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optimize traveltime with wormholes


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spacetrace
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 Post Posted: Tue Aug 14, 2007 7:35 pm    Post subject: optimize traveltime with wormholes
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is there a blessed programmer who wants to prove his skills and make a program that can calculate a route via one/several wormholes to minimize travel times ?

all you would need is:
- start coords
- target coords
- coords of all wormholes

i think it is a serious problem
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Dinskydude
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 Post Posted: Tue Aug 14, 2007 9:06 pm    Post subject:
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This WOULD indeed be very nice... But the best i can do is basic HTML
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DavAlan
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 Post Posted: Tue Aug 14, 2007 9:18 pm    Post subject:
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OK...if I take the hyperdrop calc in Renee's TTC_JS code and put it into a loop that runs through the wh list and coords and output the results to an st frame that would do it. 1st version would merely be an addition into that application. JS runs slow in those loops (40+ wh's means 40^2 (=1600) calls to the hyperdrop calculation in sequence ) though so, a exe or java compiled app run either from the ST server or on the client end would be more effective.
Got to work on that alog in C++ 1st (fastest code).
Also could add in the ability to enter alliance member coords and do this for the alliances twn net

Edit: since the calculation will be done from one spacific wh or twn only the number of wh's or twn's in the # of calls to the hyperdrop calc are neccessary. So js will work for this one....getting Renee on it asap
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spacetrace
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 Post Posted: Wed Aug 15, 2007 12:42 am    Post subject:
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i guess this problem can cause a lot of calculations if you don't use a proper algorithm

search for something like this:

http://www.cs.cornell.edu/courses/cs312/2002sp/lectures/lec20/lec20.htm
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T2
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 Post Posted: Wed Aug 15, 2007 6:13 am    Post subject:
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I think your on to something ! Although determining the best route to take to a point is space is very time consuming...I considered it a part of the game. I'll have to admit, It's a part I was not real fond of...rarely got it right...takes way too much time if trying to do it manually and for casual players or people like me who only log in for a few minutes at a time, needless to say, I don't have the time to try to calculate the shortest route. Casual players would tend to remain casual instead of quitting altogether because of the time needed to just "get around".
I think it would be a much welcomed addition.
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Knight of Truth
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 Post Posted: Wed Aug 15, 2007 11:10 am    Post subject:
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This would also be quite handy when using a MTWG. If I need to send reinforcements to a scoreplanet, the MTWG tends to be close, but not on it. My fleets tend to sit there for a few hours until I can log on again and send them forward to the planet.
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Dinskydude
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 Post Posted: Wed Aug 15, 2007 11:26 am    Post subject:
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How about if you integrated into the fleet menu? You type in coords, it calculates the shortest route, and gives you the option to take that route. Maybe even coordinating itself , like with waypoints...
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Knight of Truth
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 Post Posted: Wed Aug 15, 2007 11:55 am    Post subject:
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Actually, I suggested that once, as a second box of coordinates, which it goes to once it reaches the coordinates in the first box. Thats kindof like waypoints.
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DavAlan
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 Post Posted: Thu Sep 06, 2007 3:05 am    Post subject: OK

...think I will proceed with this one now that I have the alog done and just got an updated wh listing.

Will give me something to do on a very hot humid night at about 5 degrees N. latitude.

1st version will require manual copy and paste but, will add frame links as we go along.
_________________
"Destruction leads to a very rough road
But it also breeds creation
And earthquakes are to a girl's guitar
They are just another good vibration
And tidal waves couldn't save the world
From Californication"
Red Hot Chili Peppers - Californication
https://www.youtube.com/watch?v=YlUKcNNmywk
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