Extra fuel tank

Just wondering if anyone has sacrificed a bit of jump range for an extra fuel tank?

I'm considering it. According to one of the build tools on the web I could get a total distance of 700+ lys with an extra tank but it would take my jump range down to 28Lys.

My reasoning is that when I travel back I wont need to stop by a star to refuel hopefully meaning less chance of being pirated.
 
I have. It helps with sprints - if you can scoop 75% of the fuel you use each jump just as you line the next up, then you can go a long way very fast. That's with an A5 scoop on an Asp.
 
I shoved a extra 8 tonnes of fuel into my asp and it saved me once on a fast sprint back to Lembava. Although it is a bit disconcerting as Betty keeps reminding me that my 'Main fuel tank drained'.
 
Hello mate,
I'd say additional fuel tanks are more for endurance runs, where the jumprange isn't the metric, but the distance you travel without refueling. I'm thinking Neutron Farming, Black Hole hunting, Wolf-Rayt chasing...
 
Currently have one on my ship as well, but it's mostly out of preference; I hate refueling constantly. Stopping every now and then after around 300+LY for a scoop via fastest route, which usually leaves me somewhere around 1/4 fuel left. Leftover fuel is reserved in case of emergency though.

But yeah, I'm just running on 27-28LY/jump atm, at least whenever the tanks are full.
 
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I never saw the need for one in my Asp before they were introduced, and dont see any advantage now. I fast scoop each system using the cool down time, so there is no (or very little) time to save. I could easily see their use in other ships without the Asps huge tank, but not for the Asp.
 

dayrth

Volunteer Moderator
I had to get a Vulture across about 200Ly. Extra fuel tank was invaluable. Had to sell it when I got there though, I needed the slot.
 
Yep, because:
Last month I did some exploring - probably for the Sirius CG - was getting on quite nicely, but one night I kind of forgot one minor thing... to do any fuel scooping.
Realised this schoolboy type error when my fuel tank was at about the 10% level. Expletives were heard.
I've cut down on the onionhead now and fly with an extra fuel tank when exploring - just in case.
 
Yep, because:
Last month I did some exploring - probably for the Sirius CG - was getting on quite nicely, but one night I kind of forgot one minor thing... to do any fuel scooping.
Realised this schoolboy type error when my fuel tank was at about the 10% level. Expletives were heard.
I've cut down on the onionhead now and fly with an extra fuel tank when exploring - just in case.

If you ever run out of fuel, we've got your back ;)
 
I think i did something crazy...
I equiped my Clipper with a 64T fuel tank.

Well ! So far i don't regret this decision.
I'm not going for a sprint, and Clipper is not a good ship for jump range.
With this massive fuel tank i lost 2Ly in jump range.

But now i can do a little less than 400Ly using fastest route, and more than 1000Ly using economic route.
Add to this i'd like to participate to RATS... meaning, i want to be able to go through long distance without scooping in case someone is lost in the middle of a brown dwarf field.

So far i think it was a good choice to have such massive tank.
 
Isn't all of this predicated on scooping slowing you down though? I think it you practice your technique of scooping at every chance you'll find that any lost scooping time is far better than losing 10% jump range.
 
I run an extra 16t in my clipper.

Because three max range jumps before I needed to scoop was getting old.
 
There is no disadvantage to range in running a fuel tank, your max jump range will still be the same, as it is reliant on your fuel levels being low.

The only disadvantage to having one is the route plotter in the galactic map will only plot to the range of you being full up with that tank as well.
 
i added all the fuel tanks i could fit, on my current ASP, wich are 3 fuel tanks of 8 tons each, meaning 24 more H tons. I've lost 2 ly jump range (from 33 to 31), but the time it saves me in refueling, expecialy considering the avoided detours in brown regions, speeded up my exploration quite a bit.

The nonsensical thing is how the route plotter works. Even if i plan a route with 10% fuel it calculates only to minum jump range, and the sliders in the route planner are not working.

If you jump manually, then you can use all your real jump range, but opening the map on every jump would be time consuming. Hopefully they will make the sliders working one day.
 
I dropped the main fuel tank on my Conda to 16T and added an 8T extra one. 3 max jumps is plenty enough for this ship and it makes it easier to navigate among the rims.

I can understand why they make the route plotter work on the basis that our tanks are completely full. If they didn't do that then you would get people complaining that it's plotting routes they can not follow when they plotted with low fuel & then filled up. It would be good to have a "safety override" option which would allow us to plot up to whatever the maximum jump range for our ship is. Just pop up a warning message when the option is selected to avoid the complaints.
 
It would be even better if you could,

A) dump fuel, not as if the idea is new, been around at least since the 1950's in aviation.

B) turn of a fuel tank if not using it, been around since at least the 1930's in aviation.

And that the route plotter plots routes with the range based on which tanks are turned on.

Simple, but it wont ever happen, lol.
 
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I can understand why they make the route plotter work on the basis that our tanks are completely full. If they didn't do that then you would get people complaining that it's plotting routes they can not follow when they plotted with low fuel & then filled up. It would be good to have a "safety override" option which would allow us to plot up to whatever the maximum jump range for our ship is. Just pop up a warning message when the option is selected to avoid the complaints.

If they could just make a working slider beetween unloaded and fully loaded jump range, i could set it to my liking, and all the players that wouldn't want/know how playing with thir fuel, they could just not touch the sliders and have the same route planner they have now.
 
It would be even better if you could,

A) dump fuel, not as if the idea is new, been around at least since the 1950's in aviation.

B) turn of a fuel tank if not using it, been around since at least the 1930's in aviation.

And that the route plotter plots routes with the range based on which tanks are turned on.


Simple, but it wont ever happen, lol.

This would be great!

Generally speaking, the time when I'd most like to have extra fuel is when I've just re-entered the bubble after a long exploration trip and NPCs in Annoyance Mode are making it difficult to safely scoop fuel. Being able to give up a little jump range so I could forgo any scooping within the bubble would be nice, and being able to do that without sacrificing jump range while outside the bubble would be even better.

I haven't really considered extra fuel tanks yet. The didn't exist the last time I was docked.
 
I added a long range tank to my 'Conda, an extra 32T. My jump range is a respectable 36.5LY with full tanks and 40.2LY on fumes. The route planner is not intelligent enough to plan for me running on half fuel, pity.

I am currently circumnavigating the galaxy, so the extra range is useful when at the outer edge. Also, the 40LY may be useful when I attempt to join the 65KLY club (when I get there).

So, I'd recommend it.
 
OP : I don't see the point of them for Asps, never needed one in over 100K LY of exploring.

Hello mate,
I'd say additional fuel tanks are more for endurance runs, where the jumprange isn't the metric, but the distance you travel without refueling. I'm thinking Neutron Farming, Black Hole hunting, Wolf-Rayt chasing...

Not needed for Neutron farming, if you are in the Neutron fields. You can do over 100 jumps there without re-fueling :)
 
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