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I ignore fuel whenever possible. I pretty much just assume that the ship gets refueled whenever it is in a landing bay, and my players have never taken such a long journey that I felt like they were in danger of running out.

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I prefer the idea that it takes some money to keep a spaceship flying, so I use simplified rules for fuel and routine maintenance from the old WEG system.  We don't spend a lot of time on it and it's not bank-breaking, but it keeps their slush fund from getting too big too quickly.  

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I charge my group 50-200 credit in each spaceport, depending on location. Sometimes I insert a scene with some greasy administrator, otherwise it's done. Don't have to go into every detail, just enough to not lose immersion. 

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In the Compiled Resources sticky thread (which is totally worth reviewing:  https://community.fantasyflightgames.com/topic/85616-compiled-resources-list/ ) there is an Operational Costs PDF, nicely done if you want to track these things:

https://drive.google.com/file/d/0B-cK7UE7hkkcTzJocVowQnJwRkk/view

Personally I don't like to track it, and prefer the Rebels approach:  fuel isn't an issue, until suddenly it really is an issue (inserted via Despair, lots of Threat, or something in the plot), and the next session(s) revolves around it.

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While fuel is a major plot point of The Last Jedi, it's the narrative game equivalent of rolling two Despair dice on a complete failure. Fiddly game stats like fuel and ammo tracking aren't typically a focus of narrative games as, unless they add some interesting challenges to, they bog down the pace of the game. Edge of the Empire is a bit more money focused than the other two lines but even then the money should be in service to the narrative - i.e. owing a crime boss a debt and paying it back, else the bounty hunters are unleashed.

Unless something genuinely interesting happens on the trip between Point A and Point B, don't worry about the trip. 

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