Newcomer / Intro Galaxy Map... general questions

A couple of times since my comeback I have had a few issues...
I plot a route specifying no Anarchy systems for example and it will take me through two in a row
I sort out a route from a mission, and then when I leave the station it hasn’t set the route (even though I have seen it plotting the route) (that’s not quite as bad as the anarchy hopping)
The map in general, especially if I have a few hops is really hard to check waypoints... the system window that pops up seems somewhat reluctant to leave so trying to click on the next systems to see what’s what can be... painful! Pretty looking, but painful!

Are any of these glitches or all working as intended?
Ta in advance
 
The route plotter can ignore your requirements if a suitable system is not available. If you have a small jump range this may be likely, I don't know your range to judge how likely that would be.

Forgetting your plot seems odd. Not a know glitch, or one I have ever experienced. I suspect some misunderstanding in its use, or my misunderstanding of the problem.
 
The route plotter can ignore your requirements if a suitable system is not available. If you have a small jump range this may be likely, I don't know your range to judge how likely that would be.

Forgetting your plot seems odd. Not a know glitch, or one I have ever experienced. I suspect some misunderstanding in its use, or my misunderstanding of the problem.
Certainly today I was bouncing around in my Viper so that explains that.

As to the latter... it has been a bit variable in terms of holding on to a plot ... If doing a mission I check the route before I accept it, but I suppose I need to pay more attention as to whether I am hitting Back or Exit when I come out of the map ...

Today it was no biggy as I was wanting to get some scrapping experience if needs be... less happy for that in the trading cobra... I will try and keep an eye on what I am doing.

I just find the Galaxy map a bit style over substance myself. It looks pretty but can a real pain if you want to get a feel for your route. But that’s just me!
 
It will replot your route every time you open it, so if you are taking on cargo, dropping off cargo or using fuel in any way, don't be surprised if it changes.
First jump is based on your current fuel level, so even travelling can change it if you keep looking
 
Just a general point, although I will use the map to locate the destination before taking a mission* I will not plot that route until I have all fuel, cargo and anything else loaded just to make sure the route doesn’t get messed up by a range change.

As has been mentioned up thread the plotter is a simple minded thing and will ignore your restrictions to try and keep as straight a route as possible which can lead to fuel shortages when it runs out of scoopable stars for your route. Also it will only follow the instructions in the set of filters open at the time of plotting.


* On the rare occasions I can be bothered with missions.
 
As a brief aside, I think the reason the plotter has you go through Anarchy systems is because it can't figure out how to get you where you want to go without going through uninhabited systems, rather than ones with Anarchy governments. If you're worried about being interdicted, don't be. I have never failed an NPC interdiction I didn't choose to fail, and I'm not a fantastic pilot.
 
.....
I plot a route specifying no Anarchy systems for example and it will take me through two in a row
..........

There is no provision in the route plotter to designate (or vary) an "efficiency" in the plot, i.e. how much deviation from a straight line is acceptable to meet the calculation of route. I don't know what the gal map "efficiency" is set at but in your case it was not able to meet that criterion without going through some anarchy systems. Out in the black, even with only scoopable stars selected you will occasionally get routed through non-scoopable systems for this reason.

The "Long Range Neutron Plotter" by Spansh (https://www.spansh.co.uk/plotter) - lets you set this plotting "efficiency" if you want to examine its effect.
 
As a brief aside, I think the reason the plotter has you go through Anarchy systems is because it can't figure out how to get you where you want to go without going through uninhabited systems, rather than ones with Anarchy governments. If you're worried about being interdicted, don't be. I have never failed an NPC interdiction I didn't choose to fail, and I'm not a fantastic pilot.
Well I got yanked out in an Anarchy system and by the time I tried to at least put up some kind of fight my shields had all but gone and I got off a few shots before being respawned right where I started!

Think I just need to accept that sometimes I am going to have to go through them and hope my evasion and boost skills have improved since that day :cool:
 
Well I got yanked out in an Anarchy system and by the time I tried to at least put up some kind of fight my shields had all but gone and I got off a few shots before being respawned right where I started!
...........

There is no point in combat with pirate scum in anarchy systems since you get nowt for it unless you have a KWS.

Beat the mini-game or submit, boost and high-wake out - you are already en-route so your next system is already targeted, you just have to survive long enough for your FSD to charge - that is why submit as otherwise there is a long FSD cool-down to survive if you lose the mini-game.
 
There is no point in combat with pirate scum in anarchy systems since you get nowt for it unless you have a KWS.

Beat the mini-game or submit, boost and high-wake out - you are already en-route so your next system is already targeted, you just have to survive long enough for your FSD to charge - that is why submit as otherwise there is a long FSD cool-down to survive if you lose the mini-game.
Yeah I was trying to boost out but was taking so much damage so quickly... the end was quick!

All part of the game
 
If you exit the galmap before the route has finished plotting it doesn't stick.

I would exit the galmap and it would finish plotting with it closed. Check your nav panel, it will say something like 50% still plotting or something like that. Did it all the time while exploring near the center and galmap taking forever at times.
 
Just to confirm what the galaxy map and route plotter does: if you set the galaxy map to "government" and deselect "Anarchy", it will not show you Anarchy star systems on the galaxy map and will not let you select them. However, it will still plot routes through Anarchy systems if you do not have "apply filter to route" switched on. If you have everything set up properly and "apply filter to route" switched on, it will not send you through an Anarchy - if the only possible route to get to your destination is through a giant Anarchy patch, then the route plotter will fail rather than take you to an Anarchy.

Note that the route filter only applies if you keep the map set in the same mode as the filter. For example, if you deselect Anarchies and plot a route, then switch the Map to any other map mode eg. Realistic, Powerplay or some other Map Mode filter type (eg. "Allegiance" or the Trade Commodity supply/demand mode), then the route plotter deletes the filtered route it formerly plotted for you and plots a new, unfiltered route. To keep your Anarchy-free route, you need to keep the map mode in "Government" for the entire duration of your journey. There is no way to "lock in" a plotted route then change the galaxy map.

This does mean you cannot set multiple filter criteria. If you try to set the galaxy map to only send you to Alliance Communist systems, you will fail - either the Alliance allegiance filter or the Communist government filter will be active, or neither, but not both.
 
.... If you have everything set up properly and "apply filter to route" switched on, it will not send you through an Anarchy - if the only possible route to get to your destination is through a giant Anarchy patch, then the route plotter will fail rather than take you to an Anarchy.
...........

Interesting - I was sure it had put me through brown dwarf systems in the past rather than fail plotting when only scoopable were selected with apply filter to route.
 
I've found it to be quite reliable in the Star Class settings - while doing my ED7K survey, whenever I've turned up in a system with an unexpected star class sitting in front of me, it's because I'd switched the galaxy map over to another mode (to look around for Red Giant stars in Realistic mode, for example) and forgotten to switch it back.
 
Just to confirm what the galaxy map and route plotter does: if you set the galaxy map to "government" and deselect "Anarchy", it will not show you Anarchy star systems on the galaxy map and will not let you select them. However, it will still plot routes through Anarchy systems if you do not have "apply filter to route" switched on. If you have everything set up properly and "apply filter to route" switched on, it will not send you through an Anarchy - if the only possible route to get to your destination is through a giant Anarchy patch, then the route plotter will fail rather than take you to an Anarchy.

Note that the route filter only applies if you keep the map set in the same mode as the filter. For example, if you deselect Anarchies and plot a route, then switch the Map to any other map mode eg. Realistic, Powerplay or some other Map Mode filter type (eg. "Allegiance" or the Trade Commodity supply/demand mode), then the route plotter deletes the filtered route it formerly plotted for you and plots a new, unfiltered route. To keep your Anarchy-free route, you need to keep the map mode in "Government" for the entire duration of your journey. There is no way to "lock in" a plotted route then change the galaxy map.

This does mean you cannot set multiple filter criteria. If you try to set the galaxy map to only send you to Alliance Communist systems, you will fail - either the Alliance allegiance filter or the Communist government filter will be active, or neither, but not both.
Interesting.... THAT might explain it as I was looking around various other options to grind up some rep and just generally futzing about in-game.
Should be back in the black later today so will take a look.
 
Yeah I was trying to boost out but was taking so much damage so quickly... the end was quick!

All part of the game
There's no reason to get blown up. You should be able to escape from any successful interdiction.

When you're travelling, keep 4 pips to engines and two to shields. do not change them, regardless of what happens. The moment you get pulled out, boost, then boost again as soon as you can. If you submitted, you'll be able to engage your FSD and wave the bad guy bye bye. If you didn't submit, you need to keep boosting until you can charge your FSD. the bad guys don't seem to boost. The strategy is to get so much distance from them that their weapons have no effect. This strategy relies on having a fast ship, so never use a ship for tasks that might get you interdicted unless you can get good thrusters and power distributor. Ideally, you want a speed of 350m/s or more.

Other tactics you can use, which help are to fit a heatsink launcher. Immediately after the first boost, drop a heatsink, which will make your ship untargetable for about 10 seconds. Also, there's silent running. The same as using a heatsink, and especially effective for small ships, it can make you untargetable or even invisible. Your internal temperature will continue to rise, so you have to use a heatsink each time you get to about 95 deg. Recently I was able to escape from a couple of real commanders three times when I was flying a shieldless Sidewinder with only D-grade thrusters and power distributor using silent running. I guess that by the time they faced me, I was invisible.

The most important thing is not to delay that first boost. It has to be done instantly with 4 pips to engines. Never look back.
 
There's no reason to get blown up. You should be able to escape from any successful interdiction.

When you're travelling, keep 4 pips to engines and two to shields. do not change them, regardless of what happens. The moment you get pulled out, boost, then boost again as soon as you can. If you submitted, you'll be able to engage your FSD and wave the bad guy bye bye. If you didn't submit, you need to keep boosting until you can charge your FSD. the bad guys don't seem to boost. The strategy is to get so much distance from them that their weapons have no effect. This strategy relies on having a fast ship, so never use a ship for tasks that might get you interdicted unless you can get good thrusters and power distributor. Ideally, you want a speed of 350m/s or more.

Other tactics you can use, which help are to fit a heatsink launcher. Immediately after the first boost, drop a heatsink, which will make your ship untargetable for about 10 seconds. Also, there's silent running. The same as using a heatsink, and especially effective for small ships, it can make you untargetable or even invisible. Your internal temperature will continue to rise, so you have to use a heatsink each time you get to about 95 deg. Recently I was able to escape from a couple of real commanders three times when I was flying a shieldless Sidewinder with only D-grade thrusters and power distributor using silent running. I guess that by the time they faced me, I was invisible.

The most important thing is not to delay that first boost. It has to be done instantly with 4 pips to engines. Never look back.
Definitely will make sure next run I do that...
 
Back
Top Bottom