Galaxy Map Routing

Are there any plans to have the routing on the galaxy map extend past 100ly ? its really annoying on my trade route having to stop half way, to plot another 100ly (especially at the rate at which it calculates also.

has anyone had any better luck with this ? are there any settings I can tweak ?

Cheers

Ryder
 
I would like to see FD sort this route planner it takes a stupid amount of time to plot route because its doing every route in every direction . it should channel into the direction your heading for, not the whole 100ly sphere .
 
Not that I am aware off. When I need to plot >100ly I put the point I want to go aligned with the circle of where I am now in the galaxy map and use the mouse scroll wheel to zoom through the circle on a direct line to where I want to go and choose the best one at or around 100ly. I then repeat until i get where I want to go.
 
lol it would be nice just imagine what it was like in beta when i ran rares i had to stop and map every jump or write a huge list out by the ancient methodology of scribbling graphite pictograms on compressed vegetable matter! but you tell commanders that these days and they won't believe you!

so, I won't say more would not be welcome but im happy we have tis it's cut my plotting down by at leas 33% and sometimes more.
 
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To solve the problem I would suggest the following: If you mark a system as your destination the route calculator stops the calculation of your sorrounding systems
and only calculates a way to your destination. This should go pretty fast. After that it continues to calculate your surrounding systems.
Because with increasing distance from your starting point the speed of a system getting a route slows down exponentielly. And with distances over 50 LY or - when you're patient - 100 LY this begins to suck.
Please implement a feature as I mentioned above, Frontier.

CMDR Thynome
 
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Hate to break this to you guys but that's not really how algorithms work.

I'm not saying that there isn't a way to make it faster... the entire galaxy could maybe be indexed somehow into a binary tree to make searching faster... but... actually no that wouldn't work, since the "links" between systems aren't rigid, their based on distance and your ship's range.

The computer doesn't know what systems are in one direction versus another. It does not have that intuition. In order to figure out what systems are in the correct direction, it has to test all the systems which are in range. Or, to put it another way, if you say "only check on the systems that are in the right direction" it might first chest EVERY system to determine if it's in the right direction. You gain nothing.

The galaxy being so massive and procedurally generated, with the jump distances being totally arbitrary (not 'linked' wormholes between systems that could be indexed) makes this a very difficult task, computationally.
 
The galaxy being so massive and procedurally generated, with the jump distances being totally arbitrary (not 'linked' wormholes between systems that could be indexed) makes this a very difficult task, computationally.
Yeah, but many of us would just like a single reasonable route. We don't need the extra computation needed to generate an optimal route (fastest or cheapest), just any old route will do. So whilst I accept it is not a trivial task, they could choose (or, rather, let us choose) a task that was computationally cheaper.
 
Also sometimes the most efficient route involves going a long way sideways or even backwards at some nodes, it's not easy to know how to define "in the same direction you are travelling"

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Yeah, but many of us would just like a single reasonable route. We don't need the extra computation needed to generate an optimal route (fastest or cheapest), just any old route will do. So whilst I accept it is not a trivial task, they could choose (or, rather, let us choose) a task that was computationally cheaper.

This is true - they could start off with a narrow cylinder between the two systems (for candidate nodes in the route), and exponentially expand it until at least one valid route is available, even if this may not necessarily be the optimal one.
 
Hate to break this to you guys but that's not really how algorithms work.

I'm not saying that there isn't a way to make it faster... the entire galaxy could maybe be indexed somehow into a binary tree to make searching faster... but... actually no that wouldn't work, since the "links" between systems aren't rigid, their based on distance and your ship's range.

The computer doesn't know what systems are in one direction versus another. It does not have that intuition. In order to figure out what systems are in the correct direction, it has to test all the systems which are in range. Or, to put it another way, if you say "only check on the systems that are in the right direction" it might first chest EVERY system to determine if it's in the right direction. You gain nothing.

The galaxy being so massive and procedurally generated, with the jump distances being totally arbitrary (not 'linked' wormholes between systems that could be indexed) makes this a very difficult task, computationally.
Nope. With a specific starting and ending point, these are easy calculations. There are off-line apps that perform them instantly. ED has implemented an "Explorer Mode" of galaxy travel; they need to implement a "Trucker Mode."

And they could also let us manually string together jumps as well.
 
Hate to break this to you guys but that's not really how algorithms work.

I'm not saying that there isn't a way to make it faster... the entire galaxy could maybe be indexed somehow into a binary tree to make searching faster... but... actually no that wouldn't work, since the "links" between systems aren't rigid, their based on distance and your ship's range.

The computer doesn't know what systems are in one direction versus another. It does not have that intuition. In order to figure out what systems are in the correct direction, it has to test all the systems which are in range. Or, to put it another way, if you say "only check on the systems that are in the right direction" it might first chest EVERY system to determine if it's in the right direction. You gain nothing.

The galaxy being so massive and procedurally generated, with the jump distances being totally arbitrary (not 'linked' wormholes between systems that could be indexed) makes this a very difficult task, computationally.

This tool does it awfully fast, so clearly there is a better algorithm to use when you know your destination, at least compared to the current "plot routes to everything within a certain radius".

https://cmdr.club/routes/
 
Would there be a way to do client-side caching on the Galaxy Map to make repeatedly routing for long routes easier? Right now it's pretty painful having to let the algorithm run over and over while waiting for a viable route at times, especially now that I'm doing a bunch of exploring in the middle of nowhere-ish.
 
The problem in ED is that the route finding was shoe-horned into a system already there (the drawing of lines to every possible connection), instead of using its own system. I'm sure they'll improve it and split out those two in the future (or I hope anyway).
 
I would like to see FD sort this route planner it takes a stupid amount of time to plot route because its doing every route in every direction . it should channel into the direction your heading for, not the whole 100ly sphere .

^This^:)
 
Someone made a tool that does it. I think it's called Elite CoPilot. It's pretty handy as it can do any amount of distance.
 
Are there any plans to have the routing on the galaxy map extend past 100ly ? its really annoying on my trade route having to stop half way, to plot another 100ly (especially at the rate at which it calculates also.

has anyone had any better luck with this ? are there any settings I can tweak ?

Cheers

Ryder

I have to stop for fuel (fuel scooping stars) so I use that time plotting a route. I only have a Class 2 A scoop and it only gets 65 liters a second, so it takes about 5 minutes to fill the tank.
 
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