Route plotting with fuel tanks

Hi all,

I'm just fiddling around with coriolis for a new explorer built. A lot has changed since I last took my Anaconda to Sag A (with NO engineer mods for FSD, so my 32ly jump range was *awewsome*).

There is one thing in particular I could not answer through research so far:

is there a way in 2.4 to plot routes when you have a sh*tload of fuel tanks (for long dry stretches of space) but are only flying them half or quarter full normally?
 
Hi all,

I'm just fiddling around with coriolis for a new explorer built. A lot has changed since I last took my Anaconda to Sag A (with NO engineer mods for FSD, so my 32ly jump range was *awewsome*).

There is one thing in particular I could not answer through research so far:

is there a way in 2.4 to plot routes when you have a sh*tload of fuel tanks (for long dry stretches of space) but are only flying them half or quarter full normally?

System plots route and inform you when your fuel runs out, with more fuel tanks, this route will be longer. However it not see if you have fuel scoop or not, it just tells you when you need to refuel until next jump will kill you :D.
 
The route plotter always assumes that every tank you have is full so carrying them reduces the jump range the plotter uses and hence means you take more jumps to travel the same distance. There are no "long dry stretches of space" so there's no need for extra tanks unless you are doing something special such as optimising neutron boost speed with manual plotting, trying to get to the extremes above or below the galactic plane, travelling very long distances without a fuel scoop, etc. For ordinary travel, just filter your route for only scoopable stars (or simply don't fly in the brown dwarf band at between about -25 and -65 LY) and there's absolutely no need for extra tanks, ever.
 
The route plotter always assumes that every tank you have is full

I plotted a course with some fuel used up, then refueled before taking off, then couldn't make the first jump.

I add some tonnage to the plot now so I don't have to worry about that anymore.
 
I plotted a course with some fuel used up, then refueled before taking off, then couldn't make the first jump.

I add some tonnage to the plot now so I don't have to worry about that anymore.
You must have changed your loadout or bought some cargo or something. The "route plotter assumes full fuel tanks" is easily reproducible: plot a route to a far away destination with half empty tanks and note the number of jumps. Refuel & replot, the number of jumps is the same. Add an extra fuel tank (but don't fill it), replot and the number of jumps goes up. Fill the extra tank, replot and there's no change from the last number of jumps.
 
Don't bother with extra tanks. Any gain you get from not refueling will be taken away by the reduced jump range to carry extra fuel.

Scoop when you can and use common sense. When all else fails, have the Fuel Rats on speed dial.
 
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