Jump range manipulation request

Currently you have only 2 options when plotting a course as far as normal jump range is concerned. Quickest and economical. Inside quickest route you can make a small difference by using the sliding scale based on the cargo space. However, if you are out exploring, and have zero or minimal cargo space, this means you can not make any significant change to the max range that will be plotted.

I would love the ability to change the max range manually, i.e. lower it to a value significantly lower than the calculated max range. This will use less fuel per jump, meaning I have to scoop less often, but will not result in extremely short jumps as per the economical option.

Example.. economical option give me 2-5 ly jumps. Fastest option gives me around 30ly jumps. I have no cargo. I would like to limit jump range to e.g. 15 ly.

Thanks
 
The problem is determining what you want the route plotter to optimise.

Economic routes optimise fuel usage - go A-B-C if its cheaper in fuel than A-C direct. It does not limit your jump range, and will still plot a 30Ly jump if there is no more economical alternative (ie your in the fringe).

Fastest route minimises the number of jumps, so tries to use your maximum jump range as much as possible.

There isn't an obvious sliding scale between these two algorithms.

The closest may be to imposing a reserve fuel limit which would limit the maximum jump range for both algorithms, but would also prevent you reaching some systems altogther.

An alternative algorithm would be to calculate the quickest route given your current fuel - the fewest, longest, jumps which will leave you with at least some reserve fuel. Obviously not useful for long range plotting, and you'll want to be sure that there is fuel at the destination!
 
those are actually the 2 lowest options you have

there are 3 states of material boosting with more range

as well as neutron star boosting

makes 6 (six) diffrent route options
 
yes, i am aware of the boosting options. No problem with that, and apologies if I did not mention them. I am more thinking of an "in-between" choice, as described in my example in the OP.
 
The problem is determining what you want the route plotter to optimise.

Economic routes optimise fuel usage - go A-B-C if its cheaper in fuel than A-C direct. It does not limit your jump range, and will still plot a 30Ly jump if there is no more economical alternative (ie your in the fringe).

Fastest route minimises the number of jumps, so tries to use your maximum jump range as much as possible.

There isn't an obvious sliding scale between these two algorithms.

The closest may be to imposing a reserve fuel limit which would limit the maximum jump range for both algorithms, but would also prevent you reaching some systems altogther.

An alternative algorithm would be to calculate the quickest route given your current fuel - the fewest, longest, jumps which will leave you with at least some reserve fuel. Obviously not useful for long range plotting, and you'll want to be sure that there is fuel at the destination!

Optimize for fastest, but instead of using max jump range as the max range, use a user input value.

Pretty simple and doesn't even change the formula. You would run into the problem of not being able to reach places that were beyond that jump range, but that's the price you pay.
 
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