fuel/cargo hybrid modules

No, if you need this to make your ship more suitable for the use to which you are putting it then then just maybe you are flying the wrong ship.

what is it with people and being so negative didn't your moms ever teach you if you can only say things mean best not to say anything at all?
 
this idea is a choice a choice to give up half your potential cargo for more fuel.

this idea may not be for such an individual as yourself with such well established routines but it is needed

Nah, there's no need for it, and it would open the door for more (again) absurd requests for module slot splitting.
 
Choice and consequence is at the core of ship outfitting - and, as has been already mentioned, module splitting has been asked for before - for some years.

true i am sure, this however makes sense from alot of perspectives this one specifically would help deep space explorers alot as well as maybe a few select crazy traders too, although not essential to any build it would help out quite a few and offer a middle of the road solution to people who want both cargo and fuel.
 

Robert Maynard

Volunteer Moderator
true i am sure, this however makes sense from alot of perspectives this one specifically would help deep space explorers alot as well as maybe a few select crazy traders too, although not essential to any build it would help out quite a few and offer a middle of the road solution to people who want both cargo and fuel.

Only from the perspective of trying to do something with a ship that cannot currently be done, due to the options available.

At its core, the proposal boils down to "another slot, please" for a specific use case.

Why not fit a small fuel scoop instead?
 
Why bother with modules at all? In the previous games you simply had space and weapon racks. You filled the space how you wanted to.

Oh and hydrogen fuel could be used as both fuel and cargo, when the tank was empty you simply filled it up again, manually at first, but there was an item that you could buy that did it automatically.
 
Perhaps a small module or adapter which would fill (generate) containers of fuel from your fuel tank which could be stored in the hold, and later injected back into the fuel tank.

BTW - I tend to assume that fuel in this case is some form of AM, due to energy density. Hydrogen fusion doesn't cut it for these purposes.
 
Perhaps a small module or adapter which would fill (generate) containers of fuel from your fuel tank which could be stored in the hold, and later injected back into the fuel tank.

BTW - I tend to assume that fuel in this case is some form of AM, due to energy density. Hydrogen fusion doesn't cut it for these purposes.


this idea sound great maybe make it an engineering mod of the fuel scoop?
 
what is it with people and being so negative didn't your moms ever teach you if you can only say things mean best not to say anything at all?

Ok lets get this clear, people disagreeing with your idea is not people being mean to you, and if that's that way you think then maybe a "discussion" is not the best thing for you to engage in.

There are many reasons why your idea is not a good one, they have been explained to you, and all we get in return is "whaaa whaaa people being mean to me!"

Once you resort to that sort of tactic to shut people up all it means is you have no reasonable arguments to support your idea.

This is the way the game works. We have things to do in game and ships to do these things with. We decide what we want to do then go through the capabilities of the ships and pick the most suitable ship for the task ahead. If you are an explorer you may pick a Krait Phantom, DBX or Anaconda because they are all good ships for that task. The Conda has the longest jump range, the others have shorter jump range but better view from the cabin. You want to haul cargo you pick a T7 or T9, you want to combat you take an FDL or some other combat oriented ship, you want to multi-role you take the Python, the best multi-role ship in the game, not great at anything, but good at everything, and beautiful to go with it.

You don't pick a ship, decide what task you want to do, then demand FDEV change the game to make your chosen ship better at that particular task, that's not how the game works and that's not how the game will ever work.

This game, all games present choices to the players and give them decisions to make. Classic fantasy RPG you can be a magic user or warrior etc, in those roles you can specialise in say healing for a magic user and ranged for a warrior and these choices affect how you play the game. FDEV's interpretation of that is ships suited for purposes, modules to specialise, you can buy a T7 and haul cargo, or fit a refinery and mining lasers to it and go mining. they aren't going to break that model just to suit one players demands and trying to silence other players by accusing them of being mean isn't the way to have a discussion.

Oh yes, just to add, if you do think people are being mean to you there's a "report post" button, please use it if you feel it's necessary.
 
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often times when i'm trying to build a ship i'm finding my self torn because i really don't need that much cargo space but i also need a cargo rack, on the other hand i could really use extra fuel, given this things weak stock fuel tank.

Not my case. Pew pew ships do not need cargo. If I need to move far away enough, I'll put large FSD, FSD booster and rest are fuel tanks.
 
Unlike many other threads about splitting modules, this suggestion is one where i don't see a way to break things and throw balance even further out of whack than it already is. So by itself, i would like this suggestion.

The only threat i see is that if this is done, people will come up with more suggestions along that line, which will be more problematic. But as long as FD doesn't go decide to follow up there, but stick to this suggestion, i actually would like it.
 
a small fuel scoop still uses up a slot just a different slot.

I agree with Robert. This really just smacks of an attempt at optional slot splitting or more slots please. Sounds like maybe you want the ship you've chosen to be capable of being outfitted beyond its capacity, and maybe you might consider one of the many other ships available - what ship / outfitting attempt is causing you so much trouble?
 
I agree with Robert. This really just smacks of an attempt at optional slot splitting or more slots please. Sounds like maybe you want the ship you've chosen to be capable of being outfitted beyond its capacity, and maybe you might consider one of the many other ships available - what ship / outfitting attempt is causing you so much trouble?

No i just want to be able to use more of the cargo space your required to fit in order to use limpets

And i also want more fuel too as the range on any large ship is small and it'd be nice to be able to go further

I may work on a suggestion based on someone's comment of fuel as cargo.
 
Here is the thing I do not really get with this suggestion.


When would this really be useful?
If you are hauling cargo, simple swap out a suitable cargo rack for a fuel compartment.

If doing anything else, like piracy, combat, exploration, etc. here you have to choose what modules that you should fit in your limited space. What modules are important, what modules can you be without, but are nice to have, and what modules are "useless".


Bigger ships tends to get more slots to put stuff in, and thus give better options regarding this. Try to build a mining Sidewinder, and then compare it to a Mining Anaconda, Cutter, Corvette, Orca, Beluga, Type 7, Type 9 or Type 10 for example. And it should be obvious which build would be the one with most hard choices of what is really important.
 
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