Testing 2.2 the core now, all distances seem to resolve in an instant. Looks good![]()
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.
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%"![]()
Just think, after 2.2 none of this will be needed anymore. What a time to be alive!!! [yesnod]
Yeah, we don't need an optimum route. Any sort of half-fast route will do.
Unless they fixed the pathfinding issue and somebody can confirm the fix, there's nothing else in the 2.2 or prior patch notes that hints at this fix. For 1.7, they announced optimisations for the route planner, nobody reported this to impact the problems in the area around the core.
- 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
- Fix an issue with long jump distances and route plotting
- 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
Indeed, which I'd guess is why they've limited the change in behaviour to high density areas - that way it shouldn't change the behaviour in the bubble.It's another thing to handle when you're dealing with routing plotting being deliberately inefficient and consequently netting you support claims for ships lost by a bad route plot that drained them of fuel and would otherwise have made it etc.
Uh, what? There were numerous 2.2 changelog notes that very specifically hinted at this fix:
All of those could improve it in some fashion, but that last one is the humdinger - that's pretty much the exact scenario I described in the original post.
Indeed, which I'd guess is why they've limited the change in behaviour to high density areas - that way it shouldn't change the behaviour in the bubble.
That didn't made it through to the 2.2 and 2.2.01 patchnotes, so how do you even know it was kept?
https://forums.frontier.co.uk/showthread.php/300177-Elite-Dangerous-The-Guardians-2-2-update
https://forums.frontier.co.uk/showthread.php/301663-The-Guardians-Update-2-2-01
"Core routing" works very well now, no magic numbers or anything, just click a system, plot a route, and go. (Yes, there will be a slight hitch… of a second or so on my fancy oldschool AMD 6-core CPU.) The game will even remember the destination system between sessions and regenerate a route when you log back in and open the galaxy map. It's pretty great.