Exploration - required improvements?

I couldn't agree less.

I post about exploration regularly. I have dne the trip to Sag A*. I will be Elite in exploring when I get back to the bubble from my current trip. I am dissatisfied. I bought this game to explore. I am doing the nearest thing to exploration we have (you know, that tourism stuff) because it is better than throwing the game away and regretting being taken for a ride. Making the best of what we have does not mean satisfied.


I agree with this - I too am not quite satisfied with exploration as-is. I juts wish I could do some of the other things that were promised, like fuel scooping and flyinf in the upper atmosphere of a gas giant. I want to see signs of life in the galaxy other than text descriptions. I want to land on "my" earthlikes. I want to be chased away by alien civilisations who've just mastered chemical rockets, etc. etc. etc. There is so much potential here :)

I still enjoy exploring though, but in a kind of touristy way.
 
10 -15 mil a week? Well, I've read that some traders make even 6 million per hour in a type 9... I'm mostly interested in the adventure/experience of exploration, but we can't ignore that the profits we are having are very disappointing, when compared to the other professions :( . And add to that what I was mentioning before, that the experience itself is quite boring, if you don't use "tricks" to keep yourself entertained, like getting close to planets even if you scanned them.
Ah, but traders don't have holiday pictures after they've come back from trading. :)
 
Heck, they've made an entire galaxy, so they must have a database engine capable of storing information about all possible systems. I can't see any reason why they shouldn't store X previously visited systems in their database, and then have a client-side version as well which can hold more...

There are 400 billion stars in the galaxy, imagine the data requirements for this. I think I remember reading somewhere that data about a system isn't stored on FDEV's servers until it has been discovered by a player - i.e. when a player jumps into a system and honks the Space Horn, only then does a back-end server procedurally generate any system bodies in that system and send the data to the player's game client. This is a good way to NOT have to store every piece of information on each of the 400 billion star system in the ED galaxy.
 
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I'm currently trying to get a route to Beagle Point, and my jump range is 31.7Ly-34.1Ly - yet, even when I have a 25% load of fuel, it only allows 31.7Ly plots - I have to select a system and manually jump - which is fine, except I have no real way to tell if the path I am working out in my head will work. About 7 times now I've seen what "looks" like a viable route, and when I get there, I find a jump is 34.6Ly or some such. I'm not complaining about my jump range limitation, I'm annoyed that I can't work out routes, even with pen and paper, because I can't measure distances between any two stars unless I am at one of them...

Z...
If you are down to pencil and paper, then use Excel. You can use pythagoras to work out the distance between any two points, given their coordinates. I have not found a fool-proof way to get those precise (though I suspect some may have) but if you zoom into the grid close enough, you still have the grid lines to make good estimates. Part of my data collection for each journey is the coordinates of each system, and I use those to work out distance travelled, and thus things like average jump length.
 
There are 400 billion stars in the galaxy, imagine the data requirements for this. I think I remember reading somewhere that data about a system isn't stored on FDEV's servers until it has been discovered by a player - i.e. when a player jumps into a system and honks the Space Horn, only then does a back-end server procedurally generate any system bodies in that system and send the data to the player's game client. This is a good way to NOT have to store every piece of information on each of the 400 billion star system in the ED galaxy.

Yep. I'm pretty sure they'd have some kind of stats / web stats if they had a good way of browsing this data. 99% sure they don't.
 
There are 400 billion stars in the galaxy, imagine the data requirements for this. I think I remember reading somewhere that data about a system isn't stored on FDEV's servers until it has been discovered by a player - i.e. when a player jumps into a system and honks the Space Horn, only then does a back-end server procedurally generate any system bodies in that system and send the data to the player's game client. This is a good way to NOT have to store every piece of information on each of the 400 billion star system in the ED galaxy.

Indeed. Procedural generation can even happily cope with the celestial mechanics. The process can generate the number of objects, and their positions (i.e. where they are on their orbits) as of a specific point in time (say 1 jan 3000, just to have a reference). The position of the objects at any later point in time can then be quickly calculated from orbit times. So all the objects can 'keep moving' with very little storage required, but the need to do lots of calculations whenever the detail is required. In my line of systems design, I call that approach a form of 'lazy execution', which we regularly do by not calculating stuff immediately it has logically changed, but only when it is needed, and since it is often the case that stuff changes again before it is used, you end up not needing to do it at all.

So all the stuff to support first discovered tags, etc., probably adds considerably to the storage requirements, since that cannot be generated on the fly from random numbers. Indeed, it may already represent most of the system state storage needs, and that proportion will get larger as more and more stuff gets discovered, and so more stuff has to be stored. I suspect the absurdly long times required to 'sell' your exploration data is a side effect of this design.
 
Indeed. Procedural generation can even happily cope with the celestial mechanics. The process can generate the number of objects, and their positions (i.e. where they are on their orbits) as of a specific point in time (say 1 jan 3000, just to have a reference). The position of the objects at any later point in time can then be quickly calculated from orbit times. So all the objects can 'keep moving' with very little storage required, but the need to do lots of calculations whenever the detail is required. In my line of systems design, I call that approach a form of 'lazy execution', which we regularly do by not calculating stuff immediately it has logically changed, but only when it is needed, and since it is often the case that stuff changes again before it is used, you end up not needing to do it at all.

So all the stuff to support first discovered tags, etc., probably adds considerably to the storage requirements, since that cannot be generated on the fly from random numbers. Indeed, it may already represent most of the system state storage needs, and that proportion will get larger as more and more stuff gets discovered, and so more stuff has to be stored. I suspect the absurdly long times required to 'sell' your exploration data is a side effect of this design.

Indeed :)

Also - can you imagine the length of time it would take to pre-calculate 400 billion (that's 400,000,000,000!) procedurally generated star systems? The game wouldn't be out yet :)
 
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