The math to discover quickest misjump routes is insanely brutal:
https://bb.oolite.space/viewtopic.php?f=2&t=9729
https://bb.oolite.space/viewtopic.php?f= ... 02#p236024
...doubly so, if using with percentage misjumps:
https://bb.oolite.space/viewtopic.php?f= ... 02#p236058
It's mind-blowing hard. I've spent over half a decade working on this.
Even a 1% change in a single misjump's distance can make-or-break an attempted route to the unreachable systems in Galaxy Chart 3, due to their incredible sensitivity to initial conditions:
https://en.wikipedia.org/wiki/Chaos_the ... conditions
Even when the 1% change doesn't ruin the route, it may be significantly faster or slower (by >1 hour) than before that 1% change.
Example:
In Galaxy Chart 1, a normal (50%-of-the-distance) misjump between Beti (#194) and Arraesso (#74) can let you reach Quorte (#247) directly above them in ~69.8 hours.
Reducing the initial misjump to less than 50% tends to be quicker.
A 40% misjump saves about 3.3 hours.
A 30% misjump saves about 4.2 hours more even than the 40% one!
A 20% misjump saves about 4.7 hours more than the 30% one.
A 10% misjump saves about 10.6 hours more than the 20%! (it's speeding up?!)
Even a tiny 1% misjump works and saves about 0.05 hours more than the 10% one...so obviously it's the fastest and the additional time savings "levels off" the closer you get to this "perfect" value?
Except it isn't, the 9% one is quicker!
And the 8% one is ~5 hours slower than the 1%, 9%, and 10% ones.
That's the results of my Wormhole maker OXP actually DOING that route, not the results of the formulas I used.
There's a much simpler way to look at it, but it will only give approximations as a result so anything that's right on the edge is hard-to-call.
Get graph paper, plot the system locations on it and draw 7 LY (or rather 6.8 LY) circles around them and look for lines between nearby systems overlapping them.
The nearby systems have to be within ~13.6 LY (6.8 LY x 2) of each other and have other systems to "introduce" them to one another.
A further explanation of how that works is here:
https://bb.oolite.space/viewtopic.php?f= ... 75#p128864
...with a continuation of that being that a 7 LY circle around system 4 in both examples has to touch or overlap the lines between nearby systems or system 4 is unreachable using any combination or number of misjumps between systems 1-3.
Using this method, ALL the nearby systems appear to be too far apart to effectively misjump between them to get inside the 7 LY circles of Beanxeat and Qutius in Galaxy Chart 6.
The 2 other isolated systems in Galaxy Chart 6 are impossible as well, but at least with the added benefit that they don't look even remotely possible.