Should be able to move modules in cargo.

Why though when you can just ship them already?

I struggle to see the use case for this.
No purpose in anything really it’s a game just be another aspect of the game no purpose really.

maybe if I wanna go to an engineer way out and take my mods with me instead of taking the whole ship or 60 hr of shipping.

anyway just something I thought would be simple.
 
Why though when you can just ship them already?

I struggle to see the use case for this.
I can move something to an engineer in my conda faster and cheaper than a module transfer would take.

Although honestly, aside from core modules, there's little need to move them in cargo if you have a conda handy. Between a DBX, an Asp and an Anaconda, there are very few modules (core or otherwise) that I can't shift by strapping them to an existing ship.

The real problem with this plan is that modules don't often fit into nice even tonnages. Most of them have something after the decimal point.
 
If we can store them as cargo, we can sell them to other commanders. This bridges the gap for commanders who don't want to grind a size 8D lightweight sensor for their Annie..

That i think would be a reason for FD to not implement it. They seem to be against all types of player to player trading.
 
If we can store them as cargo, we can sell them to other commanders. This bridges the gap for commanders who don't want to grind a size 8D lightweight sensor for their Annie..
One could imagine a class of cargo (in this case modules) that don't fit / aren't eligible to be jettisoned via the cargo hold, but perhaps be obtained in a damaged state requiring some fancy components to fix should someone else blow up the transporting commander's ship.

Oh, wait, there's that gameplay element again. Never mind.
 
I can move something to an engineer in my conda faster and cheaper than a module transfer would take.

Although honestly, aside from core modules, there's little need to move them in cargo if you have a conda handy. Between a DBX, an Asp and an Anaconda, there are very few modules (core or otherwise) that I can't shift by strapping them to an existing ship.

The real problem with this plan is that modules don't often fit into nice even tonnages. Most of them have something after the decimal point.

Hmm... faster yes. Cheaper shouldn't even be a factor these days. Even if you don't do mining, credits flow like vodka at a Russian party.
 
Eh, installing and removing modules is probably more complex than using a forklift. If you want something turned off you can just disable it in the module tab.
 
If you have a 16 unit Cargo Module, it is designed to fit in a bay, and connect to the ship. How do you suppose that this 16 unit module should fit in another one? Can you fit a beer can inside another beer can, without destroying the function of one of them?

Then there is the notion that even a c5 empty module slot can accept and use a c2 module. That means that the interface between the module and the ship are the same size throughout. There would be no way to fit a c5 module in a c5 module. In order to carry a module as cargo, the module being hauled would have to be considerably smaller than the available cargo rack.

Plus, the constraints of the game don;t allow for this to happen. It's a part of the stratagy and mechanics of how a Commander can accomplish things. Similar to how you can only fit certain sized hard points on a ship, those hard points are restricted on purpose.
 
If you have a 16 unit Cargo Module, it is designed to fit in a bay, and connect to the ship. How do you suppose that this 16 unit module should fit in another one? Can you fit a beer can inside another beer can, without destroying the function of one of them?
For cargo modules, perhaps they can be folded down, much like a cardboard box. You need to literally think outside the box. :D
 
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