Split: Alternative Representation of Jump Ranges
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Split: Alternative Representation of Jump Ranges
Drawn max jump radius of seems to be a bit too small as seen in the screenshot below.
- Cody
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Re: Trunk nightly
I think that's been the case with some 6.8s for as long as I can remember.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
Yes. The circle is drawn at 7.0 LY, assuming a full tank. The jump range, however, is subject to integer rounding to make the map connectivity traditional, so systems at 7.15 LY are still reachable and reported as 6.8 LY.
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Re: Trunk nightly
Or, possibly, exact jump distances may depend on the direction of the prevailing Witchspace Trade Winds ...
- Cody
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Re: Trunk nightly
An interesting concept - perhaps Witchspace Trade Winds are the reason why galactic hyperspace jumps are one-way only! <grins>Disembodied wrote:Or, possibly, exact jump distances may depend on the direction of the prevailing Witchspace Trade Winds ...
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Trunk nightly
Presumably wormholes go downwards, so how steep it is could be a factor.
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Re: Trunk nightly
You just got to love these ancient mystiques. I get the rounding point, but how on earth does 7.15 round to 6.8?cim wrote:Yes. The circle is drawn at 7.0 LY, assuming a full tank. The jump range, however, is subject to integer rounding to make the map connectivity traditional, so systems at 7.15 LY are still reachable and reported as 6.8 LY.
To an uneducated eye this behaviour looks like a bug rather than an antique feature. How about drawing the circle to it's true radius? A radius that takes the rounding into consideration.
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Re: Trunk nightly
<chortles> Ain't that the truth!spara wrote:You just got to love these ancient mystiques.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
Rounding down to the integer witchspace quantum (1 IWQ = 0.4 LY)spara wrote:You just got to love these ancient mystiques. I get the rounding point, but how on earth does 7.15 round to 6.8?
It would stop being a circle, at that point, and instead be a jagged square-step approximation to one.spara wrote:To an uneducated eye this behaviour looks like a bug rather than an antique feature. How about drawing the circle to it's true radius? A radius that takes the rounding into consideration.
Something like this to remap the star positions to floating point coordinates, and then just use the real straight-line distance between them would be good. If someone provides a set of suitable coordinates which:
- preserve the exact connectivity map for the eight charts
- preserve at least most of the distances to within half an LY or so
- don't require enough z-coordinate movement that the top-down map would stop being a believable approximation
then we could switch to doing that fairly quickly.
Re: Trunk nightly
Ah. Understandable. Remapping looks a very interesting problem though. Too bad time is limited .
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Re: Trunk nightly
I'd like to nominate this for promotion to official canon!Cody wrote:An interesting concept - perhaps Witchspace Trade Winds are the reason why galactic hyperspace jumps are one-way only! <grins>Disembodied wrote:Or, possibly, exact jump distances may depend on the direction of the prevailing Witchspace Trade Winds ...
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Trunk nightly
I just could not resist, but took a closer look at the problem .cim wrote:- preserve the exact connectivity map for the eight charts
- preserve at least most of the distances to within half an LY or so
- don't require enough z-coordinate movement that the top-down map would stop being a believable approximation
then we could switch to doing that fairly quickly.
Can I assume that all systems which are inside the circle are fine if the real distance was used? If so, would it suffice to find the offending systems (cases where connect distance is 0.4 * 17.5 = 7) and if possible move them closer so that the distance would be 0.4 * 17.5 = 7? I'm well aware that in some cases it might be needed to move more than one system to achieve that.
If this is enough, then I'll see if it can be done on G1.
Re: Trunk nightly
Possibly. You can get cases like (one-dimensional) A=0, B=7.1, C=7.15, D=14.3 : you can't move C close enough to A without moving it too far from D, and vice versa. If you move C close enough to A and bring D in closer to C to compensate, D ends up too close to B, so you have to move B as well, and maybe that has knock-on effects to a system behind A...
To complicate matters further: the existing misjump routes across the Great Rift and to Oresrati should be preserved - at least in terms of what systems are involved; the precise LY measures can change - and the disconnected systems in general should be reachable from the same systems by "unsafe" galjump as they currently are. (But as someone trying to update Xeptatl's Sword, you'll be aware of those requirements already...)
To complicate matters further: the existing misjump routes across the Great Rift and to Oresrati should be preserved - at least in terms of what systems are involved; the precise LY measures can change - and the disconnected systems in general should be reachable from the same systems by "unsafe" galjump as they currently are. (But as someone trying to update Xeptatl's Sword, you'll be aware of those requirements already...)
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Re: Trunk nightly
This is probably attacking a sacred cow It is an iconic image from Elite after all
Why not remove the circle completely
Simply have the lines from ANA (but not the route planing)
<runs for cover>
Why not remove the circle completely
Simply have the lines from ANA (but not the route planing)
<runs for cover>
Taurus Driving through the galaxy since... .
Re: Trunk nightly
After some test G1 seems doable so I think I'll go for it. The idea is to nudge systems that are reachable, but outside the jump circle, into the circle.
If this realizes, can I assume that the legacy core distance calculation will be changed to float calculation rounded to one decimal? If so, I can focus on keeping the number of changes as low as possible rather than making lots of small movements to keep the legacy formula giving the same distance as before.
If this realizes, can I assume that the legacy core distance calculation will be changed to float calculation rounded to one decimal? If so, I can focus on keeping the number of changes as low as possible rather than making lots of small movements to keep the legacy formula giving the same distance as before.