I currently use;
R2DB2l'U2l'U2xU2l'U2rx'U2r'U2l2B2D'R2
18 moves in BSTM, 24 moves in BHTM.
It's an awkward sequence to execute.
@Kirjava,
Did you notice my solution I
posted in my parity thread? Is that faster than the alg you use?
Here is a K4 Alg for swapping two adjacent wing edges (21q/15h)
On Even Cubes: (notice that for the 4X4X4, you can merge the last two slice turn moves as M' l')
2L'2 U l U2 2R' U2 r' U2 x U' 2R' U x' U2 x U' 2R 2L'2
On Odd Cubes:
2L'2 U l U2 2R' U2 3r' U2 x U' 2R' U x' U2 x U' 2R 2L'2
Edit:
@IAssemble
According to qqwref, block quarter turn metric is:
There are for mayor metrics
QTM, single face quarter turns
HTM, single face half turns
SQTM, slice quarter turns
STM, slice turn metric
If you do not specify I (and most people) assumes you are talking about face turns. This because the "normal" metric is HTM.
If you use a M, S or a E in FMC it is always counted as two turns because there turns are counted in the normal metric...
For cubes greater than 3x3, this post is wrong and completely nonsensical.
Apart from the distinction between half and quarter turn metrics (since every metric can be considered with either quarter or half turns), there are three useful metrics on larger cubes:
- block turn metric, where any group of contiguous slices moving the same way is counted as one move
- layer turn metric, where the only allowed moves are moves of a single slice layer
- multislice turn metric, where the only allowed moves are moves that move slices 1 through n on a given face in the same way
I believe what you are using, cmowla, is the block quarter turn metric. I prefer the block (half) turn metric for pattern-making because it is the least restrictive without adding moves that don't feel like moves. It reduces to STM/SQTM on 3x3, as does the layer turn metric; the multislice metric reduces to HTM/QTM on 3x3.
So BHTM is the same thing as BQTM, but 180 is counted as one turn instead of two in BQTM.
So, what I think you are referring to is not BHTM, but half turn plane metric: ftm (full turn moves I guess). BHTM and ftm are equivalent as long as there are no inner-slice turns involved (as you have implied), but BHTM counts r2, r, etc., as one move each.
And in ftm, when you refer to UFr <-> URf and ULF<->DBR swaps, are you referring to non-center preserving algorithms or are you referring to pure algorithms (no centers discolored)?
Edit:
@IAssemble,
How do you figure that the minimum for UFr <-> URf and ULF<->DBR swaps are equal (both 18ftm)?
The least I could find for a pure UFr<-->URf is 20 ftm (the algorithm in this post).
The least I could find for a pure ULF<->DBR is 18 ftm (I found several of those through conventional parity algorithms), which is what I assume your solver has found too.
I agree with your software's conclusion that below 16ftm is impossible for ULF<->DBR, but, I don't think anything below 18ftm for ULF<->DBR is possible either (I agree with you...and I think your software will eventually agree with us). Based on all the ways I know to form pure 2-cycle algorithms, indeed this very strict move count cannot manifest in less than 18 ftm for ULF<->DBR and definitely not for UFr<-->URf.
Do you have an 18ftm for UFr<-->URf? Because I cannot imagine that being lower than 20 ftm (the alg I found).
Going to another category,from my findings, for non-center preservation and non 3X3X3 preservation, the (absolute) minimum amount of ftm to swap ULF<-->DBR (while preserving all other dedges) is 9 ftm, for UFr<-->DBR 11ftm, for the single edge flip (both double parity and solely OLL parity) is 11ftm, UFr<-->URb is 9ftm, etc.