I always wondered - so it really is so - great.Eric Walch wrote:The formula also makes the chance for anarchies as destination with a high time margin, higher than for more stable governments. Interesting.
![Smile :)](./images/smilies/icon_smile.gif)
Makes absolutely sense, and makes interesting situations more likely - luring the player to finding themselves in one of them "unsafe" low-TL clusters, with good chances of high-TL equipment getting damaged. clever!
hooray !another_commander wrote:It was a bug. It should be fixed in r4893. Tomorrow's nightly should contain the fix for those willing to test.Albee wrote:Something strange is happening, though. When I type in a planet name on the long range chart and press ctrl+^ (with the Advanced Navigation Array fitted, of course), the route is shown, but there's no report. If I traverse the cross hairs manually to a planet, there is. I can force a report on my 'target' planet, however, by typing in the name, shifting the cross hairs to its neighbour, then shifting back. I presume this is a known issue, but is it a feature? A bug? Neither of the above?
this was always a bit kind of annoying, when I did not use the mouse for anything else.
I am still waiting for someone to develop the really advanced NA - where you could set waypoints.Commander McLane wrote:May I suggest you invest in an [wiki]Advanced Navigational Array[/wiki]? And then simply follow the fastest route to your destination. No reason to calculate anything yourself.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Until then for multiple contracts at the same time you still need to consider things and find the most suitable route(s) yourself.
But it is fun!Albee wrote:Got one, Commander, and I use it all the time -- I have the ANA to thank for my earlier successful voyages. Indeed, where a single contract is concerned, I have the utmost confidence the device will get me there in time. The problem arises when you take on additional simultaneous contracts requiring a detour from the optimum, as these inevitably result in lost time. Take on too many at once and eventually there comes a point where it's physically impossible to complete them all in time, even taking the fastest route and wasting no time in-system. Sadly, that's what happened to me.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Do not take it too bad, multi-destination most efficient ways I think are a still unsolved mystery. Last thing I heard, even to modern math. That was some years ago though, when they still used soap-bubble liquid to show shortest possible track-layout for 3 or more waypoints.
![Cool 8)](./images/smilies/icon_cool.gif)
re the no-wasting-time : Imo. you can neglect the time "wasted" in-system. Compared to the jumps, it is close to nothing. So why not dock and have a beer, or two.
No Tequila though, that somehow seems to have strange time-robbing effects ....
This one of the few things that doesn't add extra time to the clock.Diziet Sma wrote:The clock whizzes forward ... Loading/unloading cargo adds time to the clock.