esksp
esksp
> I think @esksp meant "easy and quick" for the player, not for the developer Actually I _did_ mean the developer... After all we're talking about some array and the...
> Let's see. For such a screen, you would need at least the following controls: I would see it like that: The **cargo management screen** is a classic 3-part panel:...
Tooltip: 
I think the player only cares for is the result: "How much better is _this_ combination, compared to _that_ combination?". Now it wouldn't be a game if you had to...
> I just brought it in line with other descriptions to make it more uniform. Great. > But some are, more than others. And this is partly a game of...
> The fuel collection depends on many more things, like which system you're in, what the star type is, how close to the star you are... Sure but those are...
> If you ignore the massive outfit space wastage, sure. Sorry, in my example I was using fictive outfits, "10" and "9" were just abstract, generic efficiency values. I know...
After this discussion I checked in the game and indeed, there is no mention at all, anywhere, of what "scooping capacity" your ship currently has. Which is strange, after all...
> "efficiency" isn't the correct word for that value, because the value shown does not scale linearly with the actual efficiency Actually it's the displayed value which is misleading. You...
> how close you are to the center of it Sure, but let's assume the value shown in the ship's characteristics is for when the ship is directly above a...