{"data":{"id":16204,"title":"The Shipyard: SCU and Cargo Capacity","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16204-The-Shipyard-SCU-And-Cargo-Capacity","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16204","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16204","channel":"Undefined","category":"Undefined","series":"Concept Ship Q&A","images":[{"id":6355,"name":"Transporter1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/7r2p4ih5hymfor\/source\/Transporter1.jpg","alt":"","size":1428544,"mime_type":"image\/jpeg","last_modified":"2017-10-09T22:36:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6355","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6355\/similar"},{"id":6427,"name":"Drake_Cutlass_Black_InFlight-Copy.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qt0wzoutm39oar\/source\/Drake_Cutlass_Black_InFlight-Copy.jpg","alt":"","size":4035071,"mime_type":"image\/jpeg","last_modified":"2017-08-10T22:19:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6427","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6427\/similar"},{"id":6490,"name":"Image2017-10-23_15-33-55.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/u3l21sr5dh7ukr\/source\/Image2017-10-23_15-33-55.png","alt":"","size":2517727,"mime_type":"image\/png","last_modified":"2017-10-25T05:39:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6490","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6490\/similar"},{"id":6491,"name":"Cargo.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/48ttmtf6yq3y0r\/source\/Cargo.png","alt":"","size":2212060,"mime_type":"image\/png","last_modified":"2017-10-25T05:50:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6491","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6491\/similar"},{"id":6493,"name":"Cargo2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/gynjb1fnf3hmrr\/source\/Cargo2.png","alt":"","size":2263089,"mime_type":"image\/png","last_modified":"2017-10-25T06:15:49+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6493","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6493\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":25130,"name":"Shipyard.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wmpplo0g8caggr\/source\/Shipyard.png","alt":"","size":63421,"mime_type":"image\/png","last_modified":"2017-10-16T23:02:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130\/similar"},{"id":26776,"name":"Top-Light-Blue.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pqm85sh451j8jr\/source\/Top-Light-Blue.png","alt":"","size":949,"mime_type":"image\/png","last_modified":"2017-10-09T19:52:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776\/similar"},{"id":26779,"name":"Bottom-Line.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ez00a9axpk7gyr\/source\/Bottom-Line.png","alt":"","size":953,"mime_type":"image\/png","last_modified":"2017-10-09T19:53:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"},{"id":42313,"name":"Center-Bcg.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk76xsup1z4ier\/source\/Center-Bcg.png","alt":"","size":0,"mime_type":"undefined","last_modified":"1970-01-01T00:00:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313\/similar"}],"images_count":30,"translations":{"en_EN":"SCU and Cargo Capacity A Guide to the New Ship Matrix\nGreetings Citizens!\n\nOne of the exciting new features coming online with Star Citizen ALpha 3.0 and beyond is the ability for ships to ferry cargo. This presents a world of opportunity for players to pilot ships beyond combat as we hope to provide interesting alternatives and very real ways for players to earn an honest (or perhaps dishonest\u2026) day\u2019s pay. Buying and selling commodities from stations and transporting them across civilized space to the people who need it most (or willing to pay the most for it) we hope will encourage many players to take up a career as a Transporter.\n\nThe Transporter playstyle comes with an entirely new way for players to consider which ships they want to fly. Cargo capacity becomes one of the most important considerations when judging which ship to use. Highest SCU capacities may seem like no-brainers when looking to pick the best cargo ship, but many of the larger vessels eschew defensive capabilities like thicker armor, more weapon mounts, or faster engines for that greater cargo space and can be left exposed as a result. Your decisions at this stage may ultimately lead to the great rewards, or even greater catastrophes.\n\nCargo ships come in all shapes and sizes, but consider which trade routes are available to you before deciding. A Hull-C can carry an impressive amount of freight but its defensive options are extremely limited. Hull pilots will need to employ fighter escorts or travel in convoy in hopes to deter would-be pirates from accosting them. Ships like the Caterpillar and Starfarer offer more defense and maneuverability at the cost of cargo space. If your trade route takes you to frontier worlds where fringers play fast and loose with the law, you\u2019re going to be thankful you have something up your sleeves to make a ship-jacker think twice. Smaller ships like the Cutlass have a decent amount of SCU capacity for short runs but more importantly, the combat acumen to go toe-to-toe with aggressors and protect its precious cargo.\n\nKnowing not only the amount of cargo that needs to be taken but the route that cargo will take should help a discerning pilot make the right choice about which transporter is right for them. Of course, the more \u201centrepreneurial\u201d trader may also want to consider whether they need to avoid any\u2026 imperial entanglements.\n\nAs more and more legitimate trade routes expand across the systems, so too will the number of pirates looking take what isn\u2019t theirs. Similarly, as new colonies start to become established and will need deliveries of restricted weapons to defend themselves against marauders, so too will back-alley dealers need a steady supply of illegal stims and narcotics. Whatever the story, willing Transporters are going to needed for smuggling cargo under the nose of law enforcement from time to time. We want to make sure that gameplay is involving, fun, and more than a little bit nerve-wracking. Smugglers have a range of techniques available to them to sneak their cargo by authorities, from simply not declaring it, through making specific goods appear to be something else, and right up to masking them completely so they won\u2019t appear on scans at all. Judging a ship for its smuggling capabilities is another consideration when it comes to picking the right ship for the right job which we\u2019ll cover below.\n\n\nCommodities and Units and SCU, Oh My!\nWhen the player buys a commodity, they do so in amounts of \u2018Units\u2019. \u201cGive me thirty units of beans\u201d one might say. Likewise, when buying weapons, equipment and other things, they all have a numerical size attribute that governs how many \u2018units\u2019 they take up. These values are essential in figuring out how players store and transport their goods, which brings us to the Unit\u2019s big brother: SCU.\n\nA Standard Cargo Unit, or SCU, is the universal measure for cargo storage and transport measurements. 1 SCU will be our standard box, the size of which all other boxes are measured. We wanted a universal unit so that when we say a ship has space for 100 SCU, you\u2019ll come to know just how many containers you\u2019ll be able to fit. More than just using 1m3, we want to make sure we can group the commodity with the container. In terms of metrics, 1 SCU comes in at (1.25m)3 which is 1m3 of cargo space with 125mm protection on each side, base and lid. When we have our refrigerated containers, biohazard containers, potentially livestock containers in later releases, it allows us to use that 125mm edge for extra protection or bespoke construction without losing the internal cargo space. So, as the name suggests, our cargo is universally sized, regardless of what kind of container you come across.\n\n1 SCU can hold 100 units before it\u2019s full. Since 1 SCU is the smallest sized storage container, this mean buying 1 unit of beans or 100 units of beans, the same 1 SCU of Beans will be delivered into the cargo hold. As you can probably imagine, the 101st unit of Beans that is purchased means that beans are now occupying 2 SCU in the cargo hold. The more efficient traders will want to round off their cargo to the nearest 100 if they can. It\u2019s also worth noting that players cannot mix commodities in the same SCU Crate, so half filling 1 SCU with Beans doesn\u2019t mean they can fill the other half with Pork and save on space, Pork will be stored in its own SCU crate. Any additional units of Pork or Beans that are bought will be added into the existing SCUs, though. This will allow players to work at fixing their inefficient cargo holds and getting the most from their space.\n\nSince weapons and equipment have a unit size attributed to them too, it allows players to buy SCU-sized Storage Crates allowing them to secure their equipment and weapons safely on the grid, rather than just leave them loosely around the ship.\n\n\nThe Numbers Game or: My Ship\u2019s Place in All This\nWhen it comes to deciding on a ship\u2019s cargo capacity, we have to think about what role we see that ship occupying within the Star Citizen universe.\n\nWe have entry level ships that have been given a limited amount of cargo space. The idea here is that players will be able to buy these ships cheap and once they\u2019re making regular cargo runs with a full hold, should be able to afford going bigger. The Auroras and Reliants in these cases are designed to give players a taste of the Transporter career without breaking the bank to get involved, and should they like it they can go bigger.\n\nOther ships have cargo capacity without them being considered a \u2018cargo ship\u2019-per se. These are vessels we simply think players would expect to be able to transport a bit of cargo through. These ships are usually not taking full advantage of the space but have an area put aside for storage, like the Hornet or Mustang.\n\nThen we have the dedicated cargo ships whose cargo holds are as squared off as we can get them to be able to utilize as much space as possible while still maintaining structural integrity. We\u2019re talking Freelancers, Starfarers, Caterpillars, and the Hull Series to name only a few. These ships have their cargo space determined a balance of cost and performance.\n\nWhen it comes to determining where a cargo ship sits in relation to another, we look at its speed and combat proficiency, and make a judgement about what kind of capacity fits with that kind of ship. A classic pairing would be the Freelancer opposed to the Cutlass. The Freelancer has sacrificed some combat and maneuvering ability to be able to haul more goods. Looking at the new Cutlass it can hold its own in a fight and even go on the offensive if needed, but at a cost of cargo space. We want players to make a judgement what kind of cargo ship is right for the specific job. Where will they be taking goods? How fast do they need to get there? How much is needed to fulfill the order? We\u2019re endeavoring to make certain no two cargo ships are providing the exact same role. Even in the specialized field of cargo transportation, there can be even more specialization depending on the routes, danger and even commodities themselves that the player wishes to transport.\n\nWe\u2019re doing what we can to ensure that cargo space is also logistically sensible. Cargo squeezed into every nook and cranny of the ship might seem like a win for the player on a numerical side, but the act of loading and unloading will become a pain or even impossible with high ceilings and small doorways. The advantage of the Caterpillar with its huge doors will not always be structurally sound for other cargo ships. There may be instances where some ships have potentially \u2018useable\u2019 space left over.\n\n\nPacking for the Job You Have, and for the Job You Want\nOverloading a ship with more cargo is certainly something a lot of pilots have asked for, and it\u2019s something we\u2019re going to support. Because cargo will be able to be lifted and placed by hand, the player won\u2019t need a cargo grid underneath them in order to place it, meaning they can release those commodities anywhere. We encourage players to want to store their cargo securely though, otherwise a myriad of additional challenges may await you.\n\nThe more you carry, the more mass you\u2019re trying to move around, the more adverse your ship\u2019s efficiency is going to be. If you\u2019re exceeding mass recommendations with loose cargo just placed wherever you\u2019re going to throw out a ship\u2019s interior balance and place more strain on thrusters of one side than the other. The flight system will do its best to compensate, but expect to burn through fuel a lot faster and risk additional component wear-and-tear than at an optimized weight.\n\nAdditionally, as we develop our physics for internal behavior we are looking at room temperature, atmospherics and other forces to act upon the player and when cargo isn\u2019t secure, these systems will act upon that, as well. Future updates will see inertial forces act upon a ship so that every bump or a bang from combat, re-entry, quantum jumps etc. will knock around anything unsecureed in the cargo hold, potentially causing it to suffer damage. While the extent of damage remains to be seen, expect some loss of integrity of the goods you\u2019re shipping if not being stored appropriately. Also: keep an eye on any loose cargo if someone opens an airlock, too. With nothing keeping it in place, your goods will find themselves at the mercy of any decompression suffered.\n\n\nThe True Purpose of Keeping Cargo Off Grids\nSmuggling is one of the next big features we will be adding to the Cargo System and is something we\u2019re excited for players to take advantage of. Goods that will be secured in place on the cargo grid will also be considered \u2018declared\u2019 on the ship\u2019s cargo manifest. What this means is that when players go through customs checkpoints in the future, or are encountered by law enforcement out in the space lanes, their manifest will be broadcast like a trucker handing over a clipboard, declaring what\u2019s inside their hold that everything is above board.\n\nThis will allow a player to be able to make a conscious effort not to declare an item as well, by deliberately leaving it off the grid. As highlighted beforehand, a box left in a passageway risks unbalancing a ship, over-weighing it and rattling around in the back, but once the smuggling system comes online, players have a plus side in that it\u2019s not broadcast to others as part of the manifest. A player who wants to slip a crate full of contraband through customs will be able to do so simply by leaving it off the grid and avoiding transmitting its details to a passing police officer.\n\nOf course, the police wouldn\u2019t be doing their job properly if they just believed what every trucker told them, so they will be scanning ships on occasion to confirm what the transporter is ferrying, whether it is on the grid or not. To combat this, we\u2019ll be allowing smugglers to add additional technology to their SCU crates such as \u2018scramblers\u2019 that will make it harder to detect, or something we\u2019re calling \u2018spoofers\u2019 to make a container appear as something else altogether.\n\nIt\u2019s unlikely any smuggler trickery will be able to stand up to sustained scanning forever though, so if the player finds themselves under continued scrutiny from the law, or maybe even a pirate looking to relieve them of their precious cargo, unless they have the best gear on the black market to respond with, it may be worth thinking about finding a new line of work. This won\u2019t be a life for the meek.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nThe Reclaimer originally sold with 2,500 SCU and now it\u2019s listed as 360. Where did the cargo space go?\n\nA: As part of our update to the listings, we now refer to a ship\u2019s \u2018Cargo Capacity\u2019 as its \u2018usable\u2019 cargo space for storing and transporting commodities and other items. For the Reclaimer, the majority of its internal space is dedicated exclusively to storing the salvage it has gathered. Since we don\u2019t want to misrepresent the ship to potential buyers, we list the Reclaimer as having \u2018only\u2019 360 SCU of Cargo Capacity. Our hope is that players looking for their next cargo ship have a much clearer understanding of the actual \u2018usable\u2019 cargo space.\n\nPlayers should expect the same for listings on mining ships like the Orion and Prospector too. These ships dedicate most of their previously listed SCU space to storing and processing the metals, crystals, and minerals they gather through mining operations, so players will see their \u2018Cargo Capacity\u2019 number go down compared to what it may have previously been listed at.\n\nRest assured, the space has gone nowhere, it\u2019s just better labelled now so players know exactly what they\u2019re getting.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo","de_DE":"SCU und Laderaum Ein Leitfaden f\u00fcr die neue Schiffsmatrix\nGr\u00fc\u00dfe B\u00fcrger!\n\nEine der aufregenden neuen Funktionen, die mit Star Citizen ALpha 3.0 und dar\u00fcber hinaus online gehen, ist die M\u00f6glichkeit f\u00fcr Schiffe, Fracht zu transportieren. Dies bietet Spielern die M\u00f6glichkeit, Schiffe \u00fcber den Kampf hinaus zu steuern, da wir hoffen, interessante Alternativen und sehr reale M\u00f6glichkeiten f\u00fcr die Spieler zu bieten, einen ehrlichen (oder vielleicht unehrlichen....) Tageslohn zu verdienen. Wir hoffen, dass der Kauf und Verkauf von G\u00fctern von Bahnh\u00f6fen und deren Transport durch zivilisierte Gebiete zu den Menschen, die sie am meisten brauchen (oder bereit sind, daf\u00fcr die meisten zu bezahlen), viele Spieler ermutigen wird, eine Karriere als Transporter einzuschlagen.\n\nDer Transporter Spielstil bietet den Spielern eine v\u00f6llig neue M\u00f6glichkeit, sich zu \u00fcberlegen, welche Schiffe sie fliegen wollen. Die Ladekapazit\u00e4t wird zu einem der wichtigsten Faktoren bei der Beurteilung des einzusetzenden Schiffes. H\u00f6chste SCU-Kapazit\u00e4ten m\u00f6gen wie No-Brainers erscheinen, wenn es darum geht, das beste Frachtschiff auszuw\u00e4hlen, aber viele der gr\u00f6\u00dferen Schiffe meiden defensive F\u00e4higkeiten wie dickere R\u00fcstungen, mehr Waffenhalterungen oder schnellere Motoren f\u00fcr diesen gr\u00f6\u00dferen Laderaum und k\u00f6nnen dadurch exponiert bleiben. Deine Entscheidungen in dieser Phase k\u00f6nnen letztendlich zu gro\u00dfen Belohnungen oder noch gr\u00f6\u00dferen Katastrophen f\u00fchren.\n\nFrachtschiffe gibt es in allen Formen und Gr\u00f6\u00dfen, aber \u00fcberlegen Sie sich vor der Entscheidung, welche Handelsrouten Ihnen zur Verf\u00fcgung stehen. Ein Hull-C kann eine beeindruckende Menge an Fracht transportieren, aber seine Verteidigungsm\u00f6glichkeiten sind extrem begrenzt. Rumpfpiloten m\u00fcssen Kampfflugzeuge einsetzen oder im Konvoi reisen, um potenzielle Piraten davon abzuhalten, sie anzusprechen. Schiffe wie die Caterpillar und Starfarer bieten mehr Verteidigung und Man\u00f6vrierf\u00e4higkeit auf Kosten des Laderaums. Wenn Ihre Handelsroute Sie in Grenzwelten f\u00fchrt, in denen Fransen schnell und locker mit dem Gesetz spielen, werden Sie dankbar sein, dass Sie etwas im \u00c4rmel haben, das einen Schiffsjacker dazu bringt, es sich zweimal zu \u00fcberlegen. Kleinere Schiffe wie die Cutlass verf\u00fcgen \u00fcber eine ordentliche SCU-Kapazit\u00e4t f\u00fcr kurze L\u00e4ufe, aber noch wichtiger ist der Kampfgeist, mit Angreifern auf Augenh\u00f6he zu gehen und ihre wertvolle Fracht zu sch\u00fctzen.\n\nNicht nur die Menge der zu bef\u00f6rdernden Ladung zu kennen, sondern auch die Route, die die Ladung nehmen wird, sollte einem anspruchsvollen Piloten helfen, die richtige Wahl zu treffen, welcher Transporter f\u00fcr ihn der richtige ist. Nat\u00fcrlich kann der \"unternehmerischere\" H\u00e4ndler auch dar\u00fcber nachdenken, ob er irgendwelche.... imperialen Verstrickungen vermeiden muss.\n\nDa sich immer mehr legitime Handelsrouten \u00fcber die Systeme ausdehnen, wird auch die Zahl der Piraten, die sich umsehen, das nehmen, was ihnen nicht geh\u00f6rt. In \u00e4hnlicher Weise, wenn sich neue Kolonien zu etablieren beginnen und Lieferungen von beschr\u00e4nkten Waffen ben\u00f6tigen, um sich gegen Pl\u00fcnderer zu verteidigen, brauchen auch Hinterhofh\u00e4ndler eine kontinuierliche Versorgung mit illegalen Stims und Drogen. Was auch immer die Geschichte ist, willige Transporter werden von Zeit zu Zeit f\u00fcr den Schmuggel von Fracht unter der Nase der Strafverfolgung ben\u00f6tigt. Wir wollen sicherstellen, dass das Gameplay mit viel Spa\u00df und mehr als nur ein wenig nervenaufreibend ist. Schmuggler verf\u00fcgen \u00fcber eine Reihe von Techniken, um ihre Ladung von Beh\u00f6rden schleusen zu lassen, von der einfachen Nicht-Erkl\u00e4rung, \u00fcber die Darstellung bestimmter Waren als etwas anderes bis hin zur vollst\u00e4ndigen Maskierung, damit sie \u00fcberhaupt nicht auf Scans erscheinen. Die Beurteilung eines Schiffes nach seinen Schmugglerf\u00e4higkeiten ist eine weitere \u00dcberlegung, wenn es darum geht, das richtige Schiff f\u00fcr den richtigen Job auszuw\u00e4hlen, den wir im Folgenden behandeln werden.\n\n\nRohstoffe und Einheiten und SCU, Oh My!\nWenn der Spieler eine Ware kauft, tut er dies in Mengen von \"Einheiten\". \"Gib mir drei\u00dfig Einheiten Bohnen\", k\u00f6nnte man sagen. Ebenso haben sie beim Kauf von Waffen, Ausr\u00fcstung und anderen Dingen alle ein numerisches Gr\u00f6\u00dfenattribut, das bestimmt, wie viele \"Einheiten\" sie aufnehmen. Diese Werte sind entscheidend, um herauszufinden, wie die Spieler ihre Waren lagern und transportieren, was uns zum gro\u00dfen Bruder der Einheit f\u00fchrt: SCU.\n\nEine Standard Cargo Unit, kurz SCU, ist das universelle Ma\u00df f\u00fcr Ladungslagerungs- und Transportmessungen. 1 SCU ist unsere Standardbox, deren Gr\u00f6\u00dfe alle anderen Boxen gemessen werden. Wir wollten eine universelle Einheit, so dass, wenn wir sagen, dass ein Schiff Platz f\u00fcr 100 SCU hat, Sie erfahren, wie viele Container Sie aufnehmen k\u00f6nnen. Wir wollen nicht nur 1m3 verwenden, sondern sicherstellen, dass wir die Ware mit dem Container gruppieren k\u00f6nnen. In Bezug auf die Kennzahlen kommt 1 SCU auf (1,25m)3, was 1m3 Laderaum mit 125mm Schutz auf jeder Seite, Boden und Deckel entspricht. Wenn wir unsere K\u00fchlcontainer, Biohazard-Container, potenziell Viehcontainer in sp\u00e4teren Versionen haben, k\u00f6nnen wir diese 125 mm Kante f\u00fcr zus\u00e4tzlichen Schutz oder ma\u00dfgeschneiderte Konstruktionen verwenden, ohne den inneren Laderaum zu verlieren. Wie der Name schon sagt, ist unsere Ladung also universell gro\u00df, unabh\u00e4ngig davon, auf welche Art von Container Sie sto\u00dfen.\n\n1 SCU kann 100 Einheiten aufnehmen, bevor sie voll ist. Da 1 SCU der kleinste Lagercontainer ist, bedeutet dies, dass 1 Einheit Bohnen oder 100 Einheiten Bohnen gekauft werden, die gleiche 1 SCU Bohnen wird in den Frachtraum geliefert. Wie Sie sich wahrscheinlich vorstellen k\u00f6nnen, bedeutet die 101. Einheit der gekauften Bohnen, dass die Bohnen nun 2 SCU im Frachtraum belegen. Die effizienteren H\u00e4ndler werden ihre Ladung auf die n\u00e4chsten 100 runden wollen, wenn sie k\u00f6nnen. Es ist auch erw\u00e4hnenswert, dass Spieler keine Waren in derselben SCU-Kiste mischen k\u00f6nnen, so dass die H\u00e4lfte der Bef\u00fcllung einer SCU mit Bohnen nicht bedeutet, dass sie die andere H\u00e4lfte mit Schweinefleisch bef\u00fcllen k\u00f6nnen und Platz sparen, Schweinefleisch wird in seiner eigenen SCU-Kiste gelagert. Alle zus\u00e4tzlichen Einheiten von Schweinefleisch oder Bohnen, die gekauft werden, werden jedoch in die bestehenden SCUs aufgenommen. Dies wird es den Spielern erm\u00f6glichen, daran zu arbeiten, ihre ineffizienten Lader\u00e4ume zu reparieren und das Beste aus ihrem Raum herauszuholen.\n\nDa Waffen und Ausr\u00fcstung auch eine Einheitsgr\u00f6\u00dfe haben, k\u00f6nnen Spieler Lagerk\u00e4sten in SCU-Gr\u00f6\u00dfe kaufen, die es ihnen erm\u00f6glichen, ihre Ausr\u00fcstung und Waffen sicher am Gitter zu sichern, anstatt sie einfach lose auf dem Schiff zur\u00fcckzulassen.\n\n\nDas Zahlenspiel oder: Der Platz meines Schiffes in all dem hier\nWenn es darum geht, die Ladekapazit\u00e4t eines Schiffes zu bestimmen, m\u00fcssen wir dar\u00fcber nachdenken, welche Rolle dieses Schiff innerhalb des Star Citizen-Universums einnimmt.\n\nWir haben Einsteigerschiffe, die eine begrenzte Ladefl\u00e4che erhalten haben. Die Idee hier ist, dass die Spieler in der Lage sein werden, diese Schiffe billig zu kaufen, und sobald sie regelm\u00e4\u00dfige Ladel\u00e4ufe mit einem vollen Laderaum durchf\u00fchren, sollten sie es sich leisten k\u00f6nnen, gr\u00f6\u00dfer zu werden. Die Auroras und Relianten in diesen F\u00e4llen sind so konzipiert, dass sie den Spielern einen Eindruck von der Transporter-Karriere vermitteln, ohne die Bank zu brechen, um sich zu engagieren, und wenn sie es m\u00f6gen, k\u00f6nnen sie gr\u00f6\u00dfer werden.\n\nAndere Schiffe haben Ladekapazit\u00e4t, ohne dass sie als \"Frachtschiff\" an sich betrachtet werden. Das sind Schiffe, von denen wir einfach glauben, dass die Spieler erwarten w\u00fcrden, dass sie ein wenig Fracht transportieren k\u00f6nnen. Diese Schiffe nutzen den Raum in der Regel nicht voll aus, haben aber einen Bereich zur Aufbewahrung, wie die Hornet oder Mustang.\n\nDann haben wir die speziellen Frachtschiffe, deren Lader\u00e4ume so abgekr\u00f6pft sind, dass sie so viel Platz wie m\u00f6glich nutzen und gleichzeitig die strukturelle Integrit\u00e4t erhalten k\u00f6nnen. Wir sprechen von Freelancern, Starfarers, Caterpillars und der Hull Series, um nur einige zu nennen. Diese Schiffe haben ihren Laderaum, der ein Gleichgewicht von Kosten und Leistung bestimmt.\n\nWenn es darum geht, festzustellen, wo ein Frachtschiff im Verh\u00e4ltnis zu einem anderen steht, betrachten wir seine Geschwindigkeit und sein Kampfverm\u00f6gen und treffen ein Urteil dar\u00fcber, welche Art von Kapazit\u00e4t zu dieser Art von Schiff passt. Eine klassische Paarung w\u00e4re der Freelancer im Gegensatz zum Entermesser. Der Freelancer hat einige Kampf- und Man\u00f6vrierf\u00e4higkeiten geopfert, um mehr G\u00fcter transportieren zu k\u00f6nnen. Mit Blick auf das neue Entermesser kann es sich im Kampf behaupten und bei Bedarf sogar in die Offensive gehen, allerdings auf Kosten des Laderaums. Wir m\u00f6chten, dass die Spieler ein Urteil dar\u00fcber f\u00e4llen, welche Art von Frachtschiff f\u00fcr die jeweilige Aufgabe geeignet ist. Wo werden sie Waren hinbringen? Wie schnell m\u00fcssen sie dort sein? Wie viel wird ben\u00f6tigt, um die Bestellung auszuf\u00fchren? Wir sind bestrebt, sicherzustellen, dass nicht zwei Frachtschiffe genau die gleiche Rolle spielen. Selbst im spezialisierten Bereich des G\u00fcterverkehrs kann es je nach Route, Gefahr und sogar den G\u00fctern selbst, die der Spieler transportieren m\u00f6chte, zu einer noch st\u00e4rkeren Spezialisierung kommen.\n\nWir tun alles, was wir k\u00f6nnen, um sicherzustellen, dass der Laderaum auch logistisch sinnvoll ist. Die Ladung, die in jeden Winkel und jede Ritze des Schiffes gepresst wird, mag f\u00fcr den Spieler auf einer numerischen Seite wie ein Gewinn erscheinen, aber der Akt des Be- und Entladens wird mit hohen Decken und kleinen T\u00fcren zu einem Schmerz oder sogar unm\u00f6glich. Der Vorteil der Caterpillar mit ihren riesigen T\u00fcren wird f\u00fcr andere Frachtschiffe nicht immer strukturell sinnvoll sein. Es kann F\u00e4lle geben, in denen einige Schiffe m\u00f6glicherweise noch \u00fcber \"nutzbaren\" Raum verf\u00fcgen.\n\n\nVerpacken f\u00fcr den Job, den Sie haben, und f\u00fcr den Job, den Sie wollen.\nDie \u00dcberladung eines Schiffes mit mehr Ladung ist sicherlich etwas, worum viele Piloten gebeten haben, und das ist etwas, das wir unterst\u00fctzen werden. Da die Ladung von Hand angehoben und platziert werden kann, ben\u00f6tigt der Spieler kein Ladungsgitter unter ihnen, um sie zu platzieren, d.h. er kann diese Waren \u00fcberall abgeben. Wir ermutigen die Spieler jedoch, ihre Ladung sicher zu lagern, da Sie sonst eine Vielzahl zus\u00e4tzlicher Herausforderungen erwarten k\u00f6nnen.\n\nJe mehr Sie tragen, desto mehr Masse versuchen Sie sich zu bewegen, desto ung\u00fcnstiger wird die Effizienz Ihres Schiffes sein. Wenn Sie die Massenempfehlungen mit loser Ladung \u00fcbertreffen, die einfach \u00fcberall dort platziert wird, wo Sie das innere Gleichgewicht eines Schiffes zerst\u00f6ren und die Triebwerke von einer Seite zur anderen st\u00e4rker belasten. Das Flugsystem wird sein Bestes tun, um dies auszugleichen, erwartet aber, dass es den Kraftstoff viel schneller verbrennt und zus\u00e4tzlichen Komponentenverschlei\u00df riskiert als bei einem optimierten Gewicht.\n\nZus\u00e4tzlich, wenn wir unsere Physik f\u00fcr das interne Verhalten entwickeln, betrachten wir Raumtemperatur, Atmosph\u00e4ren und andere Kr\u00e4fte, um auf den Spieler einzuwirken, und wenn die Ladung nicht sicher ist, werden diese Systeme auch darauf reagieren. Zuk\u00fcnftige Updates werden Tr\u00e4gheitskr\u00e4fte auf ein Schiff einwirken lassen, so dass jeder Sto\u00df oder ein Knall aus Kampf, Wiedereintritt, Quantenspr\u00fcngen usw. um alles Unsichere im Frachtraum herum klopft und m\u00f6glicherweise Sch\u00e4den verursacht. W\u00e4hrend das Ausma\u00df der Besch\u00e4digung noch zu sehen ist, erwarten Sie einen gewissen Verlust der Integrit\u00e4t der Ware, die Sie versenden, wenn sie nicht ordnungsgem\u00e4\u00df gelagert wird. Au\u00dferdem: Achte auf lose Ladung, wenn jemand auch eine Luftschleuse \u00f6ffnet. Ohne es an Ort und Stelle zu halten, sind Ihre Waren jeder Dekompression ausgeliefert.\n\n\nDer wahre Zweck der Absperrung von Frachtnetzen\nSchmuggel ist eines der n\u00e4chsten gro\u00dfen Features, die wir dem Cargo-System hinzuf\u00fcgen werden, und es ist etwas, das wir f\u00fcr die Spieler sehr interessant finden. Waren, die auf dem Ladungsraster gesichert werden, gelten auch als im Ladungsverzeichnis des Schiffes \"deklariert\". Das bedeutet, dass, wenn Spieler in Zukunft durch Zollkontrollstellen gehen oder von der Strafverfolgung auf den Weltraumspuren angetroffen werden, ihr Manifest wie ein Trucker \u00fcbertragen wird, der eine Zwischenablage \u00fcbergibt und erkl\u00e4rt, was sich in ihrem Besitz befindet, dass alles \u00fcber Bord ist.\n\nDies wird es einem Spieler erm\u00f6glichen, sich bewusst zu bem\u00fchen, einen Gegenstand nicht ebenfalls zu deklarieren, indem er ihn bewusst aus dem Spiel l\u00e4sst. Wie bereits erw\u00e4hnt, riskiert eine Box in einem Durchgang, ein Schiff aus dem Gleichgewicht zu bringen, es zu wiegen und im Hintergrund zu rasseln, aber sobald das Schmuggelsystem online ist, haben die Spieler eine positive Seite, da es nicht an andere als Teil des Manifests \u00fcbertragen wird. Ein Spieler, der eine Kiste voller Schmuggelware durch den Zoll schieben will, kann dies einfach tun, indem er sie vom Netz nimmt und es vermeidet, seine Daten an einen vorbeikommenden Polizisten zu \u00fcbermitteln.\n\nNat\u00fcrlich w\u00fcrde die Polizei ihre Arbeit nicht richtig machen, wenn sie nur glauben w\u00fcrde, was jeder Trucker ihnen gesagt hat, also werden sie gelegentlich Schiffe scannen, um zu best\u00e4tigen, was der Transporter transportiert, ob er nun im Netz ist oder nicht. Um dies zu bek\u00e4mpfen, werden wir Schmugglern erlauben, zus\u00e4tzliche Technologien zu ihren SCU-Kisten hinzuzuf\u00fcgen, wie z.B. \"Scrambler\", die es schwieriger machen, sie zu erkennen, oder etwas, das wir \"Spoofer\" nennen, um einen Container als etwas anderes erscheinen zu lassen.\n\nEs ist unwahrscheinlich, dass ein Schmuggler-Trickery in der Lage sein wird, dem nachhaltigen Scannen f\u00fcr immer standzuhalten, wenn sich der Spieler also unter st\u00e4ndiger Beobachtung des Gesetzes befindet, oder vielleicht sogar ein Pirat, der sie von ihrer wertvollen Fracht befreien will, es sei denn, er hat die beste Ausr\u00fcstung auf dem Schwarzmarkt, um damit zu reagieren, kann es sich lohnen, dar\u00fcber nachzudenken, eine neue Art von Arbeit zu finden. Das wird kein Leben f\u00fcr die Sanftm\u00fctigen sein.\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nDer Reclaimer wurde urspr\u00fcnglich mit 2.500 SCU verkauft und ist nun mit 360 aufgelistet. Wo ist der Laderaum hin?\n\nA: Als Teil unserer Aktualisierung der Listen bezeichnen wir nun die \"Frachtkapazit\u00e4t\" eines Schiffes als seinen \"nutzbaren\" Laderaum f\u00fcr die Lagerung und den Transport von Waren und anderen Gegenst\u00e4nden. F\u00fcr den Reclaimer ist der gr\u00f6\u00dfte Teil seines Innenraums ausschlie\u00dflich der Lagerung der gesammelten Altger\u00e4te gewidmet. Da wir das Schiff gegen\u00fcber potenziellen K\u00e4ufern nicht falsch darstellen wollen, listen wir den Reclaimer mit \"nur\" 360 SCU Laderaum auf. Wir hoffen, dass die Spieler, die nach ihrem n\u00e4chsten Frachtschiff suchen, ein viel klareres Verst\u00e4ndnis f\u00fcr den tats\u00e4chlich \"nutzbaren\" Laderaum haben.\n\nDas Gleiche sollten die Spieler auch f\u00fcr Listings auf Minenschiffen wie der Orion und dem Prospector erwarten. Diese Schiffe widmen den gr\u00f6\u00dften Teil ihres zuvor gelisteten SCU-Raums der Lagerung und Verarbeitung der Metalle, Kristalle und Mineralien, die sie durch Bergbaubetriebe gewinnen, so dass die Spieler sehen werden, wie ihre \"Cargo Capacity\"-Nummer im Vergleich zu dem, was zuvor gelistet worden sein k\u00f6nnte, sinkt.\n\nSeien Sie versichert, der Platz ist nirgendwo hingegangen, er ist jetzt nur noch besser beschriftet, damit die Spieler genau wissen, was sie bekommen.\n\n\nWeiterf\u00fchrende Literatur\nSchiffsmassenkarrieren und Rollen Triebwerke Schiff Technische Informationen Ordnungs-Haltepunkte Waffen-Haltepunkte Andere Haltepunkte Gesch\u00fctzt\u00fcrme Varianten & Module scu und Ladung","zh_CN":"SCU and Cargo Capacity A Guide to the New Ship Matrix\nGreetings Citizens!\n\nOne of the exciting new features coming online with Star Citizen ALpha 3.0 and beyond is the ability for ships to ferry cargo. This presents a world of opportunity for players to pilot ships beyond combat as we hope to provide interesting alternatives and very real ways for players to earn an honest (or perhaps dishonest\u2026) day\u2019s pay. Buying and selling commodities from stations and transporting them across civilized space to the people who need it most (or willing to pay the most for it) we hope will encourage many players to take up a career as a Transporter.\n\nThe Transporter playstyle comes with an entirely new way for players to consider which ships they want to fly. Cargo capacity becomes one of the most important considerations when judging which ship to use. Highest SCU capacities may seem like no-brainers when looking to pick the best cargo ship, but many of the larger vessels eschew defensive capabilities like thicker armor, more weapon mounts, or faster engines for that greater cargo space and can be left exposed as a result. Your decisions at this stage may ultimately lead to the great rewards, or even greater catastrophes.\n\nCargo ships come in all shapes and sizes, but consider which trade routes are available to you before deciding. A Hull-C can carry an impressive amount of freight but its defensive options are extremely limited. Hull pilots will need to employ fighter escorts or travel in convoy in hopes to deter would-be pirates from accosting them. Ships like the Caterpillar and Starfarer offer more defense and maneuverability at the cost of cargo space. If your trade route takes you to frontier worlds where fringers play fast and loose with the law, you\u2019re going to be thankful you have something up your sleeves to make a ship-jacker think twice. Smaller ships like the Cutlass have a decent amount of SCU capacity for short runs but more importantly, the combat acumen to go toe-to-toe with aggressors and protect its precious cargo.\n\nKnowing not only the amount of cargo that needs to be taken but the route that cargo will take should help a discerning pilot make the right choice about which transporter is right for them. Of course, the more \u201centrepreneurial\u201d trader may also want to consider whether they need to avoid any\u2026 imperial entanglements.\n\nAs more and more legitimate trade routes expand across the systems, so too will the number of pirates looking take what isn\u2019t theirs. Similarly, as new colonies start to become established and will need deliveries of restricted weapons to defend themselves against marauders, so too will back-alley dealers need a steady supply of illegal stims and narcotics. Whatever the story, willing Transporters are going to needed for smuggling cargo under the nose of law enforcement from time to time. We want to make sure that gameplay is involving, fun, and more than a little bit nerve-wracking. Smugglers have a range of techniques available to them to sneak their cargo by authorities, from simply not declaring it, through making specific goods appear to be something else, and right up to masking them completely so they won\u2019t appear on scans at all. Judging a ship for its smuggling capabilities is another consideration when it comes to picking the right ship for the right job which we\u2019ll cover below.\n\n\nCommodities and Units and SCU, Oh My!\nWhen the player buys a commodity, they do so in amounts of \u2018Units\u2019. \u201cGive me thirty units of beans\u201d one might say. Likewise, when buying weapons, equipment and other things, they all have a numerical size attribute that governs how many \u2018units\u2019 they take up. These values are essential in figuring out how players store and transport their goods, which brings us to the Unit\u2019s big brother: SCU.\n\nA Standard Cargo Unit, or SCU, is the universal measure for cargo storage and transport measurements. 1 SCU will be our standard box, the size of which all other boxes are measured. We wanted a universal unit so that when we say a ship has space for 100 SCU, you\u2019ll come to know just how many containers you\u2019ll be able to fit. More than just using 1m3, we want to make sure we can group the commodity with the container. In terms of metrics, 1 SCU comes in at (1.25m)3 which is 1m3 of cargo space with 125mm protection on each side, base and lid. When we have our refrigerated containers, biohazard containers, potentially livestock containers in later releases, it allows us to use that 125mm edge for extra protection or bespoke construction without losing the internal cargo space. So, as the name suggests, our cargo is universally sized, regardless of what kind of container you come across.\n\n1 SCU can hold 100 units before it\u2019s full. Since 1 SCU is the smallest sized storage container, this mean buying 1 unit of beans or 100 units of beans, the same 1 SCU of Beans will be delivered into the cargo hold. As you can probably imagine, the 101st unit of Beans that is purchased means that beans are now occupying 2 SCU in the cargo hold. The more efficient traders will want to round off their cargo to the nearest 100 if they can. It\u2019s also worth noting that players cannot mix commodities in the same SCU Crate, so half filling 1 SCU with Beans doesn\u2019t mean they can fill the other half with Pork and save on space, Pork will be stored in its own SCU crate. Any additional units of Pork or Beans that are bought will be added into the existing SCUs, though. This will allow players to work at fixing their inefficient cargo holds and getting the most from their space.\n\nSince weapons and equipment have a unit size attributed to them too, it allows players to buy SCU-sized Storage Crates allowing them to secure their equipment and weapons safely on the grid, rather than just leave them loosely around the ship.\n\n\nThe Numbers Game or: My Ship\u2019s Place in All This\nWhen it comes to deciding on a ship\u2019s cargo capacity, we have to think about what role we see that ship occupying within the Star Citizen universe.\n\nWe have entry level ships that have been given a limited amount of cargo space. The idea here is that players will be able to buy these ships cheap and once they\u2019re making regular cargo runs with a full hold, should be able to afford going bigger. The Auroras and Reliants in these cases are designed to give players a taste of the Transporter career without breaking the bank to get involved, and should they like it they can go bigger.\n\nOther ships have cargo capacity without them being considered a \u2018cargo ship\u2019-per se. These are vessels we simply think players would expect to be able to transport a bit of cargo through. These ships are usually not taking full advantage of the space but have an area put aside for storage, like the Hornet or Mustang.\n\nThen we have the dedicated cargo ships whose cargo holds are as squared off as we can get them to be able to utilize as much space as possible while still maintaining structural integrity. We\u2019re talking Freelancers, Starfarers, Caterpillars, and the Hull Series to name only a few. These ships have their cargo space determined a balance of cost and performance.\n\nWhen it comes to determining where a cargo ship sits in relation to another, we look at its speed and combat proficiency, and make a judgement about what kind of capacity fits with that kind of ship. A classic pairing would be the Freelancer opposed to the Cutlass. The Freelancer has sacrificed some combat and maneuvering ability to be able to haul more goods. Looking at the new Cutlass it can hold its own in a fight and even go on the offensive if needed, but at a cost of cargo space. We want players to make a judgement what kind of cargo ship is right for the specific job. Where will they be taking goods? How fast do they need to get there? How much is needed to fulfill the order? We\u2019re endeavoring to make certain no two cargo ships are providing the exact same role. Even in the specialized field of cargo transportation, there can be even more specialization depending on the routes, danger and even commodities themselves that the player wishes to transport.\n\nWe\u2019re doing what we can to ensure that cargo space is also logistically sensible. Cargo squeezed into every nook and cranny of the ship might seem like a win for the player on a numerical side, but the act of loading and unloading will become a pain or even impossible with high ceilings and small doorways. The advantage of the Caterpillar with its huge doors will not always be structurally sound for other cargo ships. There may be instances where some ships have potentially \u2018useable\u2019 space left over.\n\n\nPacking for the Job You Have, and for the Job You Want\nOverloading a ship with more cargo is certainly something a lot of pilots have asked for, and it\u2019s something we\u2019re going to support. Because cargo will be able to be lifted and placed by hand, the player won\u2019t need a cargo grid underneath them in order to place it, meaning they can release those commodities anywhere. We encourage players to want to store their cargo securely though, otherwise a myriad of additional challenges may await you.\n\nThe more you carry, the more mass you\u2019re trying to move around, the more adverse your ship\u2019s efficiency is going to be. If you\u2019re exceeding mass recommendations with loose cargo just placed wherever you\u2019re going to throw out a ship\u2019s interior balance and place more strain on thrusters of one side than the other. The flight system will do its best to compensate, but expect to burn through fuel a lot faster and risk additional component wear-and-tear than at an optimized weight.\n\nAdditionally, as we develop our physics for internal behavior we are looking at room temperature, atmospherics and other forces to act upon the player and when cargo isn\u2019t secure, these systems will act upon that, as well. Future updates will see inertial forces act upon a ship so that every bump or a bang from combat, re-entry, quantum jumps etc. will knock around anything unsecureed in the cargo hold, potentially causing it to suffer damage. While the extent of damage remains to be seen, expect some loss of integrity of the goods you\u2019re shipping if not being stored appropriately. Also: keep an eye on any loose cargo if someone opens an airlock, too. With nothing keeping it in place, your goods will find themselves at the mercy of any decompression suffered.\n\n\nThe True Purpose of Keeping Cargo Off Grids\nSmuggling is one of the next big features we will be adding to the Cargo System and is something we\u2019re excited for players to take advantage of. Goods that will be secured in place on the cargo grid will also be considered \u2018declared\u2019 on the ship\u2019s cargo manifest. What this means is that when players go through customs checkpoints in the future, or are encountered by law enforcement out in the space lanes, their manifest will be broadcast like a trucker handing over a clipboard, declaring what\u2019s inside their hold that everything is above board.\n\nThis will allow a player to be able to make a conscious effort not to declare an item as well, by deliberately leaving it off the grid. As highlighted beforehand, a box left in a passageway risks unbalancing a ship, over-weighing it and rattling around in the back, but once the smuggling system comes online, players have a plus side in that it\u2019s not broadcast to others as part of the manifest. A player who wants to slip a crate full of contraband through customs will be able to do so simply by leaving it off the grid and avoiding transmitting its details to a passing police officer.\n\nOf course, the police wouldn\u2019t be doing their job properly if they just believed what every trucker told them, so they will be scanning ships on occasion to confirm what the transporter is ferrying, whether it is on the grid or not. To combat this, we\u2019ll be allowing smugglers to add additional technology to their SCU crates such as \u2018scramblers\u2019 that will make it harder to detect, or something we\u2019re calling \u2018spoofers\u2019 to make a container appear as something else altogether.\n\nIt\u2019s unlikely any smuggler trickery will be able to stand up to sustained scanning forever though, so if the player finds themselves under continued scrutiny from the law, or maybe even a pirate looking to relieve them of their precious cargo, unless they have the best gear on the black market to respond with, it may be worth thinking about finding a new line of work. This won\u2019t be a life for the meek.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nThe Reclaimer originally sold with 2,500 SCU and now it\u2019s listed as 360. Where did the cargo space go?\n\nA: As part of our update to the listings, we now refer to a ship\u2019s \u2018Cargo Capacity\u2019 as its \u2018usable\u2019 cargo space for storing and transporting commodities and other items. For the Reclaimer, the majority of its internal space is dedicated exclusively to storing the salvage it has gathered. Since we don\u2019t want to misrepresent the ship to potential buyers, we list the Reclaimer as having \u2018only\u2019 360 SCU of Cargo Capacity. Our hope is that players looking for their next cargo ship have a much clearer understanding of the actual \u2018usable\u2019 cargo space.\n\nPlayers should expect the same for listings on mining ships like the Orion and Prospector too. These ships dedicate most of their previously listed SCU space to storing and processing the metals, crystals, and minerals they gather through mining operations, so players will see their \u2018Cargo Capacity\u2019 number go down compared to what it may have previously been listed at.\n\nRest assured, the space has gone nowhere, it\u2019s just better labelled now so players know exactly what they\u2019re getting.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo"},"links_count":10,"comment_count":171,"created_at":"2017-10-25T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-07 23:44:51","valid_relations":["images","links"],"prev_id":16203,"next_id":16205}}