Release Neutron Highway long range route planner

even if I choose to have ratio 4 if possible Im assuming it wil do a straight line? If thats the case then using around ratio 3 would be the fastest way from point A to B as it will never(?) lose speed compared to a normal plot as ratio 4 might in the more extreme cases?
 
If there is a line of perfect neutron jumps between points, it will choose them yes, regardless of ratio. It's only when you need to deviate that ratio will come in. With a lower ratio it's more likely that you'll have more regular plots inbetween your neutron stars (Sol => Colonia with a 1.1 ratio doesn't look too bad though)
 
If there is a line of perfect neutron jumps between points, it will choose them yes, regardless of ratio. It's only when you need to deviate that ratio will come in. With a lower ratio it's more likely that you'll have more regular plots inbetween your neutron stars (Sol => Colonia with a 1.1 ratio doesn't look too bad though)

Nice:) can you try to compare it to a sol to colonia 3 ratio? I dont think the 3 ratio will be worse, might not be much better though since sol to colonia have been pretty well routed.
 
Another suggestion - a way to mark or tick waypoints that you have already passed through. When travelling several thousand LY's it's easy to lose track of which one to copy and paste into the galaxy map next!
 
Nice:) can you try to compare it to a sol to colonia 3 ratio? I dont think the 3 ratio will be worse, might not be much better though since sol to colonia have been pretty well routed.

The ratio tweaking is a bit fuzzy, from some experiments I got the following:

Sol => Colonia with 27 LY range
900 jumps for a direct route (ratio 1)
853 with 1% (ratio 1.01)
808 with ~10% (ratio 1.1)
671 with ~15% (ratio 1.2)
810 with ~25% (ratio 1.3)
625 with 75% (ratio 4)

With a 54 LY range:

457 jumps for a direct route
370 with 1%
299 with 10%
236 with 15%
275 with 25%
263 with 30% (ratio 1.4)
273 with 50% (ratio 2)
200 with 75% (ratio 4)

So it's a little bit of a black art which ultimately comes down to how much data we have in the area, the problem seems to stem from just how big space really is and how much stuff there is there (and how little we have actually "discovered"). Given that Sol to Colonia is pretty well trafficed now it's one of the better known long range routes, other places are much less travelled and finding neutron routes automatically is much more difficult.

As such my best advice is to tweak it a bit and get a value you're happy with before setting off. I'll work on improving it "somehow" :)
 
The ratio tweaking is a bit fuzzy, from some experiments I got the following:

Sol => Colonia with 27 LY range
900 jumps for a direct route (ratio 1)
853 with 1% (ratio 1.01)
808 with ~10% (ratio 1.1)
671 with ~15% (ratio 1.2)
810 with ~25% (ratio 1.3)
625 with 75% (ratio 4)

With a 54 LY range:

457 jumps for a direct route
370 with 1%
299 with 10%
236 with 15%
275 with 25%
263 with 30% (ratio 1.4)
273 with 50% (ratio 2)
200 with 75% (ratio 4)

So it's a little bit of a black art which ultimately comes down to how much data we have in the area, the problem seems to stem from just how big space really is and how much stuff there is there (and how little we have actually "discovered"). Given that Sol to Colonia is pretty well trafficed now it's one of the better known long range routes, other places are much less travelled and finding neutron routes automatically is much more difficult.

As such my best advice is to tweak it a bit and get a value you're happy with before setting off. I'll work on improving it "somehow" :)

Yeah I noticed something similar for me the best results where from 1.2 and 1.4 in terms of number of total jumps needed. If you can change it so number of total jumps have a higher priority that might help or a option to get the route that has the least amount of jumps within a given ratio :)
 
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Hey guys,

I was working on something similar this week-end for fun, but only for neutron stars plotting and using EDDB.io's API files

Source code is here : https://github.com/julienadam/EDNeutronBooster

I'm nowhere near finished, lots of things are hardcoded etc, the routing is kind of basic and doesn't find the most optimized route but is good enough for places where the neutron star density is high enough. At the moment, you need basic knowledge of F# and .fsx scripting to get anything useful from it but it might be interesting to someone :)

Here are a few samples routes I've tried.

Sample route from Sol to Eafots EU-R c4-1 (one of the CoR CG destinations), with 57Ly jump range.
Sol (0.00)
Col 285 Sector GM-V d2-98 (225.04)
Wredguia WD-K d8-93 (221.01)
Wredguia CD-B b27-2 (220.34)
Synuefai GK-H a37-1 (227.52)
Synuefai PB-G a24-0 (191.79)
Synuefai FC-B d1-15 (217.15)
Wredguia SG-Y b1 (215.13)
IC 289 Sector DQ-P b5-0 (210.93)
Outopps QK-Q b46-0 (209.66)
Outopps MO-I d9-2 (176.24)
Outorst WK-N b34-0 (153.92)
Outorst PY-A b27-0 (224.87)
Outorst SP-F b25-0 (129.65)
Outorst AE-T d3-7 (187.01)
Outorst TX-U d2-10 (230.59)
Outorst SA-P b6-0 (227.66)
Outorst UM-U b3-0 (214.89)
Hegeia AI-B b55-0 (226.72)
Hegeia VX-G c24-4 (188.54)
Hegeia XA-Z b41-4 (189.69)
Hegua IV-N c20-3 (162.84)
Hegua HP-M b35-3 (191.18)
Hegua YX-B c13-21 (185.88)
Hegua BI-I b24-3 (141.14)
Hegua AH-V b16-9 (234.67)
Hegua IQ-G c10-57 (224.55)
Hegua KQ-P c5-47 (204.26)
Hegua TS-T c3-18 (161.86)
Gludgoea ZK-X b56-14 (250.84)
Gludgoea GZ-E c25-38 (226.51)
Gludgoea MA-M c21-52 (208.31)
Gludgoea TB-T c17-33 (202.50)
IC 1805 Sector IH-P b21-7 (222.25)
IC 1805 Sector SY-R d4-10 (226.14)
IC 1848 Sector LG-X b30-2 (215.57)
IC 1848 Sector MZ-E c12-9 (176.59)
IC 1848 Sector NY-R d4-40 (173.88)
Phaa Ain EP-A c3 (206.37)
Hypoae Ain CO-Z b55-3 (209.16)
Hypoae Ain XA-F d11-45 (185.78)
Hypoae Ain OQ-N b48-0 (201.68)
Eafots NZ-E b39-2 (205.08)
Heart Sector ZE-A d18 (108.22)
Eafots BO-P b33-2 (202.67)
Eafots RX-L d7-54 (120.25)
Eafots ML-F c11-1 (224.02)
Eafots QB-N c7-1 (177.76)
Formidine Rift CoR CG location (286.45)
3d plot of the route : https://plot.ly/~Nid/9.embed

Sample route to the Conflux CoR CG location :
Sol (0.00)
Col 285 Sector UH-F b26-7 (225.85)
Col 359 Sector YS-F b13-6 (227.16)
Scutum Dark Region BQ-Y d44 (224.65)
Col 359 Sector IP-Y b30-1 (222.67)
IC 1287 Sector FC-T b4-3 (124.65)
Col 359 Sector AL-D b42-2 (125.93)
Col 359 Sector MG-H c25-11 (202.94)
Pru Euq PF-I b51-2 (180.25)
Pru Euq ZW-W b56-3 (163.03)
Bleae Thua LH-X b1-0 (194.66)
Bleae Thua TP-Q b5-2 (118.65)
Bleae Thua PB-E b12-3 (219.32)
Bleae Thua MW-L b21-0 (224.54)
Bleae Thua QM-B b27-3 (186.74)
Bleae Thua YJ-V b30-1 (132.32)
Bleae Thua WY-F b38-5 (221.76)
Bleae Thua HM-L c21-10 (139.75)
M20 Sector XF-W c2-1 (154.03)
M20 Sector DE-E b13-1 (141.71)
Smojue PD-T b4-0 (208.05)
Smojue GN-K b9-1 (102.64)
Smojue JJ-A b14-1 (205.48)
Smojue QM-K b22-0 (188.94)
Smojue MX-L d7-75 (225.40)
Smojue FY-E b39-3 (216.50)
Smojue OZ-N c20-5 (121.77)
Smojue NS-U f2-3 (188.68)
Smojue RA-D c26-2 (209.44)
Smojue ES-B d13-53 (218.26)
M17 Sector OJ-O c7-2 (222.65)
M17 Sector SJ-Q d5-32 (182.83)
Traikaae TY-S d3-153 (208.33)
Bleia Dryiae WI-A b20-11 (220.91)
Traikoa MP-H c10-1 (342.39)
Traikoa PO-G b25-0 (87.36)
Traikoa OH-T c17-1 (330.02)
Traikoa VZ-R b46-6 (228.95)
Traikoa WF-Z b55-10 (246.73)
Traikoa HY-T b58-8 (68.35)
Gria Drye QC-B a13-7 (213.98)
Byeia Eurk EZ-S d3-307 (227.00)
Byeia Eurk HN-K b22-14 (205.26)
Byeia Eurk PC-M d7-119 (215.89)
Byeia Eurk WJ-P c19-25 (183.02)
Byeia Eurk QZ-T b44-8 (144.14)
Byeia Eurk JZ-I a106-0 (195.95)
Eagle Sector YE-Q b5-0 (221.26)
Plaa Aescs JP-H b10-1 (158.66)
Nyeajeau HI-D b18-9 (339.10)
Nyeajeau GI-Q d6-153 (246.50)
Plaa Aescs QF-B b41-11 (353.63)
Plaa Aescs EK-B b41-1 (196.23)
Plaa Aescs SP-Y b55-8 (342.38)
Prielaei OR-W c1-46 (165.57)
Prielaei BL-W b15-18 (250.32)
Prielaei OT-Z c13-59 (263.75)
Flyiedgiae DX-G b16-8 (690.06)
Pru Aescs SW-M c7-36 (373.75)
Conflux CoR CG location (428.63)
3d plot of the route : https://plot.ly/~Nid/11.embed

Sample route from Sol to Hawkin's Gap CoR CG location
Sol (0.00)
HR 5295 (226.63)
Musca Dark Region BG-X c1-9 (213.20)
Swoilz IW-O a19-5 (212.33)
Praea Euq YD-K c8-21 (202.72)
Praea Euq WW-L b21-4 (187.95)
Praea Euq YN-G b25-0 (215.50)
Praea Euq UG-B b28-3 (222.40)
Praea Euq VX-S c17-19 (207.86)
Praea Euq DI-Z b41-1 (216.12)
Pro Eurl WA-Y b42-4 (152.17)
Pro Eurl VP-G d10-33 (138.55)
Prua Dryoae IO-G c27-18 (264.82)
NGC 5662 Sector PC-U b3-3 (186.68)
NGC 5662 Sector KB-N b7-3 (143.46)
Blaa Eork RL-Y c3-13 (233.07)
Blaa Eork OI-L b14-2 (261.76)
Phylucs MM-W e1-2 (289.40)
NGC 5822 Sector MW-L b8-4 (251.61)
Blaa Eork ST-Z b33-8 (226.14)
Blaa Eork YU-X b34-1 (37.92)
NGC 5281 Sector NZ-F b27-3 (284.20)
Phylucs FB-H b52-1 (331.48)
Phylucs KG-A b55-1 (175.09)
Byaa Theia BF-A b0 (148.47)
NGC 5281 Sector UP-K b39-1 (333.42)
NGC 5316 Sector XU-N c7-4 (390.51)
NGC 4609 Sector AE-L c23-0 (177.44)
Phyluwyg PQ-V b58-0 (253.28)
Byoi Thae YU-Y d6 (289.54)
Byoi Thae FD-G b12-0 (270.37)
Byoi Thae VU-O d6-10 (461.29)
Byoi Thae UM-C b29-0 (89.54)
Byoi Thae JM-L d8-7 (542.31)
Jewel Box Sector RI-T c3-4 (712.72)
Jewel Box Sector CQ-P c5-4 (93.81)
Smojou AB-F d11-62 (250.15)
Smojou VL-B c27-11 (223.47)
Blo Eur VB-X c1-23 (254.60)
Blo Eur ZD-T d3-107 (282.77)
Blo Eur EE-J c9-23 (112.39)
Bleae Eurl CZ-M b21-1 (413.19)
Bleae Eurl AQ-G d10-286 (733.81)
Bleae Eurl IW-E d11-209 (353.64)
Trailaa LI-V b43-16 (415.35)
Blae Dryoae YW-J b54-1 (485.75)
Pyroifeia VA-V d3-74 (473.29)
Ploi Aec UX-B c13-5 (1659.37)
Ploi Aec WD-Q c19-6 (390.78)
Hawkin's Gap CoR CG location (443.03)
3d plot of the route : https://plot.ly/~Nid/13.embed

I'm using Plot.ly for visualization, great tool for what we want to accomplish here. There are a few APIs for various languages to produces graphs that use Plot.ly. I'm using Xplot.plotly, which is a .NET api that works great with F#. The entire graph generation code is only a few lines.

Cheers,

CMDR Nid

I'm realizing I'm kind of hijacking your thread, let me know if you want me to move it to a separate one. I'm not planning on releasing anything any time soon. Just wanted to share my code and visualization choices.
 
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Hi I think I have found a situation that leads to the total number of jumps calculation being incorrect and higher then it should be. This happens when you are at a neutron star and can not reach the next one so it says plot a xx range jump towards the next system. What would happen is, if you have 25 ly range and the next the NS is 125 away it will say plot a 100 ly jump towards the next system and you would have 25 left for a total of 2 jumps. However it calculates the distance in this case with only normal jump range so it would say 5 jumps at the side instead of 2.

Here is a example for a route I plotted using a range of 34.84. http://www.spansh.co.uk/?from=Jueni...05C4B0-B012-11E6-A595-CC68F2195DFE&ratio=1.42
 
Another suggestion - a way to mark or tick waypoints that you have already passed through. When travelling several thousand LY's it's easy to lose track of which one to copy and paste into the galaxy map next!

Done, it doesn't keep track of it so if you refresh the page it won't keep the ones you've visited ticked. However in that case you could always just recalculate it from your current position. I've also changed the ratio to efficiency (it defaults to the same), so it's now 1% to 100% which should make it a little easier to understand.

Hi I think I have found a situation that leads to the total number of jumps calculation being incorrect and higher then it should be. This happens when you are at a neutron star and can not reach the next one so it says plot a xx range jump towards the next system. What would happen is, if you have 25 ly range and the next the NS is 125 away it will say plot a 100 ly jump towards the next system and you would have 25 left for a total of 2 jumps. However it calculates the distance in this case with only normal jump range so it would say 5 jumps at the side instead of 2.

Here is a example for a route I plotted using a range of 34.84. http://www.spansh.co.uk/?from=Jueni...05C4B0-B012-11E6-A595-CC68F2195DFE&ratio=1.42


The slight problem with this is that I don't know where you ended up and the distances are real (unlike the jumps which are estimated). As such it just assumed you didn't move and carries on from there. It shouldn't affect the number of visits to the galaxy map anyway.
 
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Done, it doesn't keep track of it so if you refresh the page it won't keep the ones you've visited ticked. However in that case you could always just recalculate it from your current position.
The slight problem with this is that I don't know where you ended up and the distances are real (unlike the jumps which are estimated). As such it just assumed you didn't move and carries on from there. It shouldn't affect the number of visits to the galaxy map anyway.


I see your point, but is not the point of the tool to find the fastest route this could make the fastest route seem slower then another route you might have tried. If you are traveling via NS route is highly likely that you are going to aim for a star in the direction you are traveling and go as far as possible probably within 90% of your max range.
 
I see your point, but is not the point of the tool to find the fastest route this could make the fastest route seem slower then another route you might have tried. If you are traveling via NS route is highly likely that you are going to aim for a star in the direction you are traveling and go as far as possible probably within 90% of your max range.
Point taken but it's only display, it wouldn't change the route at all anyway (I pick out neutron stars, the "next system" is picked to be between the 2 neutron stars), as such I could fudge it a bit but it would literally only be for display.
 
Side effect of this thread: I've accidentally bagged 5 Neutron star firsts from stars this routed me to. I checked on EDSM to see who got there first, and I could see the path of a poor commander still out in the black doing a big loop over the past four weeks. The stars had only been visited twice: him, then me.

Have sent a friend request to apologise!
 
Side effect of this thread: I've accidentally bagged 5 Neutron star firsts from stars this routed me to. I checked on EDSM to see who got there first, and I could see the path of a poor commander still out in the black doing a big loop over the past four weeks. The stars had only been visited twice: him, then me.

Have sent a friend request to apologise!

Sounds like you might be talking about me. No friend request received though, so maybe not.

If it's indeed me, then absolutely no worries. I'm at about 800 neutrons logged this trip. I'll probably bring that up to 2-3k before heading home. :)

Edit: I bagged a lot of neutrons specifically because I knew Spansh was quietly working on this tool in late 2.1 and wanted to help a bit, so nobody should feel bad if they snag one of mine. Early 2.2 neutron bugs knocked me out of game for 4 days while I waited for tickets, or I'd have drawn a huge swath across both the east alpha and beta fields. By the time it was patched, I'd already made it past the east beta field, to Sag A*, and most of the way back thru the east alpha field.
 
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This is exactly what I've been looking for...trying to get home as fast as possible and am getting tired of picking destinations on the map...this saves me the trouble of counting out grids...even using 100% efficiency proves worthwhile

Bookmarked!
 
Thanks for posting this. I just finished one run, doing all the work myself. I took my route and then matched it to the one the tool plotted, and found them very similar. I plan to use it for my next trip.
 
Thanks for posting this. I just finished one run, doing all the work myself. I took my route and then matched it to the one the tool plotted, and found them very similar. I plan to use it for my next trip.

Good to know CMDR, thanks!

What threshold were you using for efficiency?
 
It would be great if this could take into account scoopable stars so we don't have to keep diverting from the original suggested route to fuel scoop.
 
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