3 QoL changes I'd dearly love to see: 1. Front load the cargo elevators by default. Stop placing them in the furtherest corner when loading a contract. 2. Make those ladders on the 8scu crates operable so we can get above the cargo for a better view point. 3. Allow us to break down the crates as required so you can adjust your manifest space allocation as necessary. Some of those 8 scu crates could have been split into 4s and stacked on top of the others, if this was a feature.
the one issue I have with the Zeus CL (and a lot of the smaller haulers) is the awkward proportions of the cargo grid. Five wide and three tall just means that you spend a lot of extra time trying to maximize the usage of space. It's an economic issue too because the small amount of cargo means that max, you're getting lackluster returns unless you spend all that extra time playing jenga, whereas with the larger ships, you can get away with just filling out the grid, and make a good profit.
I've managed to get the full 128SCU out of the CL *once* since I got it. It's really disappointing. I love the ship for everything BUT the main feature. They really need to just get rid of those two stupid 2x4 SCU grids, widen it out to 4x32, and just tell people to use the damn ladder. You want component access? Don't load your damn cargo to the brim, but let us have the choice to do it.
@@IrisCorven I think this misses the point of the ship, they obviously didn't think about components when making it. They said the CL will have 128 or whatever, and then let's add a small walkway each side for components. You shouldn't really be filling it to the absolute brim and complaining about the wasted space whilst it was a balancing factor and not design/layout. Like people wouldn't be complaining if they made the ship slightly smaller with access to the components elsewhere.
@@scotttimbrell8632 it's not a cargo balance situation though. It was literally feedback the devs listened to in design about how it blocked component access to have the original 4x32 grid. They even talked about that being the drawback on ISC. The dimensions of the cargo bay are even spec'd out to hold 4x32. It was a choice made after the negative response to that statement, with engineering on the horizon.
@@IrisCorven I meant the size of the grid. You need to be able to reach components on a 3 manned ship, 1 of with has an engineer station. I would somewhat agree that as a solo you could possibly f yourself and fill it up to the point where you'll need to unload in space to get to it, but if you're an engineer player on that ship, you have no gameplay just cus cargo players don't want to deal with their mini-game..
If I am not mistaken, in 3.24.3, right clicking (with mouse) will not lock to the grid but requires you to hold the button. Left clicking will lock to grid and doesn't require holding the button. Hope this helps and thanks for the great videos!
Great video. I actually really like the Zeus CL. It’s really fun to manage that cargo space and try to figure out how to chain missions together and pack it so you can find the payload for different missions easily.
I already do everything you were showing here, but nice to see some validation of my methods. I seem to notice that the rep gained is largely influenced by distance of the contract vs. amount of cargo hauled. The thing I would like to see is the ability to "split" a box to a smaller size before you pull it up the elevator. This functionality is kind of already there with the splitting of ammo, drinks etc. in the inventory screen. You could right click on an 8 SCU box and click split making it two 4 SCU boxes, then again if needed. Nice Vid!
14:50 that shot is EXACTLY what this game is about to me. Those hangar doors opening to that view made me almost gasp. Holy cow that was beautiful and so cool!
You know how else they could have achieved 128scu for the Zeus MK2 CL without making manually loading it frustrating? By making the grid 8x8x2 (instead of 8x5x3 + 8 random SCU to the side) which happens to be 4x 32 scu containers next to each other without having to shove any boxes into an awkward third top layer that has no clearance whatsoever. They could also have easiely made the grid 6 wide without any adjustments to the ships geometry itself and only by adjusting the grid ever so slightly which would come out as 96 SCU which in my opinion would also have been totally fine for a ship of this size. I just don't want to have to deal with 1 or 2 scu boxes on a ship of this size.
Nice overview of the hauling missions; successfully got me more interested in them. The first cargo loading section was a little anxiety inducing though lol. I completely forgive you because it's SC's fault that it's this finicky, but here are some tips to work around it from someone who is used to stuffing an obscene amount of 32SCU boxes in a 600i hold using equally obscene techniques like bridging between walkways and holding things in place with the tractor as the door shuts: - Move the mouse much slower and wait for the box to catch up. - Same with the scroll wheel. - Walk the box in by foot if need be. - Hold R and make tiny circles with the mouse to make fine adjustments to the tilt. Like R+scroll but finer control. This is a hack that I originally learned from 3D software. - One SCU's physics mesh is the full 1.25m cubed volume, and the visual mesh is smaller. Keep the invisible corners of the boxes from touching anything or it will totally halt or turn the box. Larger boxes are just multiples of this and it applies the same. - Tractored objects' motions are defined by position, not force. We don't get to control force, only desired position. - Tractored objects will try to linearly interpolate between where they are and where we've defined that they should be using our aim, and will not deviate from that to shimmy around obstacles. - Get the box lined up perfectly without touching anything and keep it from touching anything while very gently easing it into place like it's that children's game Operation. - If you run into an obstacle, back up and go slower and more precisely. Shoving it harder simply does not exist in SC unless you're using the ATLS's specific Throw ability. Actually this seems like a good video idea. I wonder if someone has made it yet.
@Farrister 3:00 You were wondering if there was a way to put stuff on the cargo grid, but not have it snap on and there is in a way. If you are using the Multi-Tool or Tractor Rifle and you use the traversal mode to pick something up instead of the tractor mode. (One is left click and the other is right click), then that item won't be able to snap onto the grid. Though still only works with the handheld methods and both ship and ALTS do not have a traversal mode, so it wouldn't work for them. But if you want to ignore the cargo grid, just move items with the traversal mode. (at least until it gets patched, if they patch it)
Hey Farrister, I am playing with keyboard and mouse and for me, when i click left click instead of right click, i can move the boxes without them wanting to snap to the grid. But i bet you have a different setup. Edit: i think its the „detach“ button for the multytool
The C1 is also ma fav Cargo Ship. But it really needs a ladder or something like that if the cargo area is more than full. That's a big problem. Of course you can load and unload with the tractorbeam. But sometimes like you said. You have to do it the old way. Such a shame. Anyways. I love to ship cargo around the verse and that vid suits it quite well :3
Time 18:00 Gamepad: I did change My D-pad up/down for hand held. To tractor move in/out. to offset the slow roll of the mouse wheel. It is a bit finicky in that it acts much like ship throttle/speed limiter combined in that as I press up to move out it raises the "distance" threshold of the box to move. Making it will want to take box to max range if you hold Up pad too long. Making exact placement a bit challenging, cause it is harder to see (ADS right click) distance limiter HUD.
I really like Cargo hauling. Great way to unwind after a a day in the office. Sadly I no longer have the "Hauling" tab at all. Some game bug that also removed my entire rep. Was hoping that the latest patch would fix it, but issue is still there. Currently have the ES but I will buy back the CL soon. A note on the 3x5 Cargo grid. I am sure this was done intentionally - just like the too small rear door. The Zeus is a great ship already. If it also had a 6 wide cargo grid and a wide door for vehicles, it would be too good and might impact ship sales in the future.
I'm not sure about the ships tractor beams, but using left click with the hand tractor beam ignores the grid and right click uses the grid. At least this was the case for me in my reclaimer the other day when I was wondering why none of my boxes wanted to go on the grid as i was picking up the boxes with left click, but right click allowed me to place them on the grid
A good trick to ignore the cargo grid is to walk into the grid spot itself. That makes the grid spot invalid and removes the automatic snapping behavior letting you place cargo however you want.
Not sure if another comment mentioned it, but left click when picking up a box that's not presently on a grid will place it without snapping to the grid. If it's on the grid, you need to move it somewhere it won't try to snap to a grid and set it down. There doesn't seem to be a way to switch modes while carrying (I could be wrong). Also of note, if you place a box off-grid near a grid, it will break the grid for boxes within a short radius of it - so you can kind of force it to let you use a lot of the grid as off-grid space if you place the off-grid boxes first. I've played around with the Zeus a LOT, trying to figure out the maximum it'll hold (152scu in the cargo hold, plus potentially 5 1scu boxes in the passenger areas n- but for the most part those aren't worth the hassle of wrangling them around corners). It doesn't end up being beneficial to break the grid unless you're doing the hauling missions with 8scu boxes. When I'm hauling commodities myself, the extra space is filled with 5x4scu boxes up on end around the front, and a 2scu box on each side, also up on end, between those and the two side grids. It can be VERY annoying to load the rearmost 2 rows of boxes, but once you know how to do it, 152scu loads in around 15 minutes - less if you have someone to bring up boxes while you're loading and arranging the first batch.
Just so you know : holding R and either moving the mouth or scrolling the wheel will rotate the box. Do it without moving the box and them try to put it in place after :) As a C1's 108 SCUs wizard, this my advise ;)
I got a Zeus CL and I was really impressed with the ship. However, after a few cargo missions ran into the same cargo optimization and loading issue. I refunded my paints for the ship and used the store credit to upgrade the Zeus CL to a Constellation Taurus. Very pleased with changing to the Taurus. It is a shame, the Zeus is a very nice ship otherwise. It's probably better as the ES variant.
A lot of folks don’t consider them in the same category but the Taurus is just better in almost every way, except for being newer, ship buttons, and interactions.
For those finer movements, like squeezing a box into a tight space, I find picking the box up with the tractor beam and just walking with it is easier than attempting to use the scroll wheel to move the box around.
Here is what I do to control the ship tractor beam, since we can't rebind the controls. I use my flight sticks (VKB Gladiators): you can aim the beam with it, but that's all. So I've rebound my right trigger to mouse left click so I can activate the beam (this still allows me to shoot my guns, activate quantum jumps, interact with objects, etc.). Rebound a button to the 'R' key, and the right analog stick to control the mouse (the two together let me rotate the boxes). And rebound my left decoder wheel to mouse wheel so I can control distance. This gives me full beam control with the sticks and works really well.
You can actually bind the tractor beam fire button and the increase/decrease distance buttons. They're just named oddly, so they're hard to find. They're all in the "Vehicles - Salvage" section. "Toggle Fire Focused" fires the beam, and "Tractor Beam Vehicle - Increase Distance" and "Decrease Distance" do the pulling and pushing. I found that the increase and decrease buttons need to be mapped to an encoder wheel, otherwise they don't work properly. Would be nice if they allowed us to map that to an axis!
I love my Zeus CL that tractor beam is a life saver all I need to do is land and prep the freight elevator and I can move cargo back and forth from the comfort of the ship.
I wish in the future with the engineering gameplay (and perhaps with a bit of the base building tech they are working on) we can both turn off or set our own custom grid for ships. Like we can manually designate the magnetic grid, therefore modifying it perfectly to the cargo that we plan to bring. It'd completely take care of all these cargo grid woes in an immersive way.
The handheld multitool has two options. Snap to grid mode and one where it doesn’t. It’s left click VS right click kind of thing. I think hold right click
6:37 and how to not use the grid… with the MaxLift I found out that if you use the left mouse button it snaps to the grid but with the right button it does not. Hope that helps Also hold R and use the mouse to rotate up and down
Love these videos! Wish we could pick what size boxes spawn for hauling missions, the cargo grid of the zeus cl makes me want to melt the ship and i actually like the ship itself but man
Think the real issue are the contracts. CIG doesn't have a mission generator, not have they made proper missions that fit. Can get a lot out of hauling but you need to know and need to pick the right combination. They need to have a good mission generator like say Elite 2, 3 or 4 has. Not-sticking-to-the-grid is called the multi-tool. Component access right next to the boarding party isn't very strategic. It mainly stems from CIG not thinking out what it wanted to have beforehand. Showers and toilet seats so one could live life in space? Kitchen. Separate engineering section.
Ive had issues with the zues while hauling refined ore from refinery jobs. refinery auto filled it with a 16SCU container across the back. took me about 40 minutes of shuffling everything in the front to get the room to get the 16scu out the back
When I'm flying a medium ship, I prefer chaining small contracts instead of running mediums one at a time. The pay is better because you often deliver multiple contracts to the same location, and it's just fun finding and picking the contracts to create an optimal route. Medium contracts are a bit too large for medium ships IMO. They should either lower the total SCU on them slightly, or break them down into smaller containers.
I think that the right and left click of the tractor beam has opposite function. Which is which has reversed a couple times in the last few patches. One locks the grid and doesn't. So if right click locks then left shouldn't.
I have a CL and do love it. Yes it is awkward for cargo at times, however CIG probably will give it a few small tweeks I hope. As enough people complain they usually make small changes here and there. At the moment I would say it's 90% awesome, 10% awkward. Here's to hoping they give it a small bit of love. Either way I will be keeping mine😊
Hell, even just raising the roof clearance a TINY bit would fix a lot of issues. More room to angle in boxes, and then CIG can't complain it can fit an Ursa.
6:30 yeah, the button is LMB in 3.x and RMB in 4.x. And yep, i'm aware it has already been said in the comments, but here's just another comment for you 😁 Not sure if this little detail has been mentioned already too tho: when boxes are attached to the grid you can't move them with tracktor/traversal mode, but if you just briefly "nibble" at the box with detaching mode, you can kind of "outrun" the server delay and detach it from the grid without it snapping back on again right away. Snapping only happens while you already carry a box in detachment mode - so if you let go of the box before the server realizes that you are "in carrying a box" state, you can practically loosen attached boxes and then simply carry them away with tractor/traversal mode. (Edit/ps: this is especially useful in tight spaces where you can't move boxes off-grid at all, like on the Carrack or Caterpillar. I srsly do hope we'll have a "disable cargo grid" feature/fuse/component/option in the future.) o7 fly safe
It also helps if you pick contracts such as adding in some of the ones 4scu and 1scu I do multiple contracts in the one haul so as to maximise the use of the space and only do the short hops quicker to make the money it is just the loading that slows down everything and of cause the odd bug that glitches things out.
I frequently fly in regions where the aircraft also carries freight, the idea that behind the moveable bulkhead there is cargo placed by you as the loader unsecured is to say the least a little scary, its not just the space but securing the load and slso the mass of the load that is important! I like the idea that some ships may be more efficient on certain routes and carrying certain kinds of cargo.
Can't you use the alternative mode (tractor) to move the boxes without the grid snapping? I hope that the hauling missions will be refactored so that you have an amount to be shipped, but you can say in which boxes it should be shipped. As a trade off: you will have to pay for packing.
One thing worth noting is that boxes (and anything really) not secured to the cargo grid rarely but occasionally clip through the floor. Therefore, it is worth knowing that you can turn in an incomplete delivery mission for partial credit.
I thought you could choose if you wanted to snap to the cargo grid or not by using either the left or right mouse button on the tractor beam. But I haven't played in months, that's just what I heard. Am I wrong?
Yeeeah, i bought the CL as a warbong back when they revealed it, i was excited, then i saw the cargo grid and how "Lazy" the placement was... I upgraded it to a Taurus after 2 cargo runs I tried to take a 96SCU mission, but it was only 8SCU boxes, and i couldn't fit all into 128SCU (IIRC) soooo yeah.... improvements very heavily anticipated
But late to comment on this but have recently found your content and love the videos!! Is there a way to do an automatic loading of those for larger size cargos or anything? I.e. if your only hauler is a caterpillar?
As I just went through the entire advanced controls menu to make a list for my sim pit build, I can tell you that there is currently no button to disable the cargo grid. However, the base building demo during citizencon showed cargo elevators that were functioning without the cargo grid snap. So here's hoping it's in the works.
I would have LOVED to get a Zeus but their efforts to make the Cargo Entrance as small as possible just to prevent an Ursa prevented ME from buying it. Such a Shame :(
So, pack everything in tight, then take off (in the future) and having cargo slamming around since it's not on the grid, then component catches fire from the damage. 😮 Then you can't put out the fire because you can't get to it. So open the cargo bay to vent and cargo gets sucked out. Moral of the Story: use the grid. 😂😊
explosive decompression is a myth. the difference between 0 atmospheres of pressure and 1 atmosphere is not nearly enough to suck anything out into space
This is a good showcase on how Not to make a grid (work) They should just made the entire floor as a grid. and make the Pilot choose on how to fill it up. Yes if it's full, you wont have access to the Room. so you get an option, to make space to walk around or not. but it will at least work better as a Cargo hold. But i assume this wont happend. at least you should be able to choose what cargo boxes you get. to make it simpler to stack them all.
I have a question about cargo delivery. I don't play SC because my PC is very old, and I'm waiting till SC is more crystallised before upgrading. But I noticed on several videos that cargo was being hauled from station to station. Is there also cargo delivery to sites on planets?
I turn Vjoy on when i'm rotating the tractor beam between the ship and elevator, then once I am looking to place the cargo onto the grid I switch it to relative mode, then switch back again to vjoy for the quick rotation speed back to the elevator.
How did you change the ships tractor beam controlls to not be so "sloppy", for me it´s like the mouse draws a line from the center of the screen and then the camera accelerates way past where I wanted it to go
Uh.. have you tried double clicking RMB? It disables snap-to-grid for a targetted box. I use it when diving into a softdeath NPC Carrack to ‘loosen’ crates that I want to survive when I blow the Carrack it up to access its cargo.
I have had similar issues with the Max. From a hauling-contracts perspective, the Max's cargo hold has only a practical capacity of 64 SCU, which explains why they narrowed the cargo grid on the Spirit. They should still fix this nevertheless. It doesn't look proper without those crates aligned with the markers on the floor.
I think the best option would be for CIG to allow us to choose the box size we want for the contract. Each cargo hauler has different metrics and forcing certain sizes feels bad for the smaller haulers that can technically take the scu limit of the contract.
i really REALLY want a search function from, where and to where aka from baijini to tressler, and thn it shows all of those contracts that go from there to there or have the name in there
The zeus does have potential, but for the future. With a CS of 10k vs the Taurus's 37.5k, you can build a sub 5km detection ship.... once stealth works better than it currently does. My goal with the wife is to build a dedicated smuggler, once they fix the master mode bug.
@Farrister so far it seems very viable, if you accept some trade-offs. Dropping to dual deadbolt iv and tigerstrike on the turrets frees up a lot of energy, albeit at the cost of having to land more to reload. With around a 4.2km detection range, having guns that reach out to around 3K is fine with dominators for backup. 3x umbras drops from 15300 hp shields at 33% resist and 311hp/s regen to 11.3k at 100% resist and 458 hp/s, with turning off the tractor beam. 2 gammamax power plants with 2 nightfall coolers reduce the EM outpit down to 7.5k with spicule drive and 1.9k IR (3.9k ir/8.2k em with coolers on max). With the 10k cross section being mostly top and belly, it seems like it should work decent as it's thin the rest of the way around. Not a ship to get into long engagements its 3630 dps (1434 alpha) can let it punch a quick hole/discouragement with backup or opening volley of 19k missile dmg. If they redo the specs on the Spicule drive, I'd just go for fastest spool up to get out of dodge quickly. Combined with max engine power for max boost/recharge, she can move. We routinely hit QD range on a single boost off the afterburner out of MicroTech, and for the size, feels very nimble, especially with the VTOL. Now if only they'd fix the damn cargo grid...
I really wanted to like the Zeus but it just didn't do it for me. The cargo bay is too awkward, while it has decent storage, it's not optimized. Trying to get boxes in at the ceiling level was rough and the small number of 8SCU boxes that it could hold, even though it carries 128 SCU was a downer. Beautiful ship, but the layout isn't ideal.
When you said “and I could’ve taken on a bit of cargo for this but between runs but ugh loading it would’ve been a pain” … that’s my entire problem with this ship in a nutshell. Absolute tragedy.
This ship has become my little go to hauler/daily and I love it. Sure it has its downside but also great upsides like great soloability and extremely small size footprint. I love running it on planetary cargo missions, stacking them for maximum profits. That imo is where it excels right now. Space only hauls for that matter are kind of boring to me anyway since you don't get to see the beautiful landscapes and locations. Maybe this will change with Nyx being introduced. One thing I would like from CIG is giving us the option to manually split up cargo to make them fit within the SCU grid of a ship better. Add that and we are golden CIG.
As someone who has a bunch of ships (mostly small to medium) I would say both are good, however an honorable mention would be the freelance MAX, I love the max too. It hasn't had a gold pass yet so it feels a bit dated but it's great. If you don't want to pledge that much money then I would go with the Nomad for under 100bucks. Anyhow good luck in the verse!
dont use cargo grid inside ship. In my corsair, sold for 72 SCU, i can fit 6 x 16Scu, 3 x 8Scu and 15 x 4Scu boxes, for a total of 180 SCU With Multi tools, Left mouse button dont use the cargo grid , but Right Mouse button will try to fit the grid. Cargo Grid is only good when unloading the ship in the Elevator to sell Next time, i will try to turn my corsair just in front of the elevator...nice idea 👌
Why did they make the back door so small for a cargo ship. I'd give up room in the galley to move components. Iam a newbie small hauler. i like the msr star runners as my cargo ship.
I really like the ship but it's too annoying to me for a cargo hauler. I use it more as a comfortable runabout with room for some boxes for loot to raid distribution centers and such. Maybe if they made it possible to select the box sizes for the cargo so it fit right......but as it stands I'll stick with other ships that do it better for cargo hauling. Debating upgrade to Taurus or maybe Zeus MR when it arrives because I really do like it.
I wish they'd just let us fill the cargo hold to the brim, the ship has more than one entrance so it shouldn't be a problem. And if we happen to block off some component access, let that be our problem and our fault.
The cargo grid in the CL is such a pain to load. Without a very specific combination of boxes sizes I think reaching its advertised scu capacity is impossible for generic hauling mission loads
It seems obvious that the SC gameplay designers are not talking to the ship designers. It wouldn't have taken much to design the cargo space for a fully optimized loading experience.
I think the point of the cargo grid is to ensure boxes stay locked to the ship and dont have the freedom to shift around and potentially clip through the ship’s collision geometry. Theres no way to choose not to use the grid because, as far as the devs are concerned, using it is necessary to ensure the game works correctly
Zeus CL is a AWESOME ship. IF you know how to use it and make the most out of it. Cause, ALL ships (even those in RL) suffer from the biggest downside of containerized cargo: You don't always get the optimal size of containers to fill it up completely. So, why are ppl. so obsessed with filling the ship up to the max? There are other options....
If they would've made it just a lil bit wider and keep the same cargo grid to be able to get to the components, that would've been a better idea to do.
While I like the design of the Zeus, I'm not sold on it over the Freelancer series. The Freelancer still hasn't had a gold pass as well. For a multi-role ship I still think on paper the Freelancer is better because of its extra armament that can be accessed by the pilot.
A button to prevent tilt and keep current orientation would also help a lot.
Yes!
just press z to free look you won't tilt from your orientation but still can move up down left right
Yeah. Z is a toggle. I just recently learned it’s a useful key to kill/prevent roll and pitch.
@@athomasmaycould also try right shift
3 QoL changes I'd dearly love to see:
1. Front load the cargo elevators by default. Stop placing them in the furtherest corner when loading a contract.
2. Make those ladders on the 8scu crates operable so we can get above the cargo for a better view point.
3. Allow us to break down the crates as required so you can adjust your manifest space allocation as necessary. Some of those 8 scu crates could have been split into 4s and stacked on top of the others, if this was a feature.
I'd like all of those
The fact that it wasn't discussed prior to deploying this is alarming.
Always so... pleasing and enlightening to watch your videos. I always look forward to the next one. Please don't stop making content.
Thank you for your kind words!
the one issue I have with the Zeus CL (and a lot of the smaller haulers) is the awkward proportions of the cargo grid. Five wide and three tall just means that you spend a lot of extra time trying to maximize the usage of space. It's an economic issue too because the small amount of cargo means that max, you're getting lackluster returns unless you spend all that extra time playing jenga, whereas with the larger ships, you can get away with just filling out the grid, and make a good profit.
I've managed to get the full 128SCU out of the CL *once* since I got it. It's really disappointing. I love the ship for everything BUT the main feature. They really need to just get rid of those two stupid 2x4 SCU grids, widen it out to 4x32, and just tell people to use the damn ladder. You want component access? Don't load your damn cargo to the brim, but let us have the choice to do it.
Is that not the point of the cargo mini game tho? Like if you didn't want to do it yourself then auto load it..
@@IrisCorven I think this misses the point of the ship, they obviously didn't think about components when making it. They said the CL will have 128 or whatever, and then let's add a small walkway each side for components. You shouldn't really be filling it to the absolute brim and complaining about the wasted space whilst it was a balancing factor and not design/layout. Like people wouldn't be complaining if they made the ship slightly smaller with access to the components elsewhere.
@@scotttimbrell8632 it's not a cargo balance situation though. It was literally feedback the devs listened to in design about how it blocked component access to have the original 4x32 grid. They even talked about that being the drawback on ISC. The dimensions of the cargo bay are even spec'd out to hold 4x32. It was a choice made after the negative response to that statement, with engineering on the horizon.
@@IrisCorven I meant the size of the grid. You need to be able to reach components on a 3 manned ship, 1 of with has an engineer station. I would somewhat agree that as a solo you could possibly f yourself and fill it up to the point where you'll need to unload in space to get to it, but if you're an engineer player on that ship, you have no gameplay just cus cargo players don't want to deal with their mini-game..
If I am not mistaken, in 3.24.3, right clicking (with mouse) will not lock to the grid but requires you to hold the button. Left clicking will lock to grid and doesn't require holding the button. Hope this helps and thanks for the great videos!
the 3 scu hight, is also a factor in the Constallations, love your videos, and that nice calm voise of yours. Keep up the good work
Thank you for your kind words
I didn't realize CIG had the open exterior option in the tractor beam chair. That is a nice touch!
So handy!
there is also a way to map any button to toggle exterior. I'm using one of extra mouse buttons
you can actually fly the ship from the tractor operators seat which is very nice. Don't think it lets you go into quantum though.
@@LemonToGo didn't know that. thanks
Great video. I actually really like the Zeus CL. It’s really fun to manage that cargo space and try to figure out how to chain missions together and pack it so you can find the payload for different missions easily.
Yup!
I already do everything you were showing here, but nice to see some validation of my methods. I seem to notice that the rep gained is largely influenced by distance of the contract vs. amount of cargo hauled. The thing I would like to see is the ability to "split" a box to a smaller size before you pull it up the elevator. This functionality is kind of already there with the splitting of ammo, drinks etc. in the inventory screen. You could right click on an 8 SCU box and click split making it two 4 SCU boxes, then again if needed. Nice Vid!
Yes, that would be an awesome feature!
14:50 that shot is EXACTLY what this game is about to me. Those hangar doors opening to that view made me almost gasp. Holy cow that was beautiful and so cool!
You know how else they could have achieved 128scu for the Zeus MK2 CL without making manually loading it frustrating? By making the grid 8x8x2 (instead of 8x5x3 + 8 random SCU to the side) which happens to be 4x 32 scu containers next to each other without having to shove any boxes into an awkward third top layer that has no clearance whatsoever. They could also have easiely made the grid 6 wide without any adjustments to the ships geometry itself and only by adjusting the grid ever so slightly which would come out as 96 SCU which in my opinion would also have been totally fine for a ship of this size. I just don't want to have to deal with 1 or 2 scu boxes on a ship of this size.
Yeah, 96 SCU would have been fine.
I can CIG shrinking the Zeus MK2 CL's to 96 SCU, but they'd probably do it by making the grid 8x4x3, just to be annoying.
Would have been so easy to do!
Also, if they put a front ladder on the c1, they could make it 96 scu as well
Nice overview of the hauling missions; successfully got me more interested in them. The first cargo loading section was a little anxiety inducing though lol. I completely forgive you because it's SC's fault that it's this finicky, but here are some tips to work around it from someone who is used to stuffing an obscene amount of 32SCU boxes in a 600i hold using equally obscene techniques like bridging between walkways and holding things in place with the tractor as the door shuts:
- Move the mouse much slower and wait for the box to catch up.
- Same with the scroll wheel.
- Walk the box in by foot if need be.
- Hold R and make tiny circles with the mouse to make fine adjustments to the tilt. Like R+scroll but finer control. This is a hack that I originally learned from 3D software.
- One SCU's physics mesh is the full 1.25m cubed volume, and the visual mesh is smaller. Keep the invisible corners of the boxes from touching anything or it will totally halt or turn the box. Larger boxes are just multiples of this and it applies the same.
- Tractored objects' motions are defined by position, not force. We don't get to control force, only desired position.
- Tractored objects will try to linearly interpolate between where they are and where we've defined that they should be using our aim, and will not deviate from that to shimmy around obstacles.
- Get the box lined up perfectly without touching anything and keep it from touching anything while very gently easing it into place like it's that children's game Operation.
- If you run into an obstacle, back up and go slower and more precisely. Shoving it harder simply does not exist in SC unless you're using the ATLS's specific Throw ability.
Actually this seems like a good video idea. I wonder if someone has made it yet.
Good notes - make the video!
watching cargo hauling is therapeutic, please make such videos!
Will do!
I hope they bring support for partial grid connection as well.
Then two SCU can lock on with just one SCU on the grid and one off-grid.
Or just make more grid aboard!
@Farrister
3:00 You were wondering if there was a way to put stuff on the cargo grid, but not have it snap on and there is in a way. If you are using the Multi-Tool or Tractor Rifle and you use the traversal mode to pick something up instead of the tractor mode. (One is left click and the other is right click), then that item won't be able to snap onto the grid. Though still only works with the handheld methods and both ship and ALTS do not have a traversal mode, so it wouldn't work for them. But if you want to ignore the cargo grid, just move items with the traversal mode. (at least until it gets patched, if they patch it)
Yes, others have let me know this!
Hey Farrister, I am playing with keyboard and mouse and for me, when i click left click instead of right click, i can move the boxes without them wanting to snap to the grid.
But i bet you have a different setup.
Edit: i think its the „detach“ button for the multytool
this is definitely true for hand held tractors, but sadly i have yet to find a way to do this with ship mount tractors.
Yup left and right buttons on the mouse allow either snapping to grid, or free movement
This is the answer
Yet another banger from Farrister!
Glad you enjoyed it!
The C1 is also ma fav Cargo Ship.
But it really needs a ladder or something like that if the cargo area is more than full. That's a big problem.
Of course you can load and unload with the tractorbeam. But sometimes like you said. You have to do it the old way.
Such a shame.
Anyways. I love to ship cargo around the verse and that vid suits it quite well :3
I still love my C1, but you're right, the cargo capacity and entry are just not up to scratch compared to this
Time 18:00 Gamepad: I did change My D-pad up/down for hand held. To tractor move in/out. to offset the slow roll of the mouse wheel. It is a bit finicky in that it acts much like ship throttle/speed limiter combined in that as I press up to move out it raises the "distance" threshold of the box to move. Making it will want to take box to max range if you hold Up pad too long. Making exact placement a bit challenging, cause it is harder to see (ADS right click) distance limiter HUD.
I really like Cargo hauling. Great way to unwind after a a day in the office. Sadly I no longer have the "Hauling" tab at all. Some game bug that also removed my entire rep. Was hoping that the latest patch would fix it, but issue is still there. Currently have the ES but I will buy back the CL soon.
A note on the 3x5 Cargo grid. I am sure this was done intentionally - just like the too small rear door. The Zeus is a great ship already. If it also had a 6 wide cargo grid and a wide door for vehicles, it would be too good and might impact ship sales in the future.
Oh no! Hope you get it fixed
I'm not sure about the ships tractor beams, but using left click with the hand tractor beam ignores the grid and right click uses the grid.
At least this was the case for me in my reclaimer the other day when I was wondering why none of my boxes wanted to go on the grid as i was picking up the boxes with left click, but right click allowed me to place them on the grid
The ship tractor beam is a bit different, but it turns out you're right for the hand tractor!
A good trick to ignore the cargo grid is to walk into the grid spot itself. That makes the grid spot invalid and removes the automatic snapping behavior letting you place cargo however you want.
Good idea, plus left click works too!
Not sure if another comment mentioned it, but left click when picking up a box that's not presently on a grid will place it without snapping to the grid. If it's on the grid, you need to move it somewhere it won't try to snap to a grid and set it down. There doesn't seem to be a way to switch modes while carrying (I could be wrong). Also of note, if you place a box off-grid near a grid, it will break the grid for boxes within a short radius of it - so you can kind of force it to let you use a lot of the grid as off-grid space if you place the off-grid boxes first. I've played around with the Zeus a LOT, trying to figure out the maximum it'll hold (152scu in the cargo hold, plus potentially 5 1scu boxes in the passenger areas n- but for the most part those aren't worth the hassle of wrangling them around corners). It doesn't end up being beneficial to break the grid unless you're doing the hauling missions with 8scu boxes. When I'm hauling commodities myself, the extra space is filled with 5x4scu boxes up on end around the front, and a 2scu box on each side, also up on end, between those and the two side grids. It can be VERY annoying to load the rearmost 2 rows of boxes, but once you know how to do it, 152scu loads in around 15 minutes - less if you have someone to bring up boxes while you're loading and arranging the first batch.
Just so you know : holding R and either moving the mouth or scrolling the wheel will rotate the box. Do it without moving the box and them try to put it in place after :)
As a C1's 108 SCUs wizard, this my advise ;)
This is what I do :)
I got a Zeus CL and I was really impressed with the ship. However, after a few cargo missions ran into the same cargo optimization and loading issue. I refunded my paints for the ship and used the store credit to upgrade the Zeus CL to a Constellation Taurus. Very pleased with changing to the Taurus.
It is a shame, the Zeus is a very nice ship otherwise. It's probably better as the ES variant.
Did the exact same thing - loved the Zeus but hated the cargo grid sold for the Taurus
A lot of folks don’t consider them in the same category but the Taurus is just better in almost every way, except for being newer, ship buttons, and interactions.
That's why I still prefer the C1.
feel the same about the Caterpillar vs the C2 Hercules
@@Jormungrandrserpent I hear you. I traded my Caterpillar for the C2 Hercules after this Cargo patch.
For those finer movements, like squeezing a box into a tight space, I find picking the box up with the tractor beam and just walking with it is easier than attempting to use the scroll wheel to move the box around.
Smart
Here is what I do to control the ship tractor beam, since we can't rebind the controls. I use my flight sticks (VKB Gladiators): you can aim the beam with it, but that's all. So I've rebound my right trigger to mouse left click so I can activate the beam (this still allows me to shoot my guns, activate quantum jumps, interact with objects, etc.). Rebound a button to the 'R' key, and the right analog stick to control the mouse (the two together let me rotate the boxes). And rebound my left decoder wheel to mouse wheel so I can control distance. This gives me full beam control with the sticks and works really well.
You can actually bind the tractor beam fire button and the increase/decrease distance buttons. They're just named oddly, so they're hard to find.
They're all in the "Vehicles - Salvage" section. "Toggle Fire Focused" fires the beam, and "Tractor Beam Vehicle - Increase Distance" and "Decrease Distance" do the pulling and pushing.
I found that the increase and decrease buttons need to be mapped to an encoder wheel, otherwise they don't work properly. Would be nice if they allowed us to map that to an axis!
@funkyschnitzel I didn't realize. Thank you for letting me know.
Cool idea, might have to give it a try
I love my Zeus CL that tractor beam is a life saver all I need to do is land and prep the freight elevator and I can move cargo back and forth from the comfort of the ship.
The tractor beam is fantastic!
I wish in the future with the engineering gameplay (and perhaps with a bit of the base building tech they are working on) we can both turn off or set our own custom grid for ships. Like we can manually designate the magnetic grid, therefore modifying it perfectly to the cargo that we plan to bring. It'd completely take care of all these cargo grid woes in an immersive way.
Oh that would be very cool!
The handheld multitool has two options. Snap to grid mode and one where it doesn’t. It’s left click VS right click kind of thing. I think hold right click
Yes, I think you're right!
6:37 and how to not use the grid… with the MaxLift I found out that if you use the left mouse button it snaps to the grid but with the right button it does not. Hope that helps
Also hold R and use the mouse to rotate up and down
I think you're right with left and right click!
LEFT KLICK(Lateral). With the hand tool. Right klick is "detach"
Yes!!!
Love these videos! Wish we could pick what size boxes spawn for hauling missions, the cargo grid of the zeus cl makes me want to melt the ship and i actually like the ship itself but man
Yes, would love that too!
Think the real issue are the contracts. CIG doesn't have a mission generator, not have they made proper missions that fit. Can get a lot out of hauling but you need to know and need to pick the right combination. They need to have a good mission generator like say Elite 2, 3 or 4 has.
Not-sticking-to-the-grid is called the multi-tool. Component access right next to the boarding party isn't very strategic. It mainly stems from CIG not thinking out what it wanted to have beforehand. Showers and toilet seats so one could live life in space? Kitchen. Separate engineering section.
Thanks for multi tool tip :)
Ive had issues with the zues while hauling refined ore from refinery jobs.
refinery auto filled it with a 16SCU container across the back.
took me about 40 minutes of shuffling everything in the front to get the room to get the 16scu out the back
Ugh :(
When I'm flying a medium ship, I prefer chaining small contracts instead of running mediums one at a time. The pay is better because you often deliver multiple contracts to the same location, and it's just fun finding and picking the contracts to create an optimal route.
Medium contracts are a bit too large for medium ships IMO. They should either lower the total SCU on them slightly, or break them down into smaller containers.
Oh interesting, I'll have to give that another try
I think that the right and left click of the tractor beam has opposite function. Which is which has reversed a couple times in the last few patches. One locks the grid and doesn't. So if right click locks then left shouldn't.
Yes, I think you might be right!
I have a CL and do love it. Yes it is awkward for cargo at times, however CIG probably will give it a few small tweeks I hope. As enough people complain they usually make small changes here and there. At the moment I would say it's 90% awesome, 10% awkward. Here's to hoping they give it a small bit of love. Either way I will be keeping mine😊
Hell, even just raising the roof clearance a TINY bit would fix a lot of issues. More room to angle in boxes, and then CIG can't complain it can fit an Ursa.
I hope so!
6:30 yeah, the button is LMB in 3.x and RMB in 4.x. And yep, i'm aware it has already been said in the comments, but here's just another comment for you 😁
Not sure if this little detail has been mentioned already too tho: when boxes are attached to the grid you can't move them with tracktor/traversal mode, but if you just briefly "nibble" at the box with detaching mode, you can kind of "outrun" the server delay and detach it from the grid without it snapping back on again right away. Snapping only happens while you already carry a box in detachment mode - so if you let go of the box before the server realizes that you are "in carrying a box" state, you can practically loosen attached boxes and then simply carry them away with tractor/traversal mode. (Edit/ps: this is especially useful in tight spaces where you can't move boxes off-grid at all, like on the Carrack or Caterpillar. I srsly do hope we'll have a "disable cargo grid" feature/fuse/component/option in the future.)
o7 fly safe
Thanks :) fly safe!
First like! And I know it's worth it already 🤘
o7
It also helps if you pick contracts such as adding in some of the ones 4scu and 1scu I do multiple contracts in the one haul so as to maximise the use of the space and only do the short hops quicker to make the money it is just the loading that slows down everything and of cause the odd bug that glitches things out.
I frequently fly in regions where the aircraft also carries freight, the idea that behind the moveable bulkhead there is cargo placed by you as the loader unsecured is to say the least a little scary, its not just the space but securing the load and slso the mass of the load that is important! I like the idea that some ships may be more efficient on certain routes and carrying certain kinds of cargo.
Can't you use the alternative mode (tractor) to move the boxes without the grid snapping?
I hope that the hauling missions will be refactored so that you have an amount to be shipped, but you can say in which boxes it should be shipped. As a trade off: you will have to pay for packing.
Yes!
Nice vid, I'm enjoying my CL a lot despite its shortcomings. Wanted to ask, what mounts do you use for your HOTAS? They look really good.
Likewise! I use MonsterTech mounts, I have a frame that I bought 4 years ago. I might make a video about it...
One thing worth noting is that boxes (and anything really) not secured to the cargo grid rarely but occasionally clip through the floor. Therefore, it is worth knowing that you can turn in an incomplete delivery mission for partial credit.
I thought you could choose if you wanted to snap to the cargo grid or not by using either the left or right mouse button on the tractor beam. But I haven't played in months, that's just what I heard. Am I wrong?
Yes, you're right!
Yeeeah, i bought the CL as a warbong back when they revealed it, i was excited, then i saw the cargo grid and how "Lazy" the placement was...
I upgraded it to a Taurus after 2 cargo runs
I tried to take a 96SCU mission, but it was only 8SCU boxes, and i couldn't fit all into 128SCU (IIRC) soooo yeah.... improvements very heavily anticipated
You could probably fit it, but just not with the grid...
I would love to see a non-commentary full length version of the video - it would be quite relaxing to watch imo
Noted!
But late to comment on this but have recently found your content and love the videos!!
Is there a way to do an automatic loading of those for larger size cargos or anything? I.e. if your only hauler is a caterpillar?
It seems right desicion for CIG will be make cardo grid on whole cargo bay room in every ship.
It has to depend on owner, how to use that space!
You would think!
As I just went through the entire advanced controls menu to make a list for my sim pit build, I can tell you that there is currently no button to disable the cargo grid. However, the base building demo during citizencon showed cargo elevators that were functioning without the cargo grid snap. So here's hoping it's in the works.
I would have LOVED to get a Zeus but their efforts to make the Cargo Entrance as small as possible just to prevent an Ursa prevented ME from buying it. Such a Shame :(
:(
So, pack everything in tight, then take off (in the future) and having cargo slamming around since it's not on the grid, then component catches fire from the damage. 😮
Then you can't put out the fire because you can't get to it. So open the cargo bay to vent and cargo gets sucked out.
Moral of the Story: use the grid. 😂😊
Haha you may be right Eric, but for now, be damned the consequences!
explosive decompression is a myth. the difference between 0 atmospheres of pressure and 1 atmosphere is not nearly enough to suck anything out into space
This is a good showcase on how Not to make a grid (work) They should just made the entire floor as a grid. and make the Pilot choose on how to fill it up. Yes if it's full, you wont have access to the Room. so you get an option, to make space to walk around or not. but it will at least work better as a Cargo hold. But i assume this wont happend. at least you should be able to choose what cargo boxes you get. to make it simpler to stack them all.
Yup...
finally tried out some hauling missions the yesterday, grabbed 8 missions that had the same pick up and drop off location so that was nice
If you use the déplacement mode on your tractor beam, it won’t snap.
I have a question about cargo delivery. I don't play SC because my PC is very old, and I'm waiting till SC is more crystallised before upgrading. But I noticed on several videos that cargo was being hauled from station to station. Is there also cargo delivery to sites on planets?
By the way if you use left click with the hand held tractor beam it wont snap to the cargo grid!
That's the one!
Great vid
I know the handheld tractorbeam multi tool has a altenate function to dissable grid snapping. its the same mode for graplinghooking yourself in 0G
Left click, got it now!
@Farrister I belive the default keybind is the same as switching fireselect for firearms
And that is why I love the Zeus, I can over stuff it but have multiple access to the ship unlike Crusader ships
I turn Vjoy on when i'm rotating the tractor beam between the ship and elevator, then once I am looking to place the cargo onto the grid I switch it to relative mode, then switch back again to vjoy for the quick rotation speed back to the elevator.
How did you change the ships tractor beam controlls to not be so "sloppy", for me it´s like the mouse draws a line from the center of the screen and then the camera accelerates way past where I wanted it to go
That's VJOY, I think the keybind is Q to toggle it back to standard mouse move
@@Farrister thx, I´m always the pilot, don´t know my turret controls :D
Uh.. have you tried double clicking RMB? It disables snap-to-grid for a targetted box. I use it when diving into a softdeath NPC Carrack to ‘loosen’ crates that I want to survive when I blow the Carrack it up to access its cargo.
Ive been out of SC for a short while. So all of the QDs are the same speed now?
For now, yes! It's set to change again soon
I have had similar issues with the Max. From a hauling-contracts perspective, the Max's cargo hold has only a practical capacity of 64 SCU, which explains why they narrowed the cargo grid on the Spirit. They should still fix this nevertheless. It doesn't look proper without those crates aligned with the markers on the floor.
Yup, CL can carry plenty but it's awkward
Any instability or lost cargo for the SCU's placed off-grid (ie: off the side, etc)?
I think the best option would be for CIG to allow us to choose the box size we want for the contract. Each cargo hauler has different metrics and forcing certain sizes feels bad for the smaller haulers that can technically take the scu limit of the contract.
I actually find my self enjoying hauling missions. Not quite as chill as salvage, but a relaxing task to do IMO.
Yeah me too, from time to time
i really REALLY want a search function from, where and to where aka from baijini to tressler, and thn it shows all of those contracts that go from there to there or have the name in there
Yes, that would be great!
The zeus does have potential, but for the future. With a CS of 10k vs the Taurus's 37.5k, you can build a sub 5km detection ship.... once stealth works better than it currently does. My goal with the wife is to build a dedicated smuggler, once they fix the master mode bug.
Oh that's an interesting idea!
@Farrister so far it seems very viable, if you accept some trade-offs. Dropping to dual deadbolt iv and tigerstrike on the turrets frees up a lot of energy, albeit at the cost of having to land more to reload. With around a 4.2km detection range, having guns that reach out to around 3K is fine with dominators for backup. 3x umbras drops from 15300 hp shields at 33% resist and 311hp/s regen to 11.3k at 100% resist and 458 hp/s, with turning off the tractor beam.
2 gammamax power plants with 2 nightfall coolers reduce the EM outpit down to 7.5k with spicule drive and 1.9k IR (3.9k ir/8.2k em with coolers on max). With the 10k cross section being mostly top and belly, it seems like it should work decent as it's thin the rest of the way around.
Not a ship to get into long engagements its 3630 dps (1434 alpha) can let it punch a quick hole/discouragement with backup or opening volley of 19k missile dmg. If they redo the specs on the Spicule drive, I'd just go for fastest spool up to get out of dodge quickly. Combined with max engine power for max boost/recharge, she can move.
We routinely hit QD range on a single boost off the afterburner out of MicroTech, and for the size, feels very nimble, especially with the VTOL.
Now if only they'd fix the damn cargo grid...
2:19 "Jiggery Pokery" is the word you're looking for here... 😀
How are you lifting that much SCU with that multitool? When I tried smaller boxes it yelled they were to heavy.
I can't keep up with all of the changes :D
I really wanted to like the Zeus but it just didn't do it for me. The cargo bay is too awkward, while it has decent storage, it's not optimized. Trying to get boxes in at the ceiling level was rough and the small number of 8SCU boxes that it could hold, even though it carries 128 SCU was a downer. Beautiful ship, but the layout isn't ideal.
The layout is imperfect, yeah...
When you said “and I could’ve taken on a bit of cargo for this but between runs but ugh loading it would’ve been a pain”
… that’s my entire problem with this ship in a nutshell. Absolute tragedy.
This ship has become my little go to hauler/daily and I love it. Sure it has its downside but also great upsides like great soloability and extremely small size footprint. I love running it on planetary cargo missions, stacking them for maximum profits. That imo is where it excels right now. Space only hauls for that matter are kind of boring to me anyway since you don't get to see the beautiful landscapes and locations. Maybe this will change with Nyx being introduced. One thing I would like from CIG is giving us the option to manually split up cargo to make them fit within the SCU grid of a ship better. Add that and we are golden CIG.
How do you get the tractor arm to move... Mine doesn't like moving
Idk about on ships but left click on tractor beams doesn’t snap to a grid
Yeah with the multi tool I think you're right
My zeus cl for some reason doesnt have a black underwwing with a light one the left side, only on the right one
Weird!
So if I were to get only one pledge ship, would you get this Zeus CL, the C1 Spirit, or something else?
As someone who has a bunch of ships (mostly small to medium) I would say both are good, however an honorable mention would be the freelance MAX, I love the max too. It hasn't had a gold pass yet so it feels a bit dated but it's great. If you don't want to pledge that much money then I would go with the Nomad for under 100bucks. Anyhow good luck in the verse!
Only one? Something cheaper! These should be fairly accessible in game.
108 SCUZ of glass jars had me laughing
First fragile thing that came to mind!
should just make it that after accepting a contract we can choose what box size(s) to take, simple fix
That would help!
If you use the tractor option instead of the detaching option the grid dont apear
dont use cargo grid inside ship.
In my corsair, sold for 72 SCU, i can fit 6 x 16Scu, 3 x 8Scu and 15 x 4Scu boxes, for a total of 180 SCU
With Multi tools, Left mouse button dont use the cargo grid , but Right Mouse button will try to fit the grid.
Cargo Grid is only good when unloading the ship in the Elevator to sell
Next time, i will try to turn my corsair just in front of the elevator...nice idea 👌
Yup, best tip!
Wish the back ramp on the CL was as wide as the grid.
I feel it's OK? It's just the top that gets me
Why did they make the back door so small for a cargo ship. I'd give up room in the galley to move components.
Iam a newbie small hauler. i like the msr star runners as my cargo ship.
Honestly I think the back door would be OK if it weren't for that 'lip' right at the back on top
Yeah that takes too much work. And I'll need the Tetris theme song playing in the background.
lol
I really like the ship but it's too annoying to me for a cargo hauler. I use it more as a comfortable runabout with room for some boxes for loot to raid distribution centers and such. Maybe if they made it possible to select the box sizes for the cargo so it fit right......but as it stands I'll stick with other ships that do it better for cargo hauling. Debating upgrade to Taurus or maybe Zeus MR when it arrives because I really do like it.
Taurus is fantastic - cheap aUEC price too!
Well. No one will ever accuse you of having OCD! But have a like anyway. 😀
Haha
I wish they'd just let us fill the cargo hold to the brim, the ship has more than one entrance so it shouldn't be a problem.
And if we happen to block off some component access, let that be our problem and our fault.
Agreed! In fact, the idea of frantically dumping cargo out to repair some critical damage feels appropriate
The cargo grid in the CL is such a pain to load. Without a very specific combination of boxes sizes I think reaching its advertised scu capacity is impossible for generic hauling mission loads
Left click is that lil button!
It seems obvious that the SC gameplay designers are not talking to the ship designers. It wouldn't have taken much to design the cargo space for a fully optimized loading experience.
Yeah...
I think the point of the cargo grid is to ensure boxes stay locked to the ship and dont have the freedom to shift around and potentially clip through the ship’s collision geometry. Theres no way to choose not to use the grid because, as far as the devs are concerned, using it is necessary to ensure the game works correctly
If you have the zeus, unless you just love the design. Consider a ccu upgrade to a Taurus.
Taurus is fantastic, but there's room for the Zeus as a smaller, more accessible hauler - I think
@ I do agree, I think the problem is the out of game pricing, time will tell if that will hold true in game as well.
Zeus CL is a AWESOME ship.
IF you know how to use it and make the most out of it.
Cause, ALL ships (even those in RL) suffer from the biggest downside of containerized cargo: You don't always get the optimal size of containers to fill it up completely.
So, why are ppl. so obsessed with filling the ship up to the max?
There are other options....
Absolutely!
If they would've made it just a lil bit wider and keep the same cargo grid to be able to get to the components, that would've been a better idea to do.
Yup...
what's vjoy ?
The mouse control method thing
all the issue is 2 corridours around the cargo boxes instead of 1 in between
All to keep component access, I think
While I like the design of the Zeus, I'm not sold on it over the Freelancer series. The Freelancer still hasn't had a gold pass as well. For a multi-role ship I still think on paper the Freelancer is better because of its extra armament that can be accessed by the pilot.
I have a lot of love for the Freelancer too!