Did Route Plotter try to strand me?

Yep i get this happen a lot, as your jumping the fuel goes down and you start to panic.
Normally i try to look at the plot when this happens or attempt to jump then cancel to find out what the next star type is.
Soooo ive gotten used to taking diversions to find fuel then getting back on plot.
Putting it into day to day life its like never fully trusting your sat nav 😜

O7
 
There's another factor to consider, which hasn't been mentioned here - your ship uses fuel ALL THE TIME. If you're someone who spends three hours exploring every system then you're going to burn through a noticeable amount of fuel in that time. That can also make the difference between jumpable and not jumpable if you don't refuel regularly.
 
I guess I thought that the router was more intelligent than it actually is.

I used to think that, but after a few narrow squeaks with unscoopable star fields in the black, I realised there are just more chances to scoop in our usual haunts, so less grounds for caution.
 
I guess I thought that the router was more intelligent than it actually is.
The thing is the route plotter is actually quite limited in its choices so that it doesn't take minutes on end plotting a route through the enormous possibilities available.
It tries as hard as possible to follow a straight path to the destination, which is why permit locked regions are such an issue because..
When it gets blocked it can't back track.
It can't diverge to far from the straight route.

It will take you to non selected stars when there is no alternative.

This is all from my observation of what it was trying to do for me.

Being old enough to remember the early days of car sat navs and people being sent the wrong way up dual carriage ways or routes including rivers I have always treated the plotter with caution and examined the plotted route very carefully when I am down to less than half a tank to see if I am going to have to divert or not.
 
The thing is the route plotter is actually quite limited in its choices so that it doesn't take minutes on end plotting a route through the enormous possibilities available.

Yeah, early days people used to get stuck in an endless plot cycle trying to set a course through the core regions, 30 minutes wasn't unusual just for a short route, the options are of necessity limited because we don't have quantum computers.
 
I note that the tom tom I had for work still had loads of problems plotting sensible routes. Way better than when the tech was new, but I figure it'll take until 3010 until they get terrestrial navigation working so who knows how long intergalactic will take! :D
 
In five and a half years I've once had an occasion where I plotted a route, checked there was a solid line all along the route, then set out having made no further changes to my ship's loading.

On attempting the last jump I was told I had insufficient fuel to complete it. No biggie, I was able to divert to a nearby station for fuel; and as I came in to dock I realised, somewhat too late, that I could alternatively have used an FSD injection.

There's another factor to consider, which hasn't been mentioned here - your ship uses fuel ALL THE TIME. If you're someone who spends three hours exploring every system then you're going to burn through a noticeable amount of fuel in that time. That can also make the difference between jumpable and not jumpable if you don't refuel regularly

Yes, I do wonder if the route plotter can very occasionally be caught out by the ship diverting fuel to keep its systems running - as indicated by the thin bar above the main fuel gauge.
 
Yes, I do wonder if the route plotter can very occasionally be caught out by the ship diverting fuel to keep its systems running - as indicated by the thin bar above the main fuel gauge.
You'd need to burn a looooot of fuel by supercruising around - otherwise the reduced weight of fuel after the first jump is going to have reduced the fuel use of all the subsequent jumps. In my AspX I can usually get 7 full range (~5t) jumps out of a 32t tank, which is mathematically surprising :D

But, it's feasible if you're mapping everything and there's a couple of 200 kLs secondary stars in the mix.
 
In five and a half years I've once had an occasion where I plotted a route, checked there was a solid line all along the route, then set out having made no further changes to my ship's loading.

On attempting the last jump I was told I had insufficient fuel to complete it. No biggie, I was able to divert to a nearby station for fuel; and as I came in to dock I realised, somewhat too late, that I could alternatively have used an FSD injection.



Yes, I do wonder if the route plotter can very occasionally be caught out by the ship diverting fuel to keep its systems running - as indicated by the thin bar above the main fuel gauge.

More than occasionally in small ships. It happens fairly frequently. You have to be very aware of this.
 
You'd need to burn a looooot of fuel by supercruising around - otherwise the reduced weight of fuel after the first jump is going to have reduced the fuel use of all the subsequent jumps. In my AspX I can usually get 7 full range (~5t) jumps out of a 32t tank, which is mathematically surprising :D

But, it's feasible if you're mapping everything and there's a couple of 200 kLs secondary stars in the mix.

Jumping in and out of SC will use fuel much faster than just cruising around, so if you are landing and getting first footfall and bio etc that will use more fuel than just mapping planets.
 
Thanks everyone for your replies, now I know that the plotter is actually plotting my demise I will check its work much more closely!

That's always wise, advanced AI are banned in the galaxy due to the unfortunate happenstance that as soon as it gets more intelligent than us it tries to kill us all, if you think your route plotter is getting to smart for it's own good make sure you use a plasma gun, bullets may not be as effective!
 
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