Indirect route shorter than direct
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Indirect route shorter than direct
I was at Xeeranre, and I wanted to get to Zadies, but it was out of range (7.2 LY), so I hyperspaced to Anarlaqu. I then found that I had enough fuel to immediately hyperspace to Zadies.
Re: Indirect route shorter than direct
Sometimes the math works out that way. The maps may not be perfectly accurate.PhilHibbs wrote:I was at Xeeranre, and I wanted to get to Zadies, but it was out of range (7.2 LY), so I hyperspaced to Anarlaqu. I then found that I had enough fuel to immediately hyperspace to Zadies.
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It's about the efficiency of the engines creating the wormholes for hyperspace travel. It takes less fuel to generate the two shorter jumps than one long jump. It feels like there is a cubing rule in effect when the computer calculates the fuel consumption for a jump. (Perhaps one of the high commanders could confirm that fact.) The shorter jumps are cause less time shift in the travel too.
This is why the Advanced Navigation Array always takes the shorter jump paths over the long ones. As a general rule of thumb if a system is within 7.5 light years and intermediate one within 3.5 you can often reach it with one tank of fuel.
Once you have a Witchspace Fuel Injector, you always try have 2-3 light years of spare fuel from every trip just in case of a laz-fest.
This is why the Advanced Navigation Array always takes the shorter jump paths over the long ones. As a general rule of thumb if a system is within 7.5 light years and intermediate one within 3.5 you can often reach it with one tank of fuel.
Once you have a Witchspace Fuel Injector, you always try have 2-3 light years of spare fuel from every trip just in case of a laz-fest.
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The time taken for a jump is certainly non-linear. I think its a squared relationship, but I havent actually check the code recently.
Im pretty sure the fuel is meant to be linear, so 2 short jumps should be exactly the same (as long as they are in line) as one long one. There could be rounding errors though -- as we know which systems were involved, someone could repeat the experience and check debug info to see exactly how much fuel is used for each step, and see what happened.
Im pretty sure the fuel is meant to be linear, so 2 short jumps should be exactly the same (as long as they are in line) as one long one. There could be rounding errors though -- as we know which systems were involved, someone could repeat the experience and check debug info to see exactly how much fuel is used for each step, and see what happened.
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Oolite carefully and lovingly recreates the original bad maths and rounding errors of Elite. This is necessary to ensure that exactly the same jump routes exist. :-)
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Well, while it is, direct route is always shorter in both 2D and 3D.
The real reason is that Oolite rounds the distance to multiples of 0.4 LY. So while the distance between stars in indirect route is rounded down, in direct route it is rounded up, resulting in this effect. In Ooniverse, there is pplace for technobabble....
The real reason is that Oolite rounds the distance to multiples of 0.4 LY. So while the distance between stars in indirect route is rounded down, in direct route it is rounded up, resulting in this effect. In Ooniverse, there is pplace for technobabble....
Being a sailor, I can tell you that you absolutely right. It is called " Great Circle Navigation" and brings in such wonderful mathematics as Spherical trigonometry and so on. It is quire simple really, shortest distance between two points on a sphere, is not a straight line, but a curve.Screet wrote:Strange thing is, that I've once read an article claiming that for sailors this is not the case. However, they do have to move on a sphere...thus it's 3d with a restriction.Sarin wrote:Well, while it is, direct route is always shorter in both 2D and 3D.
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