Programmable route planner.

A little suggestion from explorers: we would like to have programmable route planner. Economical & Fast are not enough really. The problem is that the fast rout usually lay the way through the stars of less interest. Sometimes through the stars which are not scoopable even. We would like to select for the planner the most preferable stars to plan the journey excluding the types of stars we wouldn't like to visit at all. It may be a mixture of economical and fast route but it would be mostly desirable for all the explorers.
 
Last edited:
I agree. Moreover... not only for explorers.
Ie:
1. Fuel reasons (useful if w/o fuel scoop):
a/ get as far as possible with the lowest amount of jumps.
b/ finish in a system with stations
2. Possibility to set a (intermediate) waypoint
 
A little suggestion from explorers: we would like to have programmable route planner. Economical & Fast are not enough really. The problem is that the fast rout usually lay the way through the stars of less interest. Sometimes through the stars which are not scoopable even. We would like to select for the planner the most preferable stars to plan the journey excluding the tipes of stars we wouldn't like to visit at all. It may be a mixture of economical and fast route but it would be mostly desirable for all the explorers.

Surely you are taking the fun out of exploring?

The fast route is the fast route based on your ship, a real explorer like some one fishing gets enjoyment out of not knowing what will come with each trip - unless you are talking about route planning on 'known' systems?

As for scoopable stars there should be plenty of info on this forum and the newbie1001 thread that will tell you what stars are scoopable and check ahead as you progress out. For systems you do not have data for then it's up to you to jump in their and find out what the star is.

The journey that the explorer takes is all part of the fun - there is a danger that your suggestions would take the wonder out of what lies ahead and reduces the fun - well it would for me
 
I have a similar gripe. I have been on routes where there is a 2ly jump followed by a 6ly jump. Now that means the maximum distance that the two jumps can be in 8ly and the difference in fuel usage is minimal. I have a 30ly range in my Asp and while I don't want to spend a lot of time scooping at after every jump I would prefer a little more range - it seems that 15ly is minimal on fuel but anything over 20 gets costly.

Has anyone done a fuel usage comparison?
 
Surely you are taking the fun out of exploring?

The fast route is the fast route based on your ship, a real explorer like some one fishing gets enjoyment out of not knowing what will come with each trip - unless you are talking about route planning on 'known' systems?

As for scoopable stars there should be plenty of info on this forum and the newbie1001 thread that will tell you what stars are scoopable and check ahead as you progress out. For systems you do not have data for then it's up to you to jump in their and find out what the star is.

The journey that the explorer takes is all part of the fun - there is a danger that your suggestions would take the wonder out of what lies ahead and reduces the fun - well it would for me
I think the argument is fair, for your analogy it's like if I chose to fish in an area known to contain a certain type of fish. It could contain other types, but I'd still be getting what I came for. I'd also likely be avoiding areas with issues, such as being too close to another type of fish, maybe that type of fish eats the type of fish I'm after.
 
Surely you are taking the fun out of exploring?

The fast route is the fast route based on your ship, a real explorer like some one fishing gets enjoyment out of not knowing what will come with each trip - unless you are talking about route planning on 'known' systems?

As for scoopable stars there should be plenty of info on this forum and the newbie1001 thread that will tell you what stars are scoopable and check ahead as you progress out. For systems you do not have data for then it's up to you to jump in their and find out what the star is.

The journey that the explorer takes is all part of the fun - there is a danger that your suggestions would take the wonder out of what lies ahead and reduces the fun - well it would for me
In a long trip I've got to pass at least 1000 LY a day. Better more. Sometimes I see a star far away and I want to reach it by optimal route without thinking ahead each jump. Route planner is a great thing but it usually chooses the route for spite - only the stars I don't want to visit while around are a plenty of other types. It makes me sick sometimes.
 
I think the argument is fair, for your analogy it's like if I chose to fish in an area known to contain a certain type of fish. It could contain other types, but I'd still be getting what I came for. I'd also likely be avoiding areas with issues, such as being too close to another type of fish, maybe that type of fish eats the type of fish I'm after.

The thing about getting out into the unexplored regions of space is that you do not know what fish will be there until you get there :)

In a long trip I've got to pass at least 1000 LY a day. Better more. Sometimes I see a star far away and I want to reach it by optimal route without thinking ahead each jump. Route planner is a great thing but it usually chooses the route for spite - only the stars I don't want to visit while around are a plenty of other types. It makes me sick sometimes.

I'm guessing my view of exploring is different to yours - I have no problem in that. I like exploring everything but maybe you are starting to convince me that for some explorer types they would want to put in exceptions on the route bit like you do on a Sat-Nav with tool roads etc... :)
 
+1 for waypoints.

And for those in the center of the galaxy, a "stupid mode" would probably be welcome. Something that doesn't use much computing power by trying to find the smart routes.
 
The thing about getting out into the unexplored regions of space is that you do not know what fish will be there until you get there :)



I'm guessing my view of exploring is different to yours - I have no problem in that. I like exploring everything but maybe you are starting to convince me that for some explorer types they would want to put in exceptions on the route bit like you do on a Sat-Nav with tool roads etc... :)
Yes, but let's say the wanted type of fish tends to live in fresh water but the unwanted one lives in sea water. You can be pretty damn sure that exploring that unknown river near a mountain has what you want there. The difference is, with E: D the galaxy map is full of information about what type of stars are where, because that kind of information is easy to get from a distance optically (I mean come on, we're doing it NOW). It's not exactly difficult to use this information and go "I don't want to encounter brown dwarfs" (can't scoop) and/or "try to plot through black holes and neutron stars" (worth a lot, looks awesome).

The one thing I actually dislike is how you have to find the other stars in a binary/trinary/etc. system. That data is already present on your galaxy map, so your computer should already have at least a rough idea where it is.
 
Yes, but let's say the wanted type of fish tends to live in fresh water but the unwanted one lives in sea water. You can be pretty damn sure that exploring that unknown river near a mountain has what you want there. The difference is, with E: D the galaxy map is full of information about what type of stars are where, because that kind of information is easy to get from a distance optically (I mean come on, we're doing it NOW). It's not exactly difficult to use this information and go "I don't want to encounter brown dwarfs" (can't scoop) and/or "try to plot through black holes and neutron stars" (worth a lot, looks awesome).

The one thing I actually dislike is how you have to find the other stars in a binary/trinary/etc. system. That data is already present on your galaxy map, so your computer should already have at least a rough idea where it is.

:) That all depends on how accurate our info is. Would love to find systems where data says one thing and we find something else especially further out...

Actually you're last point is something I also have problems with - its sort of good you have to find it but the length of time it can take and the reward for just that star is never worth it - only the feeling of accomplishment of locating it. Then there are the systems with many stars :eek:

Frontier where looking at this and a suggestion was to be able to 'jump' in system to that star, but nothing has been heard since.
 
:) That all depends on how accurate our info is. Would love to find systems where data says one thing and we find something else especially further out...
Currently we already have what seems to be an accurate method of analysing stars, using a variety of techniques. I can only imagine the addition of extra perspectives from other stars along with the ability to triangulate a specific star will make it far more accurate, not to mention the 1300 year advancement in our tech.
 
I agree with topikstarter and endorse his proposal.
I also propose to provide the ability to manually swap the route points in the waybill.
I would also like to see on the map as a filter for the stars of luminosity class.
Thank Google for translation).
 
+1

I'd also like to be able to set a trade route round trip feature so I don't have to re-select the detination repeatedly when grinding a trade route.

I started suggesting both features sometime back in beta 2.
 
Last edited:
Back
Top Bottom