Yes coordinates are stored in INT and divided by 32 to show on the FrontEnd.Yes, keeping in mind I didn't know about the 1/32 grid when I was speculating.
Sorry, that last part about the coordinates was a reply to the next response whch I neglected to quote anything from and the forum merged my two posts together.
Now (this is for Anthornet I think) in check-coordinates, there is a matrix of 1s and 0s which gets longer the more variations there are. I presume this identified which particular "blue dot" and/or combination of distances is under consideration for that particular variation? Also, there is an angle shown? What is the angle (shouldn't there be 3 angles?)
This is one of the angles between the shown system and the system we are trying to locate, for this variation?
The matrix represent the references systems (4 each time) (EDIT: They are now shown in blue so you can see them) we took to calculate a coordinates, then those coordinates are tested on the set of chosen distances.
When the coordinates are good and they is only one matching all distances, we test it against a cube around those coordinates to determine if they could be other coordinates in that grid.
For performance we limit the distances to 32.
To select those distances, we took the closest distances and the farthest (The first two distance shown), which give us a pretty good vector for the system we are trying to find the coordinates,
then all distances we have are sorted by the angle from this vector and we took the 30 first to come.
It gives us less calculus to handle the matrix.
At first only the first submitted distances where taken, so all distances submitted after where not taken into account, and sometimes with bad distances it gives bad results.
I try after to randomize the selected distances, but sometimes, results where differing so now we are sorting by angle so we have always the same results when coordinates are checked again.