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Thread: Route Plotter Discussion

  1. #31
    I'm primarily an explorer, so whilst the increase in plotting range is great I'd prefer to see two other changes:

    1. The ability to drag the route to meet my preferences; or the ability to specify waypoints along the route.
    2. The option to save the route, just so that you don't have to keep replotting a route to the same destination every time you log on.

  2. #32
    Agree with a couple of other posters, it's great to have this extended range but can you make it so we can define the path to specific Bookmarks a long the way please? That would make this useful extension much more usable, thanks.

  3. #33
    Originally Posted by VerticalBlank View Post (Source)
    I have literally no idea what you are trying to say.
    He's trying to say "where are my custom waypoints or "via points" ;-) I also would pretty much like to have them
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  4. #34
    Originally Posted by StarLightPL View Post (Source)
    He's trying to say "where are my custom waypoints or "via points" ;-) I also would pretty much like to have them
    Me too.

  5. #35
    Great improvement.

    Now can we VR players on PC please have a virtual keyboard so we can use the galmap properly without having to remove the HMD or being a professional touch-typist?

    Thanks.

  6. #36
    Originally Posted by CMDR QUANTIS TRAP View Post (Source)
    It sure would be nice if this new router had waypoints capability.
    Waypoints solve a lot of problems we have with long distance travelling.
    CMDR Inyahin | CMDR Space Elf
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  7. #37
    Originally Posted by Jabezz View Post (Source)
    Highlighting the last scoopable star. Excellent.

    Will this be prompted in the HUD somewhere as you make the jump to this star as opposed to having to make a note of its name from the map prior to heading out on the journey?

    Also will it update to the next 'last scoopable' on a journey that requires multiple scoops or will you have to manually re- plot after each scoop?

    Auto update on the existing plot is the best option in my opinion.
    This is an interesting consideration. I just did the 5000ly trip for Palin and found that I almost never had to stop and scoop - just going to the other side of the star to line for the next jump was enough to keep the fuel tank always full (love the 6A scoop!). So if the "last scoopable star" information is not updated in real time, it will become useless almost immediately.

  8. #38
    Originally Posted by Sentenza View Post (Source)
    This is an interesting consideration. I just did the 5000ly trip for Palin and found that I almost never had to stop and scoop - just going to the other side of the star to line for the next jump was enough to keep the fuel tank always full (love the 6A scoop!). So if the "last scoopable star" information is not updated in real time, it will become useless almost immediately.
    What would be useful is if a message pops just before you jump to your last scoopable star on your route, and also a warning when you're about to jump away from the last scoopable star on your route.

  9. #39
    I can touch type, and its still a PITA!!

    A virtual keyboard is a much needed item.

    Originally Posted by rp198419 View Post (Source)
    Great improvement.

    Now can we VR players on PC please have a virtual keyboard so we can use the galmap properly without having to remove the HMD or being a professional touch-typist?

    Thanks.

  10. #40
    Must be doing good. A sign of a good feature is when people immediately start to see ways to add to it rather than outright say they don't like it.
    Look at it this way kid, you get to keep all the money.
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  11. #41
    Originally Posted by BDelacroix View Post (Source)
    Must be doing good. A sign of a good feature is when people immediately start to see ways to add to it rather than outright say they don't like it.
    QOL is always appreciated... Except when it's ship transfer where people seem to loose their minds that something they didn't have before isn't instant because most people didn't want it to be XD
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  12. #42
    Originally Posted by Kaocraft View Post (Source)
    I would like it if the GalMap worked the way it was originally supposed to, where only stars that were within range of your current location + previously visited + purchased from stations would be visible in your map. If this were how the GalMap worked, then the neutron star boost feature could remain as-is and all of your meta-gameplay would be intact.

    But since the GalMap *doesn't* work like that; I think it's best to keep the functionality as-is, if for no other reason than because is reduces the need to use outside tools to play the game effectively.

    Nobody is doing the meta-gameplay that you describe anyway; we're all going to spansh.com and cutting/pasting dozens of star system names into our galmap as we alt-tab over and over. It's dumb and annoying and it's also currently the only good(ish) way.

    The new way is better to have (as an option) and I am thankful for it.
    Just because one can go and look up cheat codes online for infinite health and ammo in GTA, doesn't mean the devs folded and gave the player infinite health and ammo all the time.

    A video game should have good gameplay. Auto-NS routing is not good gameplay. Convenient, sure, but also boring.

  13. #43
    This is good stuff.
    I shall make use of all the new features.

  14. #44
    I'm finding - I've just been plotting a couple of 2000LYish (50ish jumps) routes between the early Colonia Highway bases so far - that about halfway along the route it:
    - plots a short jump, of 10-15 LY rather than the 50LYish range of the Asp I'm using
    - will then not pick up the next system on the route. The route's there on the Galmap still, but it won't use it, either automatically or if I press the "next system" key.
    - explicitly replotting the route doesn't seem to change the remaining portion, but it then works again

    Anyone else getting this?


    Another interesting change: it appears that if you'd exit hyperspace near a close binary (not even a particularly dangerously close one), it treats the binary as a single big star around its barycentre for determining where you drop out. (Wide binaries do not do this) That should make it impossible to be caught between two and fried on hyperspace exit ... explorers may not need to synthesise those heatsinks after all.
    Returning explorer? Need an escort to keep your data and other shinies safe? Contact Iridium Wing. Sol and Colonia.

  15. #45
    Originally Posted by Ian Doncaster View Post (Source)
    I'm finding - I've just been plotting a couple of 2000LYish (50ish jumps) routes between the early Colonia Highway bases so far - that about halfway along the route it:
    - plots a short jump, of 10-15 LY rather than the 50LYish range of the Asp I'm using
    - will then not pick up the next system on the route. The route's there on the Galmap still, but it won't use it, either automatically or if I press the "next system" key.
    - explicitly replotting the route doesn't seem to change the remaining portion, but it then works again

    Anyone else getting this?
    There is a bug report about it

    https://forums.frontier.co.uk/showth...1000-ly-jumped

    To me it appears that routes longer than 1000 lys are being plotted in 1000 lys sections based on a route I plotted yesterday which was around 6000 lys were all I had this problem at the 1 2 4 5 thousand light year mark, I think the reason I did not get it at the 3000 mark was because I had opened the galaxy map before I made the last jump in that section. All the jumps in the systems where I encountered this problem where much shorter then I would expect.

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