How come you can't route to places over 100LY?

On the galaxy map there is a delay to route to extremely far places but after waiting a few minutes it works but only for things under 100LY. If its over it can't be routed to. SO usually I just route to a place nearby and then when I am closer to it later I route to my original destination. This is kind of annoying though.
 
it makes long distance travel take skill, route to the closest 100ly area then do it again once you're there.

it will probably always be 100ly from now on
 
I've noticed the distance I can route to seems to vary. Sometimes I can route about 80ly, sometimes I try to set a route 60 ly away and it won't do it... seems quite inconsistent.

It's still better than before routing was implemented though :p
 
I've noticed the distance I can route to seems to vary. Sometimes I can route about 80ly, sometimes I try to set a route 60 ly away and it won't do it... seems quite inconsistent.

It's still better than before routing was implemented though :p

Sometimes you need to give it a bit of time to work out the links, it'll always do 100ly for me, but sometimes needs 30 seconds or so to compute.
 
You can, it is just that it takes a lot longer for the route to populate.

I notice that after I select route over 100ly initially it says unavailable, but after a bit of time and winding the map around a bit the route starts to appear.
 

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D
This is what I like to call The Art of Navigational Computer Programming or NCP.
 
Path finding algorithms computation time grows exponential with the numbers of nodes in the graph (see Shortest_path_problem on wikipedia (i would post a link if the forum would let me)). By limiting the range it also limits the number of nodes in the search graph (given that there is a minimum of stars per volume of space).
 
i think its a technical issue, possible paths just get to many.
Erm... LOL?

IF FD would have build a proper system you just could ask for a route to your target, so it wouldnt have to update every route on that way. Granted, still some punch on pathfining routines but way faster than the current wait for the map to upated their connections.
 
Path finding algorithms computation time grows exponential with the numbers of nodes in the graph (see Shortest_path_problem on wikipedia (i would post a link if the forum would let me)). By limiting the range it also limits the number of nodes in the search graph (given that there is a minimum of stars per volume of space).

Elite is probably the only game so far it seems that there might be significant performance increase if we play it on a quantum computer :p
 
Ive been playing since beta one. I recently deleted my save and started over. I spawned in LHS 34447. I bought a fuel scoop, and an upgraded frame shift drive, which allowed jumps of a little over 11ly. I then headed first to Aulin, and then to Sorbago. I couldnt plan routes for those distances, so what I did was I went onto the galaxy map, and chose a point that was about half way between Aulin and Sorbago. Then when I reached the halfway mark, I went back into the galaxy map and set a route for Sorbago. I did the same from LHS 3447 to Aulin. All together that was roughly a 250 - 300 ly distance traveled during which time I had to enter the galaxy map only twice. I think factors such as jump drive limitations, and fuel limits probably make route planners quite difficult to implement. I think weve been lucky to get what we got.

Cargo mass is probably also an issue.
 
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Erm... LOL?

IF FD would have build a proper system you just could ask for a route to your target, so it wouldnt have to update every route on that way. Granted, still some punch on pathfining routines but way faster than the current wait for the map to upated their connections.

Erm, what wait? Choose a star anywhere in the 100 LY "bubble" and you'll get a route to there as quick as you can press the button.
 
I have a feeling it depends on fuel tank size and how much fuel is left in the tank. When I go fastest route I can't seem to get as far as the economy route.
 
I have a feeling it depends on fuel tank size and how much fuel is left in the tank. When I go fastest route I can't seem to get as far as the economy route.

Nope, can't be.

My onionhead travels proved that I could go more than 160ly on a single tank via fastest route, but I still needed to re-plot route 3 times.

My best guess would be total amount of jumps required as the limiting factor(?)
 
It's actually to do with the mathematical complexity of route planning. It's a well studied area of game development but there is no easy answer; you wouldn't actually believe how much processing power it takes to plan routes with as many nodes as there are stars within a 100Ly radius.
 
Erm, what wait? Choose a star anywhere in the 100 LY "bubble" and you'll get a route to there as quick as you can press the button.
Apparently our experiances differ. For me, plot route is always disabled, until the routine that builds the routes in the background has reached the system in question (as in: until theres a path of blue lines connecting my current location to the selected one).
 
It's actually to do with the mathematical complexity of route planning. It's a well studied area of game development but there is no easy answer; you wouldn't actually believe how much processing power it takes to plan routes with as many nodes as there are stars within a 100Ly radius.

I am fairly sure that things like computation of path findings can and should be streamlined by algorithms simplifying the process
 
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