Galactic Map - change priorities

I think the Galactic map could use a change of priorities.

Currently it appears to start working out routes in an ever increasing radius from the current system.

This is fine but if i select a target system many LY away, it would be more beneficial for it to priorites that route before going back and filling in the other possibilities.

I spend a lot of time waiting for it to work out routes going in the wrong direction from where I have selected.

.....just my 2 cents.
 
The reason for this is the mathematics of route finding, it's basically *much* harder to plot a route than you'd think. It does seem to me that FD could use some clever tricks to streamline their algorithms, it's just probably not high priority at the mo.
 
The reason for this is the mathematics of route finding, it's basically *much* harder to plot a route than you'd think. It does seem to me that FD could use some clever tricks to streamline their algorithms, it's just probably not high priority at the mo.

Biasing an routing algorithm to prefer to develop routes closer to the target is not difficult at all.
It knows where I am, it knows where I want to go. Develop routes to satisfy that, not in a sphere around my current position.
The problem is that they don't actually have a routing algorithm.
They just spawn all possible routes, and if they happen to have calculated one to your destination, you can route to it, if they haven't, you can't.
This is a simplistic first implementation, it hasn't actually been in the game that long, before you had to plot each jump yourself.
 
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Not my favourite feature atm ... Over 50 lys from where i want to be and lost...

Would be nice to see this on the HUD rather than having to break out and back again while in flight
 
Biasing an routing algorithm to prefer to develop routes closer to the target is not difficult at all.
It knows where I am, it knows where I want to go. Develop routes to satisfy that, not in a sphere around my current position.
The problem is that they don't actually have a routing algorithm.
They just spawn all possible routes, and if they happen to have calculated one to your destination, you can route to it, if they haven't, you can't.
This is a simplistic first implementation, it hasn't actually been in the game that long, before you had to plot each jump yourself.

It's a fair point - the 'travelling salesman' problem is famous for its computational complexity, getting exponentially harder with radius. Bit of a non-linear resource hog if you only need a linear route for a specific destination.
 
Give the high density and fairly uniform distribution of the stars, the reduction in absolute distance to target per jump would work well as a heuristic I think.

...I wish I had a copy of the map to try it on.
 
Biasing an routing algorithm to prefer to develop routes closer to the target is not difficult at all.
It knows where I am, it knows where I want to go. Develop routes to satisfy that, not in a sphere around my current position.
The problem is that they don't actually have a routing algorithm.
They just spawn all possible routes, and if they happen to have calculated one to your destination, you can route to it, if they haven't, you can't.
This is a simplistic first implementation, it hasn't actually been in the game that long, before you had to plot each jump yourself.

AGREED.
for some reason, when I died I lost my cobra and started back in sidewinder with 1k credits BUT in the system I started the game in 111ly from where I died!
Daft. then seeing that I couldn't route plan back to where I was meant I nearly rage-quit. should b a note on the route plan icon saying 'pending' as opposed to not available
 
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