Path planner knows if two unexplored systems are connected by a hyperlane
Is there an existing issue for this?
- [ ] I have searched the existing issues
Describe the bug
When creating a multi-jump route, and going via two unexplored systems, the path planner knows if they are connected via a hyperlane or not. See screenshot for an example.
Steps to Reproduce
- Create a hyperspace route that passes through two adjacent unexplored systems.
- Sometimes you get the jump drive dashes an sometimes you get the hyperdrive solid line.
Expected Behavior
You would not know if a hyperlane existed until you explore either of the systems
Screenshots
Link to save file
Operating System
MacOS X
Game Source
Built from source
Game Version
51de725e6eac78abf413e8025cc7e8efc3c91c7b
Additional Information
No response
I can confirm this. It happens with all pilots, and I have especially noticed it with the Core Korath systems.
This comment here (and the CheckLink implementation at the end of the file) suggests the described behaviour should already be prevented.
Can someone explain to me how to run ES under debugger control? So far I've made do with trial and error and logging, but this class proved completely beyond my understanding[^1] - and inspecting variables and flow always helps...
[^1]: I studied that because I tried to improve the prioritization - a fuzzy weighting fuel vs days (and I disagree with the absolute fuel priority, time is more precious as long as free universal ramscoop and mission deadlines exist) and a fuzzy de-value of routes with long no-refuel-port stretches - and failed utterly, escorts still always preferred the Hassaleth-Cardax corridor over the Betelgeuse route for a far north - near Earth trip, getting stranded, even if jump count was the same.
I agree 100% with the remarks in your footnote. Escorts getting themselves stranded is bubbling to the top of my list of irritating shit in this game. They won't even stop to refuel at the last inhabited planet before a run of uninhabited systems.
Feces aren't fuel components! But yes, pathing has potentially simple but effective potential measures to improve - like I said, fuzzy instead of 'fuel always wins' evaluation and getting the length of no-fuel stretches of the path into that fuzzy priority could help. Making any group of escorts into a unit that helps each other out instead of jumping independently - like some mission ships seem to do - could help. Having all refuel once one of them needs refueling would definitely help. Sadly, that code I couldn't successfully patch with my simple trial and error approach. What I tried compiled but still made bad decisions == debugger breakpoints indispensable.