If you plot a route and don't have enough fuel.....

If you plot a route and don't have enough fuel, can you please make the text that says "X jumps to Y" go red, so I don't have to go into the star map to know I have insufficient fuel to reach my destination, and remind me that I need to scoop or refuel along the way?

By the way, THANK YOU SO MUCH for sorting out the jump text. "1 jumps to..." was driving me mad, and now 2 jumps is actually 2 jumps! Its a small change but it fed unhealthy commander OCD ;)
 
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Lestat

Banned
You think as a experienced pilot You fuel up when ever you had the chance. So your not in that oh man I need to call the Fuel rats.

But really you need to think ok half a tank of fuel. Maybe it time to refuel. So I should look for the nearest star that has fuel.
 
I do a lot of travelling and re routing with varying loads is a pain going into the map and back, especially as it's so slow.

Plus, fuel is heavy, and reduces jump range further so it's good to trim accordingly.
 
Already there. Look at the route.


See where it goes to dashes and not a solid line?

That is where you are out of gas.

Yes, I know. But I would like that information outside the map. We already have the amount of jumps in the trip, why not let the flight computer tell you its too far?

Also, think about this:

When you are fuel scooping, how do I know when I have enough fuel to get me there? If the text was red / amber etc I would know without having to flip in and out of the map.
 
I agree totally, it would be great to know there's isn't enough fuel to reach your destination without having to open the galactic map (and conversely, when scooping, that you've scooped enough to get there).
 
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I agree totally, it would be great to know there's isn't enough fuel to reach your destination without having to open the galactic map (and conversely, when scooping, that you've scooped enough to get there).

You should know how many jumps you get on a full tank and how many are left after your first fuel scoop stop. Completely unnecessary IMHO to make the galaxy map do the thinking for you.
 
Nice!

Just like in your car - ding, low fuel

Maybe, set it so that you get that when you only have enough fuel left for one more jump.

In any event, I think the whole thing is just fuelish.
 

Robert Maynard

Volunteer Moderator
If you plot a route and don't have enough fuel, can you please make the text that says "X jumps to Y" go red, so I don't have to go into the star map to know I have insufficient fuel to reach my destination, and remind me that I need to scoop or refuel along the way?

By the way, THANK YOU SO MUCH for sorting out the jump text. "1 jumps to..." was driving me mad, and now 2 jumps is actually 2 jumps! Its a small change but it fed unhealthy commander OCD ;)

.... which would help determine when one had scooped enough fuel along the way - the text could change from red to green. I'd like that.
 
It would definitely be nice to have some sort of indication on the main screen that tells you if you have enough fuel to reach your destination system. Especially if it would change indication as you were fuel scooping so you knew you could stop scooping and didn't need to scoop any more on the way.
 
.... which would help determine when one had scooped enough fuel along the way - the text could change from red to green. I'd like that.

But what if you have a long journey or just a bad jump range and need to make multiple refuel stops? Then the text would still be red even with a full tank
 

Avago Earo

Banned
On the panel where it says 10 (or whatever number) Jumps, why not have the list of star destinations scroll up on that panel as you travel and the unreachable ones coloured red?
 
By the way, THANK YOU SO MUCH for sorting out the jump text. "1 jumps to..." was driving me mad, and now 2 jumps is actually 2 jumps! Its a small change but it fed unhealthy commander OCD ;)

Funny enough, I was impressed by the previous version, which properly counted the Fence (jumps) and not the Fenceposts (Stars).

But that may be my programming background.
 
I'd like two changes to routeplotting:

1st: an option to softcap jumprange for fast mode
Example being my Asp, I can jump 24ly minimum but I'd really prefer if fast mode would plot routes going ~15ly, that'd save me a lot of fuel while exploring and sometimes there aren't many fuelstations along the route out in the voids, and constantly killing a plotted route to refuel then having to replot it is annoying.
So how'd this look ingame? Simple, just a slider like the cargo one but for the jumprange instead and this one being places below the fast mode tickbox, so if it's set to 15ly for example it would try to not jump past that unless there is a longer jump needed to reach the destination, be that need an absolute range limit or just because the alternative would be a 100 ly round trip to get around that larger jump.

2nd: fast mode should priorize plotting along scoopable stars if a scoop is present and try to ensure atleast one before the fuel ran out
This is mostly because while I was on my way back from my way to a nearby nebula (messed up and had to return early) the fast mode kept plotting routes that had no scoopable's along it for 20 jumps or so (I can do 6 in a row before running out...) while missing scoopables left and right by only fractions of lightyears...
One small nudge on every second system and I could have gone the whole route and just refuel, instead I had to jump 3~4 times, then limp around a bit in eco mode until the next scoopable, then repeat.
Alternative would have been to break the route each time since it doesn't matter whenever I manually jump to a scoopable or plot a route to one, as soon as you jump to a system not part of the route does it get deleted anyways : (
And that's just silly if it picks a non-scoopable system when there's one so close nearby that could have been picked alternatively and allowed refueling instead.


Aside this is the routeplotting nice though, I still remember the horror where you had to manually pick your next system from the galmap because at 15+ range would it not even show up in the nav screen anymore so proceeding with the route was only do able that bothersome way... So glad that changed.


Edit: Just had an idea for an alternative for the two: straight line preference for eco mode as option to prefer going well, as directly as possible to the target while jumping to the most nearby system instead of most of the time corkscrewing around towards it.

Oh and one more tiny thing: the route being remembered between sessions, that'd be also nice :D
 
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