Distance rounding errors |
Sat, 02 April 2005 05:55 |
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griboedov wrote on Sat, 02 April 2005 12:41 | Yet another annoying feature (but predictable, so less severe):
Distances just over 162ly (i.e. 162.04) are often calculated as a 2 year trip. A similar thing happens when I plan to settle at warp 8 and the distance is 128.01
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I can't comment on the first point, as I've never seen it happen!
If you've set the speed after splitting, then the speed should not change unless it runs out of fuel.
As for the second point, I believe that's a well known "bug".
You can actually travel a fraction of a light year further than you would expect at any given Warp.
It's a rounding error....
[Mod edit: added quote after splitting topic]
[Updated on: Sat, 02 April 2005 08:20] by Moderator
** Storm **
"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"
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Re: Distance rounding errors |
Sat, 02 April 2005 06:15 |
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mazda | | Lieutenant | Messages: 655
Registered: April 2003 Location: Reading, UK | |
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griboedov wrote on Sat, 02 April 2005 11:41 |
Yet another annoying feature (but predictable, so less severe):
Distances just over 162ly (i.e. 162.04) are often calculated as a 2 year trip. A similar thing happens when I plan to settle at warp 8 and the distance is 128.01
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I use this all the time for early pop movement.
Getting the furthest distance at a lower speed, or gaining an extra l.y.
e.g. to go 131 l.y. you'd try and go roughly 49.5 at W7 and 81.5 at W9.
Sometimes there isn't a suitable point to split the trip at - e.g. if you are going due N-S or E-W then you can't do it. The further you are from the vertical or horizontal then generally the better.
[Mod edit: changed title]
[Updated on: Sat, 02 April 2005 07:31] by Moderator
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Re: Distance rounding errors |
Sat, 02 April 2005 16:52 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Hi,
iztok wrote on Sat, 02 April 2005 18:04 | Hi!
Storm wrote on Sat, 02 April 2005 12:55 | It's a rounding error....
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True. Stars! has to calculate the real number diagonal movement into intiger number coordinates. If you check the distance your ship has made, you'll see it has traveled only 80.9 LY (or STH similar), and ended in "wrong" position. I've also found that "bug", so in really "tight" conditions (exactly n*81 or n*64 etc.) distances I manually set up the way points, just to be sure they'll really arrive at the right time.
BR, Iztok
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I've found the same, plus with the way fuel spent is calculated, it really pays to adjust waypoints by hand. The link to a handy version of the tool I made is at the end of:
http://starsautohost.org/sahforum/index.php?t=msg&th=218 8&start=0&rid=625&S=7afe59abe659308efa3558d6c5e4 8f1b
Included in the tool are:
- Exact fuel costs calculations.
- Simulation of the unreliable "fuel bar" Stars! shows.
- "Default path" simulation.
- Warp optimization.
- "Roundoff/endpoint" optimization, often with spectacular gains.
- Lots of comments.
Besides, it's all JavaScript, so no hidden code, etc... I've used it in several games, even for the earliest colonizers!
Anyone can improve it, of course. I can PM the latest version to those interested.
C U!
[Updated on: Sun, 03 April 2005 06:57]
So many Stars, so few Missiles!
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