Distant Worlds - A journey beyond the Abyss

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Beware, exploding srv dmg fix seems to be a 50% damage cap rather than a fix.
I just went from 98% to 48% driving over flat terrain and Gradis experienced the same thing somewhere else.
Much better than 93% damage as before, yet still keep your health well above 50%!
 
I just remembered why I hate travelling the core regions so much: just plotting a 107 LY route takes more than five minutes! This is really bad :(
 
I just remembered why I hate travelling the core regions so much: just plotting a 107 LY route takes more than five minutes! This is really bad :(

Hi Arubeto,
there is a thread which helps a lot: https://forums.frontier.co.uk/showthread.php?t=151389 In Discord you will find a tool, that does these calculations for you.
When I last visited the core I plotted in small legs, too, and waited for minutes. Yesterday I managed to plot a 985 ly-Route to within 600 ly of SagA in only 15 seconds after having found that to be the optimal distance for my ship with the tool. This is a great help.
 
Be careful at the landing spot when driving around in the SRV. There is a hellhole in the flat landing area so deep, that you can't escape. Due to the slipperiness of the ground you can slip into it very easily. Had to relog to orbit yesterday evening because of that while the others could hardly withold their giggling.:D
 
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I made it to Sagittarius A* yesterday afternoon! What a sight, and what a monster of a black hole.

I somehow managed to jump from behind the fleet's distance ahead of them, but it's not been a major problem. I did get to the planetary meetup coordinates, to see if anybody shows up in my strange play times.

(Also it seems that Google is going to be dropping Picasa web albums. Hopefully this won't be the final nail in the G+ blunder, and I'll still be able to post them without multiplying more accounts here and there all around. Yay.)

I've had a lot of luck with EDDiscovery, too. I think I've been able to contribute a selection of systems along my parallel course, that should be good for trilateration along the entire thru-core highway and well beyond. It turns out it's also extremely handy for collaborating with EDSM and tracking our progress along the way.

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I also had some further investigation with the 99% and 100% hull issue.

I'm carrying two SRVs. Only one has been driven at all on the expedition, the other has been in the hold the whole time. They're identical, so why bother switching under normal circumstances?

Launching my second, virgin SRV, it also appeared with 99% hull. I picked it back up and swapped back to my first, well used SRV, still at 99%.

Driving around, I could not repair it until I bumped something and lost a few points from the bump.

When I repaired it, it returned to 100%. When I returned to my ship, it was at 100% too. Targeting my ship from the SRV seemed to give a random chance of 99% or 100%, regardless of what was indicated from inside. That apparent randomness was consistent within a landing or session, but might change if I land or relog. (Testing this particular case would be pretty involved - at present I only have the observation that the 99% vs. 100% condition visible from the SRV is disjoint from what the ship itself is reporting.)

I see we have a patch today, so I'd like to give that some exercise and see if the issue persists. If it does, I'd be glad to author the bug report to FD, and help relay our specific observations and tests, from anybody who would care to contribute.

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In the meantime, I'm parked at the next-ish waypoint, and I'll be checking to see if anybody appears in my instance to chat with!

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Hi Arubeto,
there is a thread which helps a lot: https://forums.frontier.co.uk/showthread.php?t=151389 In Discord you will find a tool, that does these calculations for you.
When I last visited the core I plotted in small legs, too, and waited for minutes. Yesterday I managed to plot a 985 ly-Route to within 600 ly of SagA in only 15 seconds after having found that to be the optimal distance for my ship with the tool. This is a great help.

Thank you CMDR Eisen. I do understand the reason why the routing takes so long in the core regions, but I didn't know yet how I could alleviate this problem other than plotting very short routes. I am not in Discord, is that tool you mentioned available only there?
 
From a previous visit I know how my computer reacts to long distance core plotting, even using calc tools. I came in at -1200ly directly under WP10 then did 3x300 ly plots and 3x100 ly straight up.
 
Thank you CMDR Eisen. I do understand the reason why the routing takes so long in the core regions, but I didn't know yet how I could alleviate this problem other than plotting very short routes. I am not in Discord, is that tool you mentioned available only there?

I just learned yesterday, that someone programmed a Discord-Bot to do the calculations. And it worked pretty well. I don't know, if it is available elsewhere.
 
From a previous visit I know how my computer reacts to long distance core plotting, even using calc tools. I came in at -1200ly directly under WP10 then did 3x300 ly plots and 3x100 ly straight up.

Yes, normally that works for me, too. This time, though, even plotting routes to stars that lie within my FSD range need, e.g. those to which I can get with a single jump, take quite some time to plot on the Galaxy Map.
Definitely something strange going on :S
 
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I just remembered why I hate travelling the core regions so much: just plotting a 107 LY route takes more than five minutes! This is really bad :(

An easy fix to actually get to the right destination is to plan a route to a star a little bit further on. The route planner will do it's 99% taking forever thing, but if you then click on the star you want a route too you have a very big chance of getting the route instantly. (If the star is in the same line of travel, it is likely part of the route tree and choosing that will give you the fastest route bypassing the slow 'optimization' phase)

I plan routes at just under 1000ly in the core, get the usual 99% hangup, then choose a star a few stars before that one and get the route instantly. Very easy to get around the nasty habits of the route planner.

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Yes, normally that works for me, too. This time, though, even plotting routes to stars that lie within my FSD range need, e.g. those to which I can get with a single jump, take quite some time to plot on the Galaxy Map.
Definitely something strange going on :S

Why are you planning a route to those? Simply select it?
The planer tries to optimize your fuel use, so if it thinks distributing it over 2 jumps is preferable it has about a million combinations to check in the core!
 
An easy fix to actually get to the right destination is to plan a route to a star a little bit further on. The route planner will do it's 99% taking forever thing, but if you then click on the star you want a route too you have a very big chance of getting the route instantly. (If the star is in the same line of travel, it is likely part of the route tree and choosing that will give you the fastest route bypassing the slow 'optimization' phase)

I plan routes at just under 1000ly in the core, get the usual 99% hangup, then choose a star a few stars before that one and get the route instantly. Very easy to get around the nasty habits of the route planner.

Just tried it, doesn't work for me. Btw., where is the "cancel route plotting" button? Just clicking the "plot route" button a second time doesn't work for me. I usually end up selecting a very near system instead to cancel the calculation of the previous route.

SvennoJ said:
Why are you planning a route to those? Simply select it?

Lol, I know. I was just trying to see where the route distance limit for reasonable plotting times was and ended up within my ships FSD range.

SvennoJ said:
The planer tries to optimize your fuel use, so if it thinks distributing it over 2 jumps is preferable it has about a million combinations to check in the core!

I think you are mistaken here. AFAIK selecting "Fastest routes" totally ignores fuel consumption and selects the largest individual jumps possible.
 
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Oh, cool, *looks slightly abashed* could you post a pic for that one with the star details showing as well, please? I'm trying to get a large enough number of these recently formed nebulae so that we can see at what ages (in Elite) different stars die and what they form when they do. By various arcane jiggery-pokery I hope to work out what fraction of the mass of the parent star is left as a stellar remnant too, but that will need even more data... this ZUNAO one would be the seventh, long way to go! :)
 
Just tried it, doesn't work for me. Btw., where is the "cancel route plotting" button? Just clicking the "plot route" button a second time doesn't work for me. I usually end up selecting a very near system instead to cancel the calculation of the previous route.

I think you are mistaken here. AFAIK selecting "Fastest routes" totally ignores fuel consumption and selects the largest individual jumps possible.

No, check this thread https://forums.frontier.co.uk/showthread.php?t=151389
Fastest route does indeed take your max jump range (full tank) for the route, yet if you don't exactly end on a max jump, it will try to even out the distances for the last few jumps to save you fuel. That's what is taking so long. By plotting a route to a star closer (while it is still calculating the original route) you can bypass that optimization phase for the last few jumps.

One solution is to calculate how far exactly you can go with your jump range and estimated star density as explained in that thread.
An easier solution is to let it plan a route and when it's seemingly stuck, (don't select, don't cancel the current route plan) press the route plan option on a star on the path a little before the destination. If that star is already part of the (in memory) route tree, the engine will immediately return a route to it, bypassing that useless fuel averaging phase. If it isn't, it will start to plan a new route and you can try again by selecting a different star closer to you.
I find the trial and error method to be a lot faster as after a few tries I have a good feeling which star to pick to get an instant route on the first attempt (after it's busy spinning it wheels on 99% at the original star)
 
Cant believe it, the most important WPs coming up and a new update totally broke the game for me. Unable to download the last bit of update and not connecting to the server. This really sucks...
 
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