Route Plotting in the Core: an explanation

i think they do it because many people come to Eol Prou RS-T D3-94, where on last 2-3KLY hey has a huge problems with this ;)

But i already buy beta acceess and will check it asap (mostly at LON evening, if all will be ok)
 
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%" :p


I belive I've come up with a better way of calculating the magic number with high jumprange ships:

N = max number of jumps within 1kly
J = max jumprange fully fueled
D = distance to Sag A* in kly

Plot = (N * J) * (0.998 - (0.001 * D * 0.5))
P is rounded down to the nearest natural number.




So let's test this
J = 54.3
N = 18

Now that I'm about 10kly from Sag A* my numbers are:
D = 10
P = 968ly

If I where 5k from Sag A*:
D = 5
P = 971

And from my experience going through the core 3 times in the last week, it's as good as it gets. Somtimes I eyeball it, and usually I shoot to far, but sticking to the numbers I've calculated or just below it seems to be working 100% of the time.


The formula also works if you are within 1kly of Sag A*, but not at max range.
I ended up at 800ly or so away from Sag A*, but then replaced N with 800/J -> 14*53.8 ->753.2 * .998 -> 751ly
P = C*J*.998
C is then number of jumps you get when you take the distance you want to jump divided by your jumprange.
I then ended up on a star only 20ly from Sag A*
 
The above works pretty well for me when I lower my jump range to 46.51(the minimum I can get) But the galaxy map just "dies" if try it with my real max jump range of 53.81
 
Good to know, as I'm off soon for the first time myself.

(Personally when I tested it I thought it was kharma for nerfing my Uni's first ever PC by putting in a search for "shakespeare" that ran until the IT guy, librarian in those days, unplugged it at the wall).
 
gone-done.gif


:D
 
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.
 
I am in an extremely dense starfield with pretty much the same density as in the core and plotting a route of 1kly takes less than five seconds; or even less than three most of the time. Before 2.2 it already took at least 30 seconds.
 
Yeah, we don't need an optimum route. Any sort of half-fast route will do.

Meh, pretty easy thing to say.

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.

Allow any deliberate tolerance of error, and that tolerance will end up being extreme in some cases.
 
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.

Uh, what? There were numerous 2.2 changelog notes that very specifically hinted at this fix:

- 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

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.


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.
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.
 
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Works flawless for me (at least compared to previous route plotter) I did a 10k speed run through the core in my asp with only an 8t tank, took only seconds to plot the route, and with the filter, I always landed at a scoopable star. Witchspace seems to take twice as long as before however...
 
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

@Andrew Gaspurr
Unfortunately the workarounds didn't work for everybody, as it was stated multiple, multiple times, here and on reddit. For some people it didn't work period, froze the game's galaxy map functionality. So while, you see 30s down to 5s, it might mean nothing for those people for whom it didn't work at all. IMO, a 30s duration to plot a 1000 jumps route wouldn't even count as a problem, it worked, that's the bit that was important.
 

In the first link you posted (the main 2.2 changelog), the Galaxy Map section is there - alive, well and with all the items I quoted above.

As for the workarounds not working, that's only the case if you were using the wrong numbers - namely, if you used the suggestions blindly and didn't adjust what distances you tried at based on how the route planner behaved for previous attempts. Various exploration communities have been using this workaround and others to plot routes for the last year or so; you don't have some magical situation where everyone else's route plotter works fine and yours doesn't.

In 2.2, as far as I've heard, if you plot in Realistic mode with no filters set it will always complete at a decent speed. Beyond that your mileage may vary, but it sounds like at least some filters don't slow it down too much in Map mode.
 
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"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.
 
"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.

That's what I've heard from everyone else near the core I've spoken to as well... Happy days indeed. :)
 
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