www.ClassicTW.com
http://classictw.com/

Swath and ZTM, zero turn mapping?
http://classictw.com/viewtopic.php?f=15&t=35100
Page 1 of 1

Author:  TroyTiger [ Sat Aug 26, 2017 12:35 am ]
Post subject:  Swath and ZTM, zero turn mapping?

I use this , but it seems to take a very long time!!

What kind of time do you all take with mapping?

Author:  Kavanagh [ Sat Aug 26, 2017 8:23 am ]
Post subject:  Re: Swath and ZTM, zero turn mapping?

Takes me 45 mins to an hour for 5k. Used be faster, but the Telix script I have crashes in the current version of TWGS due to timing conflicts, so now I hand patch TwAssist, Editpad Lite, Excel and ZOC 1000 course plots at a time.

Author:  Cruncher [ Sat Aug 26, 2017 8:45 am ]
Post subject:  Re: Swath and ZTM, zero turn mapping?

TroyTiger wrote:
I use this , but it seems to take a very long time!!

What kind of time do you all take with mapping?


You can use TWXProxy Fast_ZTM. It is much faster than Swath and some would argue more accurate. I run it from Swath so that Swath also "sees" the ZTM results for the graphic map.

Author:  Micro [ Mon Aug 28, 2017 1:24 pm ]
Post subject:  Re: Swath and ZTM, zero turn mapping?

Cruncher wrote:
You can use TWXProxy Fast_ZTM. It is much faster than Swath and some would argue more accurate. I run it from Swath so that Swath also "sees" the ZTM results for the graphic map.


Swath ZTM is lacking in speed and accuracy (There isn't really and debate here).

Swath Pass 1 - "VAR" algorithm

The object of pass 1 is to get at least 1 warp to every sector, which mans you can skip any sector that already has 1 warp. Swath doesn't skip any, which makes it slow.

Swath Pass 2 - "FOLD" algorithm

The is just a repeat of pass 1 in a different order. You aren't going to find very many new paths, and you are going to waste a lot of time since swath doesn't skip any sectors.

What everyone else calls pass two, is ensuring every sector has at least two warps. This is faster than pass1 because you are skipping most of the universe. You also know at this point most of your dead ends are real.

Swath Pass 3 - Random Sector pairs

This is seriously a complete waste of time, which is probably why it isn't even enabled by default.

So, at this point you could ensure every sector has 3 warps, but most scripts go ahead and start using avoids to completely verify all outbound warps for each sector. If you avoid all known warps, and you get a "path not found" error, then you probably have all the warps. You can verify inbound warps (aka backdoors) at this same time or in a separate pass. There are a few exceptions, but you are going to get 99.99% of all warps. Swath does not have this ability, so you are only going to get around 80%.

Swath Pass 4 - Check one-ways

This can take a log time in swath, because swath has a lot of false one-ways.

I think most scripts still run this, just to be sure, and it doesn't take very long because you really don't have many false one-ways at this point.

There is quite a bit of difference on speed between various scripts. I Prefer Pro ZTM4 because it seems to be the fastest.

Swath does try to record sector data while an external script is running, but it will miss sometimes. You can correct this by exporting your warpspec from TWXProxy and importing it into Swath. You will need to add a : on a blank line at the beginning and end of the file though or swath can't read it.

Page 1 of 1 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/