Galaxy Navigation Is Extremely Weak

Am I the only one who thinks that galactic navigation is very underwhelming? I have some suggestions and would like your opinions.

In the first place, it's terribly slow at distance. Yes, I understand the computational stresses involved in computing every possible trip, and I realize that a minute or two to calculate 100ly of possibilities is a technical limit. However, I almost never want to see every possibility: 99% of the time, I know where I am, and I know where I want to go. Calculating a route between these two places should be easy - and in fact IS easy judging by the several off-line calculators that do just that. But leaving the game to check them breaks immersion in the worst way. FD should implement that point-to-point model as an option, in-game.

Second, we really need to be able to manually enter strings of jumps ourselves. This is such a basic function that I can't understand how it was missed, and I'm half-hoping that I just overlooked the instructions on how to do so. (If so, please clue me in.) Similarly, why can't we select a particular station at the end of a string of jumps if we know the system map when planning?

Third, we should be able to save and re-use jump paths - say for a favorite trade route. Even better if they were savable and could be edited.

My final far-reaching wish would be for the automatic pathing to take more options into account beyond the current "Fastest" or "Most Economical." Options to avoid a particular faction's space would be great, as would options like routing around systems that are un-scoopable for fuel, or even avoiding unknown systems. I'm sure you all can think of other possibilities as well. I imagine that taking these types of conditions into account would only be technically feasible for the A-to-B type pathing I described in my first point, but I don't think that would be a problem.

The Nav system as it exists now is great for exploring the unknown and wandering around. It is less great for simply getting places. As things stand now when you've been playing a while in your little corner of space and get that Sol permit and invitation, you're stuck. Your starter area is likely greater than 100 LY from Sol, so the Nav map is of no help at all in helping you find a path. That leaves two choices: You can either spend a good while spinning, panning, and zooming the nav map, hoping to make a good guess toward something in the right direction to get you below the magical 100 LY barrier so the Nav computer can do its job; or you can Alt-Tab out to the browser and find the answer in seconds.

Navigation needs an overhaul.
 
A hearty second to that, mate! Couldn't have said it better me-self.
Fortunately I have a second PC on my desk for using the external sites for nav and trading, but it would still be a huge improvement to implement your suggestions. I'd like to add lifting the 100 LY cap. My ASP can do 23LY jumps fully loaded, I'd like to consistently be able to plot routes of at least 10 jumps, so I'm thinking of more like a 250 upper limit for auto-plot and no limit for edited routes saved. You rightly have pointed out just about the most aggravating feature in ED. Thanks for your post, and again, I second that!
 
You CAN plot a single jump at a time.

Just select "Route to" for each destination. You can actually go a ton further with this method too. Plot a course to say 35ly, find stars close by and keep hitting "Route to" until you can get to Sol lets say.

I planned out a travel destination of around 9 jumps once and it would let me go further (was something like 120ly travel route)

I agree though that it would be much simplier to just let us plot 100ly all in one go. I have found that its not that its limiting you at 100ly its that its unable to see the route it should best take after 100ly. If you plug in a destination at the 35-50ly range and the ask it to route to that afterwards You'll find that it lets you go beyond your 100ly if the stars are in close proximity and plottable. iv noticed that some systems, for whatever reason, you cannot plot destinations THRU them. Only to to them as if they are "Dead ends" although once there you can jump to any star within jumping range.
 
I wholeheartedly agree with everything you've said. Even after route planning was added galaxy map navigation is still severely lacking in features. You have some very fine points that I would love to see implemented.
 
The route planning stuff was only added really recently so it's still in early days. I expect all the suggestions are already on the todo list. :)
 
You CAN plot a single jump at a time.

Just select "Route to" for each destination. You can actually go a ton further with this method too. Plot a course to say 35ly, find stars close by and keep hitting "Route to" until you can get to Sol lets say.

I planned out a travel destination of around 9 jumps once and it would let me go further (was something like 120ly travel route)

I agree though that it would be much simplier to just let us plot 100ly all in one go. I have found that its not that its limiting you at 100ly its that its unable to see the route it should best take after 100ly. If you plug in a destination at the 35-50ly range and the ask it to route to that afterwards You'll find that it lets you go beyond your 100ly if the stars are in close proximity and plottable. iv noticed that some systems, for whatever reason, you cannot plot destinations THRU them. Only to to them as if they are "Dead ends" although once there you can jump to any star within jumping range.
Sounds like you may just be operating a little bit faster than the computations. If you open the map and zoom out a bit and wait, you can watch the connections pop up outward from you, slowly. If you have a big jump range and select "fastest" it might take 3-4 minutes for all the lines to grow, but IME they stop growing outward at 100 LY.

Again, though, I don't expect them to change that limit for this - let's call it 'Discovery Mode.' That is a geometric progression in 3D space and likely takes BIG amounts of computing power. I just wish we could make narrower paths more efficiently.
 
I hate the route planner, it is junk, slow , should be able to reduce the searchables somehow.
It is such an integral part of space travel and it is awful to use.
 

Renso

Banned
Good post OP... I'd like to send Frontier my GPS device... it cost me less than $100.. and it has route planning, route saving, best mileage calculations, detour and alternate route planning... :D

Basicllay currently our 3300 AD ship computers are weaker than my 2007 ancient GPC device.

We need these tools badly. Great post!

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Again, though, I don't expect them to change that limit for this - let's call it 'Discovery Mode.' That is a geometric progression in 3D space and likely takes BIG amounts of computing power. I just wish we could make narrower paths more efficiently.

One can limit the 'discovery mode' to a cylinder search between two points... It really isn't that difficult for today's computers. At least not any harder than rendering and translating hundreds of thousands of polygons and their vertices in 3d space as a space station rotates.. Believe me... I think they haven't implemented it due to time constraints and not because it's 'too hard to calculate'... I could probably have been able to do it on my TRS-80 decades ago.
 
+1
Personal bookmarks and option to lock onto particular station upon the arrival in the destination system would be very nice, for starters.
 
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