Severity
Minor
Frequency
All of the time (100%)
Time of occurrence
n/a (Beta 1, 2, 3 and Live 2.4)
Date of occurrence
n/a (Beta 1, 2, 3 and Live 2.4)
VR?
None / N/A
Location
Anywhere / Everywhere
Ship/SRV?
N/A
Ship Type
N/A
Commander Name
[SIX] Six6VI
Description
Quantity Displays (ALL) For the mathematically challenged
Please apply global display syntax to ALL display elements:
<QuantityCurrent> / <QuantityMax> MINUS <QuantityCurrent> / <QuantityMax>
Example: (For previously ALL Grade 5 "Element" (*not "Raw") Engineering Materials)
Antimony 42 / 58 / 100
Polonium 57 / 43 / 100
Ruthenium 72 / 28 / 100
Technetium 63 / 37 / 100
Tellurium 15 / 85 / 100
Frequently asked question: How many more can I collect before I'm full?
This is going to become more difficult now there has been a change to material quantity maximum storage by grade (G1 300, G2 250, G3 200, G4 150, G5 100) and may make it easier to manage collector limpet "ignore" functionality if it's not automated to stop when full and start collecting again when not, and until full.
Where this issue is really frustrating though, is when trying to decide which Cargo or Passenger Missions to take while stacking to 20 missions and trying to fill the ship to capacity before launch cos, time is money and all that.
Example:
I have "X" cargo racks, or passenger cabins (a variable number, based on ship and module choice) and I'm looking at multiple missions, with variable amounts of cargo or passengers and I'm trying to decide which combination(s) I can take without overflowing my capacity...
If I look at the right panel / Inventory I can see how many slots are already full, and the maximum slots available. But, working out how many slots are empty requires considerable metal gymnastics, which some of us old timer 84 Elite fanboys n gals just can't cope with any more
[Edit: Cabins only show the slots for each module, not a total for economy passengers]
This QOL+++ change would apply to:
Ship and SRV UI - Lower left corner cargo scooping (Materials and Commodities)
Ship and SRV UI - Contacts (IF data on above panel is also conveniently reiterated)
Ship and SRV UI - Inventory (Ship Cargo / Materials* / Data* / Cabins)
Ship and SRV UI - Transactions (Missions by type, some are 20, some 3)
Station Services - Commodities (For Source and Return / ~Donate missions)
Station Services - Materials ^Trader(s) when trying to convert materials / data
*Materials - Will split to another report - Separate Manufactured / Element (Raw)
*Data - Will split to another report - 3.0 change created naming mismatch / Encoded
^Trader - Will split to another report - Consistency - You have already used "Broker"
~Donate - Unsure if this has already been fixed: Missions were not updating correctly in the Transactions panel when the required quantity was found / purchased.
Steps to Reproduce
Attempt to play game without calculator handy
Additional files?
Minor
Frequency
All of the time (100%)
Time of occurrence
n/a (Beta 1, 2, 3 and Live 2.4)
Date of occurrence
n/a (Beta 1, 2, 3 and Live 2.4)
VR?
None / N/A
Location
Anywhere / Everywhere
Ship/SRV?
N/A
Ship Type
N/A
Commander Name
[SIX] Six6VI
Description
Quantity Displays (ALL) For the mathematically challenged
Please apply global display syntax to ALL display elements:
<QuantityCurrent> / <QuantityMax> MINUS <QuantityCurrent> / <QuantityMax>
Example: (For previously ALL Grade 5 "Element" (*not "Raw") Engineering Materials)
Antimony 42 / 58 / 100
Polonium 57 / 43 / 100
Ruthenium 72 / 28 / 100
Technetium 63 / 37 / 100
Tellurium 15 / 85 / 100
Frequently asked question: How many more can I collect before I'm full?
This is going to become more difficult now there has been a change to material quantity maximum storage by grade (G1 300, G2 250, G3 200, G4 150, G5 100) and may make it easier to manage collector limpet "ignore" functionality if it's not automated to stop when full and start collecting again when not, and until full.
Where this issue is really frustrating though, is when trying to decide which Cargo or Passenger Missions to take while stacking to 20 missions and trying to fill the ship to capacity before launch cos, time is money and all that.
Example:
I have "X" cargo racks, or passenger cabins (a variable number, based on ship and module choice) and I'm looking at multiple missions, with variable amounts of cargo or passengers and I'm trying to decide which combination(s) I can take without overflowing my capacity...
If I look at the right panel / Inventory I can see how many slots are already full, and the maximum slots available. But, working out how many slots are empty requires considerable metal gymnastics, which some of us old timer 84 Elite fanboys n gals just can't cope with any more
[Edit: Cabins only show the slots for each module, not a total for economy passengers]
This QOL+++ change would apply to:
Ship and SRV UI - Lower left corner cargo scooping (Materials and Commodities)
Ship and SRV UI - Contacts (IF data on above panel is also conveniently reiterated)
Ship and SRV UI - Inventory (Ship Cargo / Materials* / Data* / Cabins)
Ship and SRV UI - Transactions (Missions by type, some are 20, some 3)
Station Services - Commodities (For Source and Return / ~Donate missions)
Station Services - Materials ^Trader(s) when trying to convert materials / data
*Materials - Will split to another report - Separate Manufactured / Element (Raw)
*Data - Will split to another report - 3.0 change created naming mismatch / Encoded
^Trader - Will split to another report - Consistency - You have already used "Broker"
~Donate - Unsure if this has already been fixed: Missions were not updating correctly in the Transactions panel when the required quantity was found / purchased.
Steps to Reproduce
Attempt to play game without calculator handy
Additional files?
Last edited: