Can't plot a neutron superhighway route

I've noticed that if I filter on just neutron and one or two fuel star types, I get shorter routes than not filtering at all. This is with "use neutron boost" selected.
 
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Interesting, I might try that - essentially force the neutron jumps.

Also agree about the Anaconda, the stock tank is not good - bit like fitting a smart car tank to a Kia Sportage! However fitting a larger secondary pruned too much off the jump range (so I settled for a small one). Guess there's a trade off somewhere between the two with a lower jump range being compensated by more frequent neutrons.

However that doesn't change the fact those of us who travel outside the Bubble need a more sophisticated route plotter. For example I would also like an input field telling it to factor in x number of jumponium boosted jumps so all you need to do is quickly mix the juice while fuel scooping, rather than losing any time advantage as at current having to select the jump manually then re-input to your final destination.
 
True, a tighter filter selection sometimes generates a better route. I usually turn off M-class stars, and frequently K-class as well, and often the course will be plotted with fewer jumps that way.

In my experience, fuel tanks seem to fall into a sweet-spot when you have somewhere around 5-7 jumps worth of capacity. Much more than that, and it'll probably still only string about 6 neutrons at a time between scooping stops, unless you're in a particularly rich area (flying alongside the suppression zone in the inner galactic core, for instance). To get 6 jumps of fuel out of an Anaconda, you only need to add a size-4 (16T) fuel tank in addition to the stock tank.
 

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I've noticed that if I plot a route with a bunch of jumps in it, then re-plot the route after a few jumps it'll occasionally come back with fewer jumps to make. Sometimes it ends up including neutron stars that weren't included the first time.

The other inconsistency I've found with the plotter is that even though I have Tauri stars de-selected, it will quite often put them in the route, sometimes two in a row. Not a problem if fully fuelled but could catch the unprepared Captain out.

Stupid question, but did you check the box to apply the filter to the route? Do you have the galaxy map in Star Category mode and not in Realistic mode or one of the other filter settings (Visited/Not Visited, Security Level, ect)?
 
Yesterday the plotted route was scoop, NS, scoop, NS. That makes little sense, as both NSs were in range of one another. That was with single fuel tank, worth like 5 jumps. So yeah, it is not optimal, though for MANY reasons it is better to stay on a safe side. I added another tank as I hate manual route correction, it takes more time than just taking the proposed one.
 
I'm having a similar problem with my Clipper.
About a week ago I buckyballed from Sag A* to the bubble, it was an exploration build.
The plotter worked perfectly for ns jumping. 48ly unladen.

Since then I refitted the ship for cargo running for CCC4.
Same FSD and engineering, same 16t fuel tank, 136t cargo cap, 42ly laden.
Now it refuses to plot neutrons on the route.
The tank is big enough for 3.2 non-boosted jumps.
Currently between Sacaqawea and Gandharvi.
As one would expect, neutrons aren't as plentiful, but there should be some that can be in the route.

I want to bask, but I may have to resort to the conda. :(
 
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Now docked at Gandharvi, I added an additional 8t tank, and ns plotting is working. :rolleyes:
But from what I tried with Spansh, it should have worked without the extra tank.
 
As I understand it, the biggest difference between Spansh and the in-game plotter is that Spansh goes out of its way to find neutrons, while the in-game plotter simply uses them if it stumbles across them. IOW, the in-game plotter seems only to select stars that are very close to the straight-line path to your ultimate destination, and if it happens to pick a neutron star, it will use the longer range when figuring the next jump. It may give a slight preference to neutron stars, but it only ever considers them if they’re very close to that straight line path. Spansh, by contrast, only bothers looking for neutron stars, and can look up to 30+ degrees off the straight-line path (by default) to find them.

If you’re in a neutron-dense area, the chances of a neutron being in the candidate pool for the in-game plotter go way up, so it will often get close to Spanish’s path, just by blind luck.
 
Also worth noting that Spansh can only use previously known neutrons, whereas the in-game route plotter can use any of them. But the differences in the algorithm can certainly make a huge difference if you're going to be passing through a well-traveled area.
 
Don’t forget to pack an extra fuel tank or two, so you don’t waste time stopping for fuel unnecessarily often. I think I made it back from EA to the bubble with only a handful of fuel stops post-DW2.
 
I found out later that I only needed a 2t tank to enable NS jumping via the ingame plotter. 🤦‍♂️
@Zantigar and @Orvidius, yes that is exactly how it works to my knowledge.
Last night for irl reasons I decided to stop my CCC4 buckyball trips (Made 2 deliveries, Woooo)!
So I took my 77ly jumpaconda back to the bubble, using the EDMC Neutron Router Plugin for most of the trip.
It only took about 3hrs. :cool:
 
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