Well done!... I saw the first part of your journey, when you were still in the core... personally, I am right now 9k LYs from Sol, heading corewards in my trusty Cobra.
Well done!... I saw the first part of your journey, when you were still in the core... personally, I am right now 9k LYs from Sol, heading corewards in my trusty Cobra.
Finally arrived at SOL. 22 hours later.
Finally arrived at SOL. 22 hours later.
Congrats commander!
I missed your stream, but that's one hell of a record there. Care to share a bit more stats, pretty please? Me like stats.
Well done that man! Epic achievement.
Is there anything you learned from your exploration trek and endurance run back?
Also, special thanks to Ulysses, Compass and Pw4x3r (Twitch handles) for keeping me company through most of the trip. They are a great reflection of the quality of the Elite: Dangerous community.
Also, special thanks to Ulysses, Compass and Pw4x3r (Twitch handles) for keeping me company through most of the trip. They are a great reflection of the quality of the Elite: Dangerous community.
This game I was playing with setting my max jump distance inadvertently shielded me from a problem many people experience in the core. It seems that the density of stars can reek havoc in the route plotting for some players. This is something I rarely experienced. One thing was clear, the closer you get to the core, the slower you plot routes. And some said they couldn't get the route at all and were forced to select jumps manually. I was routinely reducing my max jump distance and I wondered if this was actually helping me avoid the problem. I suspect it was. Based on my anecdotal evidence, it seemed that reducing the max jump distance helped the route plotting. But if you plot an economical route in a star dense region, that also took forever to plot. I speculate that this a combinatorial problem with pathing and that somewhere between the short distances and the long distances is a combination well where there are fewer possible routes and this results in faster plotting. I'm not a mathematician or a computer scientist so I could be wrong about this. It is interesting an I plan to look into it. If it true that max jump distance can impact the capacity of the navigator to efficiently plan a route in dense star fields, it might be helpful to have that feature added to the navigator. That is, allow pilots to arbitrarily set their jump distance. This could also help those with crappy fuel scoops as well as they would be in a better position to optimize their travel times.
Hmmm, interesting theory. I only ran into problems on the final run to Sag A* where it wouldn't generate a route in ~10minutes (but would to the star next to it in seconds). I only had a max range of ~23LY so you might be right that the further your range the more it's struggling. Maybe I should take my Asp instead of the Cobra for a second trip to see if the theory is correct.![]()
would be fun to have some sort of race like this, Sagittarius might be a bit far cuz most people have jobs and a life, haha! But a race with some credits for the winner. Speaking of that i remember that Han Solo made the kessel? run, in less that a number of Parsecs Haha!