Has the galmap always been like this ?

In the picture you can see the blue system connector reaching the star. But the route plotter can't plot a route on the "fast" setting. It's ok on the "eco" setting.
What's going on ?

galmap.jpg
 
There is a jump greater than your max range required, I cannot reach it either but am able to plot a carrier route via spansh.
 
This was before and after I re-started the game.

It's 145ly away, if you aren't using Jumponium boost or neutron boost you won't reach it. If you select Jumponium boost in the galmap it will show stars beyond your normal jump range but refuse to let you jump until you generate the Jumponium injection.

Oh yes, don't believe you can select Jumponium boost in eco mode so it will plot as normal, make sure the little box marked boost is not selected in fast setting.
 
Starting at HD 7847 I tried to plot a route back to HIP 5638.
Wouldn't let me - with not enough jump range message.
Went to route options and "fsd boost" was marked.
Changed setting to "fast"
Plotted route to HIP 5638 ok.

The route went through SYNUEFAI QX-U d2-0 which is where I was trying to get to before.

Made my way to HIP 5639 as normal.
Checked that route setting was still "fast".
Find SYNEFAI QX-U d2-0 on galmap.
Try and plot a route --- insufficient jump range !
Check settings again - still fast.

Change setting to eco - ok !

Also can't plot a fast route back HD 7847 which is where I started from. But can plot an eco route.

My conclusion = a bug.
 
I've decided the issue is due to a difference in how the eco and fast route settings work.

The area I am in is quite sparse in systems. The eco plotter seems happy to initially move in the opposite direction from the target.
But the fast plotter wants to move in the same direction as the target.

This was the case of the route I was trying to find.
Whether true for other areas I don't know.

Anyway, after moving a bit nearer the galactic plane with a few more stars, all seems ok now.
 
The area I am in is quite sparse in systems. The eco plotter seems happy to initially move in the opposite direction from the target.
But the fast plotter wants to move in the same direction as the target.

This was the case of the route I was trying to find.
Whether true for other areas I don't know.

Oh yes, that's how it's always worked, it's often an issue I have bumped into doing edge exploration. You can see a clear route marked by system connectors but you can't plot because the initial jump takes you to far away from a straight line to the destination. The "fast" option is exactly that, if you deviate to much from the direction of the target it will fail, it's designed to do that, which is why you often have to plot multiple "fast" option routes around permit locked regions if you are to close.
 
Oh yes, that's how it's always worked, it's often an issue I have bumped into doing edge exploration. You can see a clear route marked by system connectors but you can't plot because the initial jump takes you to far away from a straight line to the destination. The "fast" option is exactly that, if you deviate to much from the direction of the target it will fail, it's designed to do that, which is why you often have to plot multiple "fast" option routes around permit locked regions if you are to close.
This makes me think a setting that is between the two for those kinds of situations would be nice (as economical routing will result in a ton of short range jumps, great if you are looking to thoroughly map a particular area/region, not so much just travelling somewhere)… but its use cases would probably be limited enough to not be worth the effort (and potential bugs, given the filter issue with what this most recent update).

Maybe I will remember to switch on the economic plotter the next time I am passing through a sparse region (while exploring), though.
 
Maybe I will remember to switch on the economic plotter the next time I am passing through a sparse region (while exploring), though.

Yeah you could do that, what I normally do is follow the system connectors path until it starts diverging to much, plot to that point then replot, it usually then follows the route, just got to remember that the "fast" option will never plot a jump that takes you further away from the target even if that is the only possible route to get there! That's one of the methods the devs used to reduce the plot time problem players were having in dense star fields like the core where it could take 30 minutes to plot a route, just discard jumps more than a certain percentage away from the direct route, that way it reduces the total number of stars the plotter needs to check for the route. Because they are computers they don't have the human ability to discard obvious bad solutions, it has to check all possible paths to get the correct path, which works fine when there's an average amount of stars around like near the bubble, but fails when you are in really dense areas like the core because the number of possible routes increases exponentially with star density.
 
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