Forums » Bugs
Jump point - too large distances
Sometimes the jump point is too far away even when there is a closer location to jump. For example in Sol ll I-13 - the convoys have to fly 9 km instead only 3000 meters: http://img718.imageshack.us/img718/3715/vbug.png
The jump point is 3k from the closest object.... not 3k from the center/station. If you know a closer point then use it - nothing stopping you.
Well, my point is, that this jump point arrow should be improved. The current version is sometimes confusing.
Probably you did not noticed, but there are many roids spread around... you must be 3KM for anything to be able to jumtp.
Alloh, he is not an idiot. At least I assume he isn't. The game does assign you bogus jump points occasionally, that are way further than necessary.
Alloh: I know. But when you visit for example Sol ll I-13 (and set a course to another sector), you will understand then what I mean. The "jump point" marked with blue arrows is 9 km from the station even if I can just fly 3km in another direction.
The Jump Point marked waypoint is not necessarily the SHORTEST waypoint.
It is only there as a guide for newbies.
As I understand they are just autogenerated.
It is only there as a guide for newbies.
As I understand they are just autogenerated.
They are autogenerated, and it is a non-trivial and computationally complex problem to come up with the best points. Maybe someday when we have time we'll write some sort of brute-force greedy spatial algorithm to crunch optimal solutions for wormhole and station sectors, and then store it in the database (and then hope we don't modify the sectors, like adding Capship Stations; or force sectors to do some kind of background re-compute on changes).
But, in the meantime, it is what it is. Not a bug per se, but entirely expected behaviour based on an implementation tradeoff.
We do tell people in the tutorial that the nav points are not necessarily the closes jump positions, just one that we're sure will work. That was the best balance we could do at the time.
But, in the meantime, it is what it is. Not a bug per se, but entirely expected behaviour based on an implementation tradeoff.
We do tell people in the tutorial that the nav points are not necessarily the closes jump positions, just one that we're sure will work. That was the best balance we could do at the time.
Personally, I just think of them as a point picked out by the space-traffic controller in the station where he'd prefer you to jump out from, for whatever reasons. Convoys, being lawful, follow his directions. Then I kill them.