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Split: Alternative Representation of Jump Ranges

Posted: Thu Mar 12, 2015 4:23 pm
by spara
Drawn max jump radius of seems to be a bit too small as seen in the screenshot below.

Image

Re: Trunk nightly

Posted: Thu Mar 12, 2015 4:28 pm
by Cody
I think that's been the case with some 6.8s for as long as I can remember.

Re: Trunk nightly

Posted: Thu Mar 12, 2015 5:48 pm
by cim
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.

Re: Trunk nightly

Posted: Thu Mar 12, 2015 5:59 pm
by Disembodied
Or, possibly, exact jump distances may depend on the direction of the prevailing Witchspace Trade Winds ...

Re: Trunk nightly

Posted: Thu Mar 12, 2015 6:07 pm
by Cody
Disembodied wrote:
Or, possibly, exact jump distances may depend on the direction of the prevailing Witchspace Trade Winds ...
An interesting concept - perhaps Witchspace Trade Winds are the reason why galactic hyperspace jumps are one-way only! <grins>

Re: Trunk nightly

Posted: Thu Mar 12, 2015 6:16 pm
by Smivs
Presumably wormholes go downwards, so how steep it is could be a factor. :wink:

Re: Trunk nightly

Posted: Thu Mar 12, 2015 6:53 pm
by spara
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.
You just got to love these ancient mystiques. I get the rounding point, but how on earth does 7.15 round to 6.8?

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.

Re: Trunk nightly

Posted: Thu Mar 12, 2015 7:16 pm
by Cody
spara wrote:
You just got to love these ancient mystiques.
<chortles> Ain't that the truth!

Re: Trunk nightly

Posted: Thu Mar 12, 2015 7:46 pm
by cim
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?
Rounding down to the integer witchspace quantum (1 IWQ = 0.4 LY)
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.
It would stop being a circle, at that point, and instead be a jagged square-step approximation to one.

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

Posted: Thu Mar 12, 2015 7:59 pm
by spara
Ah. Understandable. Remapping looks a very interesting problem though. Too bad time is limited :( .

Re: Trunk nightly

Posted: Fri Mar 13, 2015 1:36 am
by Diziet Sma
Cody wrote:
Disembodied wrote:
Or, possibly, exact jump distances may depend on the direction of the prevailing Witchspace Trade Winds ...
An interesting concept - perhaps Witchspace Trade Winds are the reason why galactic hyperspace jumps are one-way only! <grins>
I'd like to nominate this for promotion to official canon! 8) :lol:

Re: Trunk nightly

Posted: Fri Mar 13, 2015 2:51 pm
by spara
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.
I just could not resist, but took a closer look at the problem :) .

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

Posted: Fri Mar 13, 2015 6:03 pm
by cim
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...)

Re: Trunk nightly

Posted: Fri Mar 13, 2015 7:35 pm
by Venator Dha
This is probably attacking a sacred cow :lol: It is an iconic image from Elite after all :!:
Why not remove the circle completely :shock:
Simply have the lines from ANA (but not the route planing) :idea:

<runs for cover>

Re: Trunk nightly

Posted: Fri Mar 13, 2015 11:23 pm
by spara
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.