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Sensor efficiency reduced - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Sensor efficiency reduced (/showthread.php?tid=85425) |
Sensor efficiency reduced - Ninefour - 08-11-2012 >>>Sorry if this was already offered, I couldn't find anything on search!<<< 'Sensor efficiency reduced' is being said when one enters a dark matter cloud, some of the nebulae or badlands. It should mean that a dangerous area is on approach and one who enters it should be extremely cautious. Of course we don't care about that because scanner is actually functioning in these reduced efficiency areas as good as in open space, just the jump holes and other objects appear on the map when you get to like 6k to them. This is not enough in my opinion. A player ship visible at 15k and clickable at 10-8k(caps) in the reduced efficiency area should be harder to detect. That's why pirates are using nebulae and asteroid fields to escape the law enforcement. They get into the field and disappear from the cops' scanners if they keep some gap between the pursuers and themselves. I'm wondering if such thing could be implemented into the mod. For example: >Distance between ships in open space for visibility is 15k, clickable at 10k. (Current setting) >Distance between ships in a nebula/asteroid/scrap field for visibility would be 10k and clickable at 7-6k. Visibility/clickability for ships in various particle fields would vary: greatest reducing of efficiency in badlands/dark matter(visibility - 10-8k, clickability - 7-5k), lowest in dust fields, particle fields(visibility - 14-12k, clickability - 9-7k) I don't know if this idea was already offered for the devs but I'm giving it a shot. Post your opinions! Sensor efficiency reduced - jerkovile - 08-11-2012 Nice:D Sensor efficiency reduced - Redon - 08-11-2012 Very neat idea, I agree - I'd lower the scanner range even more, though. Remember the part in Vanilla Freelancer where you escape from Sprague, and a few K into the nebula your team is like "good, we lost them". Maybe nebulas can have variation in their intensity of radar efficiency reduction - but generally I think 5K radar range and 3K clickable at most would be neat. Sensor efficiency reduced - jonfreelanc - 08-11-2012 oh nevermind I misunderstood the original post. visibility clickability is controlled with hardcoded numbers in content.dll and freelancer.exe I think not sure they could be changed with flhook but not sure about it Sensor efficiency reduced - AeternusDoleo - 08-11-2012 Very nice idea. Any ideas on how to actually make this a reality? Since the options you reference are not configurable in the game... Sensor efficiency reduced - jerkovile - 08-11-2012 not configurable wy?:( Sensor efficiency reduced - Manticore - 08-11-2012 The variables that control where you see players on scanners and when you can select them are cached in the game executable and are global. Notice how you always see ungrouped players at 15k regardless of what kind of scanner you have equipped? This is why. It's easy to change that 15k to 25k or even 100k, but there is no way I know of to change it depending on location. Basically unless FLHook can be used in some way, what you're suggesting just isn't possible without the source code. As far as I know, at least. Sensor efficiency reduced - Ninefour - 08-11-2012 ' Wrote:Very nice idea. Any ideas on how to actually make this a reality? Since the options you reference are not configurable in the game... I know nothing about programming. But if it the NPCs are detected at closer range in lower sensor efficiency areas then it should be possible to be made for player ships too. Well, unless the reduced sensor efficiency only adjusts the NPC spawning at closer range. Anyway, if there is stuff like docking inside other player ships, player made bases and such stuff like jump drives then why can't FLhook be configured to make this idea possible too? Also I've seen in other mods(SWWT) when a player ship can be seen system-wide and clicked on only when getting closer than 10k. If it isn't possible to configure the visibility levels in-game then would it be possible to somehow edit the game files and add the changes to another update or version? Sensor efficiency reduced - James. - 08-11-2012 I want to add that cheaper cargo scanners allready work this way: Scanner Cargo Scanner Improved Cargo Scanner Deep Scanner (not sure about this one) on example when having Cargo Scanner in nebula ships and objects in general shows at ~1.3k and when you have Improved Cargo Scanner everything shows in range of ~1.8k and when having these four you cant click on any object outside asteroid field or nebula you are in anyway it dont work on player ships, shame I hope it will help to solve things |