Not trying to hijack this thread, but Harry, where exactly in routing.xml 
do you change the heuristicCoefficient value?  I see 2 possible places:

At the beginning, there's this section, with the value unset:

<osmand_routing_config defaultProfile="car">
<!-- 1. parameters of routing and different tweaks Influence on A* : -->
<!-- f(x) + heuristicCoefficient*g(X) -->
<!-- TEMPORARY needs to be reverted to 1 -->
<attribute name="heuristicCoefficient" value="" /> 
Then just a little below that is this section, with a value of 1.5 
commented out:

<routingProfile name="car" baseProfile="car" restrictionsAware="true" 
minDefaultSpeed="45.0" maxDefaultSpeed="130.0" leftTurn="5" rightTurn="5" 
roundaboutTurn="5" onewayAware="true"> <!-- <attribute 
name="heuristicCoefficient" value="1.5" /> --> Are you supplying a value 
for the 1st, or uncommenting and using the 2nd? --jack


On Sunday, October 2, 2016 at 11:12:02 AM UTC-4, Harry van der Wolf wrote:
>
> THOR might be a good alternative, but the A* algorithm OsmAnd uses is just 
> fine.
> I agree that OSRM is too limited due to its inflexibility.
>
> It is the implementation of the A* algorithm in OsmAnd that is wrong (from 
> my point of view). OsmAnd is literally the only app that uses a heuristic 
> coefficient of 1.0 thereby increasing both memory usage and calculation 
> time extremely. And it sometimes even calculates the wrong route (due to 
> over-optimization?).
>
> I use a heuristic coefficient of 1.25 or 1.3 which makes the calculation 
> 3-4x as fast!! and I can calculate routes up to 2000 km (less memory 
> usage) where I could calculate up to 800 km (1.5GB memory in my phone) . 
> And routes were never worse and in some cases even better: faster and 
> shorter!
> With that configured the route calculation is still not the fastest but 
> completely acceptable.
>
> There is only one disadvantage: deviating from the default 1.0 in OsmAnd 
> makes that blocked roads (by users themselves for whatever reason) are no 
> longer recognised. I assume that is an omission in OsmAnd. I can't consider 
> it a bug as Victor developed OsmAnd for that hc=1.0 (but I still I think it 
> is a bug :)  as other A* algorithms apps have no problem with that).
>
>
> Next to that: OsmAnd knows speed penalties for traffic lights, speed bumps 
> and the like. It seems that THOR supports that too (dynamic run-time 
> costing) but is not yet implemented, but maybe I'm wrong.
>
> The other reason for me for not using OsmAnd for car navigation is the 
> slow rendering of the screen.
>
> 2016-10-02 12:11 GMT+02:00 'Norbert' via Osmand <[email protected] 
> <javascript:>>:
>
>> OsmAnd needs a new routing engine because of bad performance. Graphhopper 
>> and OSRM do not fulfill the requirements because they don't support 
>> conditional edge-weights at query-time*. THis is necessary to support 
>> options like avoid highways and so on without the need for a separate 
>> CH-graph for each combination of options.
>>
>> Competitor maps.me suffers from a similar problem**. The use fast OSRM 
>> engine but can't offer routing options (avoid highways etc.). 
>>
>> It should be investigated if THOR*** engine (Tiled Hierarchical Open 
>> Routing) which supports* multi-modal routing *can be implemented in 
>> OsmAnd to replace the current routing engine.
>>
>>
>>
>> * https://github.com/Project-OSRM/osrm-backend/issues/2377
>> ** https://github.com/mapsme/omim/issues/1888
>> *** https://github.com/valhalla/thor
>> *** https://mapzen.com/blog/valhalla-intro/
>>
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>

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