How do you go about doing that so perfectly?
Hello Lightspeed,
Let me answer in a broader way.
Loxodrome can take myriads of different shapes based on the parameters of the equation. I wanted to make sure mine would be aesthetically pleasing and practically flyable (say not too dense around poles). First I generated Cartesian coordinates of the route using JavaScript and visualized the result using HTML canvas. My initial curve was just 1 unit in size (all x, y, z coordinates between -0.5 and 0.5). I was tweaking the parameters until I was happy about the result. The next step was to scale it up so that it measures thousands of light years and move it to the center of the galaxy.
And now the accuracy, or perfection that you ask about, comes into place. My first approach was to match my data against EDDB (I did this in my local SQL database) to find closest systems to the points of my curve. This generated decent result but still, EDDB contains only stars discovered by players, which is much, much less than all the stars out there and so resulting route was a little too jaggy based on the density of discovered stars in the regions where parts of my ideal curve reside. There were deviations of up to 100 ly in poorly charted regions.
Then I realized that galaxy map in ED offers pretty usable axes labels [x, y, z] and so I can use them to find stars closest to my ideal route points manually.
And that's how I did it in the end. Plotting every one of 300 route points manually in the galaxy map
