Edit: Hmmm they actually do affect the overall unladed ship mass on coriolis but don't affect the jump range? Confused yet? I am... :)

Is that how it always worked? I never took any notice of unladen mass for cargo ships apart from the Cutter for Class 5 shields mass limits.

There was a nice trick for long range exploration ships with repair and fuel limpets. You just synthesis the limpets when you need them and carry and empty rack, hence you maintain your best range.
 
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I've got this problem. Can't outfit my Conda with more than a few cargo racks due to mass. Just picked up one of those new haul 2000 odd bits of cargo missions too. Very annoying as costs about half a million to cancel
 
Passenger cabins have always affected the range, cabins added mass upon installation, regardless it they were full or not. Cargo bins only affected the range when full. Now there equal.

I recall a time when I first bought a conda and only hauling passenger and or cargo during my first 8 months since launch, learned that a conda can not take off from a 3 g planet on occasion let alone higher g planets, when loaded to the brim with full cargo bins but could when filled with passenger cabin filled to the max a conda could carry. Now because the weight change which effects the range as it did with passenger cabins, its equal.

I'd concure that most generally a player only d grades a conda for better range. I've always a graded the cores and still had problems on high g objects; Sometime having to either abandon a mission and or dump some cargo. Though most are not aware of it, but one can use the advance mechanical section and control how much fuel they put on. Problem is, once it's on, you can't dump it.

For those of you whom only hauled passengers or cargo once in a while. And lucked out by not having to land or take off from a high g of 3 or more. Are in for a real treat, if you are ever overloaded. Not being able to install a cargo bin, is a good thing. It will keep you from over loading and having to abandon missions which effects ones rep and inf dramatically.

Though I've got zero hours invested in trading, 10's of hours in exploring, dozen of hour in pew pew; I've got thousands of hours of passenger and cargo experience. Thus I telling ya, the new system is gonna be better than the old system. Which would allow you to add as much cargo as you wanted, and on occasion meant, you could over load your self. The new system prohibits that by not allowing you to install the bin. Thus you can't overload yourself anymore like previously. And that's a good thing.
 
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Ok, cargo racks have NO MASS while empty. Now if you're trying to fit a cargo rack on a ship and it says you can't then that's the game telling you that the cargo you will put in that rack will exceed your THRUSTERS ability to move your ship. So upgrade your thrusters then go back to put the cargo rack on then the game won't give you an issue.
 
Ok, cargo racks have NO MASS while empty. Now if you're trying to fit a cargo rack on a ship and it says you can't then that's the game telling you that the cargo you will put in that rack will exceed your THRUSTERS ability to move your ship. So upgrade your thrusters then go back to put the cargo rack on then the game won't give you an issue.

Exactly, the biggest problem I see coming from player is the fact that most choose lower grades to improve their range. Which is a good thing if your leaving the bubble, but hauling freight and passengers in the bubble, I've found that more than 20 isn't really needed. A slightly engineered A grade will give one all the thrust and range one actually needs to get around the bubble, where the overwhelming vast majority of player are anyways.

Having a 50 ly jump availibility and being stuck on a object with high gravity, isn't conducive to having a longer jump range. Thus one can install the lesser but rarely utilize lessor size grade between A's and D's to increase range somewhat without actually having to engineer them.

Having a higher jump range than nessasary isn't conducive to anything but long range missions. I've made billions not having done any engineering and having nothing but A grades and being mindfull of my mass when putting on cargo. Where as passengers were never a problem, being able to over load ones cargo carrying ability has always been an issue. IF and when one got involved with a high g of sometime even a two and certainly a three or more.

I've been to thousands of docks on planets since launch, and though I forget the name. I've even landed and took off from an 8 g object (planet or moon). Fully loaded to the max without incident, having nothing but an A graded thrusters and fsd. Though it really does make one slow down and pay attention to their altimeter, rate of decent and speed.

To many player believe that all one has to do is install the lightest engineered to the max module and it will be fine for any event they come accross. Which some times involves being grounded and or a trip to the rebuy screen.

You get what you pay for, A grades cost more than B's and so on down the line, for a reason. Taking a short cut and engineering a lower grade isn't always prudent. But does save one some cr's, until they get stuck. The new system actually helps one to avoid possible issues the player may not have taken into effect becasue of luck or experience of high G objects. We are only aware of the salt they spread here on this forum, I'd assume that FDev gets a lot more reported issues then we are aware of involving being over weight issues.
 
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