Oolite Bulletins

For information and discussion about Oolite.
It is currently Tue Dec 11, 2018 3:55 pm

All times are UTC




Post new topic  Reply to topic  [ 10 posts ] 
Author Message
PostPosted: Sun Jan 10, 2016 2:36 pm 
Offline
Deadly
Deadly

Joined: Mon Nov 22, 2010 2:40 pm
Posts: 146
Location: aboard the "Kiss of Time"
Can these be ordered by deadline instead of contract time?


Top
   
PostPosted: Sun Jan 10, 2016 7:18 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Mon Apr 27, 2015 9:03 pm
Posts: 297
Wouldn't be of much use, since a contract that has more time left but with a far destination can be tighter than another one with little time left but the destination close by.
You'd have to order by the difference between time left and estimated time to arrive or their ratio, but then, how exactly do you calculate the estimated time to arrive, as it's usually a mixture between "least jumps" and "fastest".

_________________
warning sound if a missile is inbound: Missile warning


Top
   
PostPosted: Sun Jan 10, 2016 8:27 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
Both times would be interesting, and could be given as "... within x hrs, time needed between y and z hrs". The difference between x and (y+z)/2 could be the value used for sorting the list.

But even more important would be to always display the time in hours (or days), and not in hours on some of the screens (e.g. the galactic map) and in days on other screens (the screen we are talking about). That's really annoying!

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
PostPosted: Sun Jan 10, 2016 8:48 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Mon Apr 27, 2015 9:03 pm
Posts: 297
Btw what I'm always wondering is how much time the route planner dedicates to each system when calculating the estimated time to arrive (in addition to that time which the jumps need). E.g. you dock with a hermit, some OXP station and the main station. 30 min. You buy fuel at two of those. More than 20 min. You're flying around at torus, you fight a little. That's at least 1 hour of ingame time or so. Does the route planner plan this ? If so, how much ?

_________________
warning sound if a missile is inbound: Missile warning


Top
   
PostPosted: Sun Jan 10, 2016 8:54 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Dec 04, 2013 12:34 pm
Posts: 1151
Location: London, UK
Quote:
Btw what I'm always wondering is how much time the route planner dedicates to each system when calculating the estimated time to arrive (in addition to that time which the jumps need). E.g. you dock with a hermit, some OXP station and the main station. 30 min. You buy fuel at two of those. More than 20 min. You're flying around at torus, you fight a little. That's at least 1 hour of ingame time or so. Does the route planner plan this ? If so, how much ?
I think it's based purely on jump time - you can see this in things like circuitous routes that shave a couple of hours in theory, but in practice don't because you have to dock a couple of times more along the way.


Top
   
PostPosted: Sun Jan 10, 2016 8:56 pm 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 13406
Location: Corke's Drift
Purely jump duration - no in-system time included.

Ninja'd!

_________________
Those who seek gold dig a lot of earth, but find little


Top
   
PostPosted: Mon Jan 11, 2016 6:57 am 
Offline
Deadly
Deadly

Joined: Mon Nov 22, 2010 2:40 pm
Posts: 146
Location: aboard the "Kiss of Time"
Even sorting by distance would be better than the current scheme...


Top
   
PostPosted: Mon Jan 11, 2016 5:40 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
That's true. But that's almost the travelling salesman problem, and it's not as easy as it sounds. It would be relatively easy if all target systems are arranged in a neat line, like a sensible pilot would choose them, but what if they are distributed all over the map?

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
PostPosted: Mon Jan 11, 2016 6:03 pm 
Offline
Deadly
Deadly

Joined: Mon Nov 22, 2010 2:40 pm
Posts: 146
Location: aboard the "Kiss of Time"
I don't want the game to calculate an optimal route - that's the pilot's (read: my) job.

I only want some kind of (sensible) sorting instead of the current mess.


Top
   
PostPosted: Mon Jan 11, 2016 6:48 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
As a software developer, I'm inclined to say that it's your computer's job to calculate the optimal route! :)

If your contracts are aligned reasonably, ordering by the distance would of course be sensible, and if they are not, it's your fault.

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 10 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited