Jump Number changes

So I'm making a fair amount of jumps for a job I picked up and it keeps adding jumps everytime I log back on for example I logged off at 440 jumps to go then when I logged back on I had 448 jumps so j got back to 440 jumps and logged off, and this time when k got on it said 453 jumps to destination.
I was wondering is this a bug or is it something that legitimately happens?
 
When you log back in it recalculates your route, and while I don't claim to understand the specifics of it, distance from destination has an impact on route calculations.
 
When you log back in it recalculates your route, and while I don't claim to understand the specifics of it, distance from destination has an impact on route calculations.

It's most likely because they are using an approximated best path algorithm when computing your route. Typical shortest route algorithms like A* that guarantee the best path would scale exponentially with the number of jumps. In this case, for the OP it would mean that it has to (worst case, in practice far fewer) examine X raised to the 440th power jumps, where X is the branching factor (i.e. the average number of stars you could jump to from any given star, so probably something like 20 or 30).

Even for a computer that's way too many.

So it cuts some corners to save a lot of time, at the expense of not always finding the best solution. One consequence of this is, it won't always pick the same path with slightly different starting conditions. Most likely, in the OP's case it's the fuel weight.

Also, for the love of god I hope OP has G5 increased range with mass manager.
 
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It's always 42 more.
I thought it was 2.8% more?

(but yes, the autoplot seems to calculate all jumps based off your current fuel levels. if you have more fuel when you log back on than for the original calculation, you'll have more.

And echoing others,,, 448 jumps??? What jump range/mode are you doing? sounds like a <10LY range on economic mode, taking the *very* long way >.>
 
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also, when it recalculates, it takes your ships current mass into consideration - fuel has lots of mass

Unfortunately not. Cargo mass is considered, fuel mass is always assumed as "full tank".
Makes sense in a way - you don't want to end up at a dead end just because you refuelled after you calculated your route.
Is extremely annoying for Buckyballing, if you have to plot those last two jumps manually in order to save the third jump.
 
I'm circumnavigating the galaxy. Wanna guess how many jumps that is, at a maximum of 45 Ly per jump?

Well over time I expect you'll average 40ly per jump, and reading that the ED galaxy is approx 100Kly across would make a circumference of about 314,000 lys. Add 40K to get to the nearest edge and 354,000 divided by 40 is about 8850 jumps.

At an average of a jump per minute that's 147.5 hours of play, or 6 days 3 hours 30 minutes continuous.
 
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I expect the OP is changing their weight by trading, buying, selling, refueling, and that would explain the constant changes in jump range.
 
I was wondering is this a bug or is it something that legitimately happens?

Legitimately happens.

As other CMDRs pretty much well explained that I won't repeat it. But I'd like to point out one thing - plot your route as a last thing you do before journey. many CMDRs fell victim of "target exceeding jump range" error message.

As you already know, your jump range comes from your current mass. Jumping uses fuel and lowering your mass. Refuelling add range and mass. Tho these differences aren't that big compared to overall ship mass, they have significant impact on your ability to jump or not.

If you plot your route and then load up cargo you may find that your ship is unable to execute that plotted jump.
If you plot your route and then refuel, same as above.

If you plotted long route and started jumping, after relog game recalculates your target taking under consideration your current mass. Hence the differences. If you want to be sure what is your real jump range, look at "laden/min range". Max range is calculated with empty cargo and fuel barley enough to cover that jump.

Interesting note - some CMDRs use that feature for their advantage to ensure highest jump range possible. Usually explorers get the best and biggest fuel scoop to make refuelling the fastest as possible. Now, fast scooping adds lots of fuel fast, which in the end results in increased mass. More mass, shorter range. So some CMDRs install slow scoops to keep track how much they refuel. This way they can scoop just enough fuel to cover their extreme range jump which would be impossible with full tank.
 
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