At present, I'm only ~10ly from Sag A with a 32.8ly jump range.
10 ly?
anyway, if all breaks down, plot the final leg manually one jump at a time.
At present, I'm only ~10ly from Sag A with a 32.8ly jump range.
Just use a simple formula like this:
Quickest plot range = (max jump range full tanks)*0.99 * (jumps you want to go)
Example, my ASP goes 35,54 on full tanks https://coriolis.io/outfit/asp/0p0tdFfliddsnf4----------3cv60i0i432i2f.AwRj4jmlRkg=.Aw18WQ==
Calculation for 27 jumps is just:
35,54 * 0.99 * 27 = 950ly ==> plots in 2 seconds anywhere in the core.
So if I want to go 10 jumps, it's
35,54 * 0.99 * 10 = 351 ly ==> plots in 2 secs aswell.
Then my absolute max would be 28 jumps:
35,54 * 0.99 * 28 = 985 ly ==> plots in 2 secs aswell.
So its the fact that my FSD has been engineered to well over 40ly that broke the route planner. Either way, i find it very hard to stomach that the route planner fails in such an utter inelegant way. Thats no way to build a machine.
@walter2 "Reading through some of the contents, the length of the jump session should make very little difference to the time taken to plot as the bottleneck is the last few calculations. Or is this a mistaken conclusion?" - i think, you underestimate the deadly combination of jumprange and stardensity.
i guess, someone could provide a formula, but anyways with stardensity going up, the increase of options per ly jumprange increases non-linear.
So its the fact that my FSD has been engineered to well over 40ly that broke the route planner. Either way, i find it very hard to stomach that the route planner fails in such an utter inelegant way. Thats no way to build a machine.
That matches up with my observations; more data supporting this is from when the route planner inadvertently became "unlimited" during the 2.1 beta and you could route 20kLy+ (at the risk of crashing the client). If a route ended in the core, it would become treacle as you'd expect. If the route went through the core and out the other side, it'd always still plot relatively quickly.I was working from the OP that suggests that the heaviest calculations involve the last three or four jumps. This would explain why the first 96/97% is calculated relatively quickly. The calculation time difference between 20- and 50-jump sequences seems negligible (my observations) and it's only the increasing number of options available in the last few jumps that cause the slowdown as you get closer to the core.
I believe there's no server call involved - everything's already on the client. You're absolutely correct, though, that there are factors such a simple calculation just can't account for. It's basically a finger-in-the-air guess that works for the most common exploration jump ranges, but starts to fall apart a bit once that range goes too high or low (hence people having problems with engineered FSDs).But a predictive formula is only as good as its repeatability and there are a number of reports of failure. I would suggest that there are a number of factors that are not - possible cannot be - included in the calculation. Perhaps one of the most important is the pilot's tolerance of delay, an intangible that's very resistant to quantification. I also wonder if the calculations are on data that is held by the client; if data has to be imported from the server - either immediately before or during the process - there is always the opportunity for lag to play a part.
Yup, you're right on the money here - smaller distance over the final few jumps means way fewer possible valid routes for it to check, as you suggested earlier.My jump range probably explains why I found it so relatively easy when others really did experience extended calculation times.
If that ever works, it's essentially by chance - probably by being about the right number for "n+1" or "n+2" jumps, e.g. doing 25/26 jumps for the straight-line distance of 24 jumps.try my method. Simple multiplication. If you have a 40ly jumprange plot your route for 960ly, or 880ly, or 80ly. If its in the multiplication table for that jumprange it should work. So if its 41ly you can try 984ly.
Yeah, as I said elsewhere the equation's a rough guess that gets it about right for (what at the time were) common exploration jump ranges - ~25-40Ly. Beyond that it starts to break down - not least because the overall behaviour of the route plotter is a bit different when it has much longer/shorter ranges to work with.The magic number calculations works fine the lower your jumprange is, I had no issues when going in my 33ly asp or conda. But after dropping of a lot of cargo at jaques (for one of the CG) I had way higher range when going into the core.
And it does NOT WORK when you have 53.8ly range. According to the calculator I should have a magic number of about 934ly when i'm 7.5kly from the core, but this was not the case.
Yup, exactly... Not only does it behave a bit differently, but the margins are much tighter for it to be right!One of the issues I see is that with a higher jumprange, you need to be closer to the absolute max due to the number of possibles stars it has to calculate. If we think about the rubberband metaphor it's a bigger band.
As long as you've got a number that works, then you're golden - as things start getting even more dense and it starts getting slower, just bump that number up a bit and it should speed back up. You'll know if you've gone too high - it'll get stuck on the dreaded "99%"I've tried using this method/tool with some success (I'm still about 12k away from SA), but have actually had more success by just plotting routes that are multiples of my jump distance. They're almost instant.
Wonder how long it will last!
- Improvements to "economical" route plotting times in high density areas of the galaxy. Cap the jump range used by JumpRouteFinder, so at each system we only consider jumping to nearby systems for the route, rather than every system within jump range
- If the jump range is low, don't try to cut down the number of systems considered for fastest route plotting in high density areas
- If the player unticks the current plotting mode, don't re-tick it when next opening the galaxy map
- Fix an issue with long jump distances and route plotting
- System map performance optimisation for VR
- Optimisations for the route planner
- Fix a stall at the end of plotting a route
- When using the Fastest route plotter in high density areas of the galaxy, reduce the cost that is calculated for the final jump to the target system. This allows the route plotter to return a route much sooner rather than spending minutes investigating potential small fuel savings
Surely at least one of this changes ought to fix core route plotting?