How much fuel does my SRV have?

The ship thinks I have 39%.
srv_fuel_ship.gif


The SRV itself thinks I have 87%.
srv_fuel_srv.gif


Which is it? I'm inclined to think the former, since it's been a while between pitstops.
 
I noticed yesterday that SRV isn't getting refuelled after it has reunited with the mothership, the hull gets fixed but the tank isn't getting any unleaded. When taking out the SRV the fuel indicator on the right looks to be full or near so, I just make sure that I have enough mats for a manual refuel. My mates are reporting the same so am passing it off as a low level bug/glitch.
 
I noticed yesterday that SRV isn't getting refuelled after it has reunited with the mothership, the hull gets fixed but the tank isn't getting any unleaded. When taking out the SRV the fuel indicator on the right looks to be full or near so, I just make sure that I have enough mats for a manual refuel. My mates are reporting the same so am passing it off as a low level bug/glitch.

AFAIK not getting refuelled is intended (it is refuelled when you dock your ship at a port).

Not sure whether repairing the hull is intended, I applied the max upgraded SRV hull synthesis months ago & have not needed to re-apply it since (I haven't needed to repair manually while driving in that time). This doesn't seem right, but repairing to standard strength could be.
 
AFAIK not getting refuelled is intended (it is refuelled when you dock your ship at a port).

Not sure whether repairing the hull is intended, I applied the max upgraded SRV hull synthesis months ago & have not needed to re-apply it since (I haven't needed to repair manually while driving in that time). This doesn't seem right, but repairing to standard strength could be.

You aren't supposed to be getting repaired to more than 100% hull, but getting repaired to normal when boarding the ship is intended. Non-basic synthesis has been plagued with various bugs for a while; I won't use it, without manually applying basic synthesis over it when I'm done, until it's fixed.
 
As a slightly random aside I think it would make more sense for the ship to be able to fuel up the SRV than to repair it..
Heck, even have it take some fuel from the main tank or something, put it on an option so you can choose.
Alternatively I've always thought it would make more sense if you think of the SRV as being charged up - then you can recharge the SRV from the ships reactor. Which makes sense anyway technologically right? Perhaps doesn't fit with refuelling via materials though - not that it makes a huge amount of sense as is.

Also SRVs should be printed like SLFs :D
 

verminstar

Banned
Its a known bug and yes it is very annoying. As fer how much fuel it actually carries, its carries a gamewavium amount of just under half a ton...gamewavium because it can be refuelled again and again and again on the fly using materials that dont weigh anything at all ^
 
As a slightly random aside I think it would make more sense for the ship to be able to fuel up the SRV than to repair it..
Heck, even have it take some fuel from the main tank or something, put it on an option so you can choose.
Alternatively I've always thought it would make more sense if you think of the SRV as being charged up - then you can recharge the SRV from the ships reactor. Which makes sense anyway technologically right? Perhaps doesn't fit with refuelling via materials though - not that it makes a huge amount of sense as is.

Also SRVs should be printed like SLFs :D

There was a big debate when Horizons launched about the ship refuelling the SRV, there were good points on both sides & it could have gone either way. It went this way. Sometimes you just have to make a decision.

I'd be in favour of crafting SRVs, and having a 'vehicle hanger' module that could do either or both SRVs & SLFs depending on module size & quality.
 
As a slightly random aside I think it would make more sense for the ship to be able to fuel up the SRV than to repair it..
Heck, even have it take some fuel from the main tank or something, put it on an option so you can choose.
Alternatively I've always thought it would make more sense if you think of the SRV as being charged up - then you can recharge the SRV from the ships reactor. Which makes sense anyway technologically right? Perhaps doesn't fit with refuelling via materials though - not that it makes a huge amount of sense as is.

I generally agree.

Also SRVs should be printed like SLFs :D

Not so much with this.

SLFs and fighter hangars have some serious fudging going on with them. My Taipan has a mass of 28 tons. The completely self contained module that can print thirty of them, without recovering any of them has a mass of 60 tons.

How does a 60 ton box produce 840 tons of fighters, without any material input and almost no power consumption?
 
You aren't supposed to be getting repaired to more than 100% hull, but getting repaired to normal when boarding the ship is intended. Non-basic synthesis has been plagued with various bugs for a while; I won't use it, without manually applying basic synthesis over it when I'm done, until it's fixed.

Mind you, another argument could be that when you repair your SRV with premium synthesis, it simply bulks out the hull. You still have 100% hull (it's just 200% as effective as the standard hull). Then your ship is still only repairing to 100%, but you keep the premium synth.

I do prefer that the premium hull is kept so hope it isn't considered a bug. I travelled most of the way around Kumay on a single premium synthesis as I used my ship to repair (I didn't have enough materials). I don't see that keeping the hull affects much - the downside for repairing at the ship is that it takes time to recall, board, and deploy again. Using materials, you can repair on the flyve. That seems a reasonable trade-off. Removing the premium ship repair won't have any positive effects at all, only negative.
 
Mind you, another argument could be that when you repair your SRV with premium synthesis, it simply bulks out the hull. You still have 100% hull (it's just 200% as effective as the standard hull). Then your ship is still only repairing to 100%, but you keep the premium synth.

I do prefer that the premium hull is kept so hope it isn't considered a bug. I travelled most of the way around Kumay on a single premium synthesis as I used my ship to repair (I didn't have enough materials). I don't see that keeping the hull affects much - the downside for repairing at the ship is that it takes time to recall, board, and deploy again. Using materials, you can repair on the flyve. That seems a reasonable trade-off. Removing the premium ship repair won't have any positive effects at all, only negative.

I had no idea this was still a thing, and must have mistakenly thought they fixed it when they fixed the persistent premium ammo bug.

As for positive effects, consistency is one, and I'd argue that material attrition in order to benefit from the increase would be another one. The logical solution, in my mind, would have the ship only be able to repair the hull to a maximum of 100% and not initiate repairs if integrity was past that.
 
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