[mod] ActiveRadar

Discussion in 'The Hangar Bay' started by Xango2000, May 1, 2018.

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  1. Xango2000

    Xango2000 Captain

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    I've been working on a new mod that will make it easier to find objects in space.
    You must be piloting a vessel
    that vessel must have a Radar Dish
    that vessel must be powered on
    you say /scan in either chat (faction or global)

    The ten nearest RadarContacts are marked on the map.

    Mod does not see players
    Mod does not see Docked vessels
    Mod does not see planets, moons or asteroid belts
    Mod does not see resources on a planet (boo, can't change)

    Mod Only sees:
    POIs
    Freighters
    Asteroids
    CVs
    SVs (not docked)
    HVs (not docked)
    PVs

    Current Released version:
    Entities at >2500k show as [UnknownContact]
    Entities closer than 2500k show as RadarContact
    (temporary to push out a working version)



    [​IMG]

    Later versions will:
    -say the name of the nearby RadarContacts

    -Alert other players in the same playfield If that playfield is PvP ("You Were Scanned" as a Red Alert)

    -Mod will remember objects that you and your faction scan from close proximity

    -If your faction has a base and/or vessel with radar And antenna and you scan that playfield while piloting a vessel with an antenna, every member of your faction in that playfield will receive all the radar contacts for each of your faction's bases and vessels with a radar and antenna in that playfield.

    -multiple radar dishes to extend range, with diminishing returns.

    -listening Outpost: if a hostile faction scans one if your bases (with certain devices) x number of times, your faction "decrypts their signal" and you know all they know each time They scan. For as long as your listening Outpost is still alive.
     
    #1
    Last edited: Feb 20, 2019
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  2. Space Beagle

    Space Beagle Captain

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    ORE ASTEROID SCANNER!
    (and other things :))

    [​IMG]
     
    #2
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  3. Xango2000

    Xango2000 Captain

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    Looks like I forgot to add "works on planets too"
     
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  4. Xango2000

    Xango2000 Captain

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    added screenshot
     
    #4
  5. Taelyn

    Taelyn Guest

    Does it find the meteorites on a planet?
     
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  6. Xango2000

    Xango2000 Captain

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    I wish, but I haven't checked that yet so I don't know.

    We need to start a petition to get Eleon to get resource nodes added to the entities part of the API, meteorites too if my my mod doesn't see them.
     
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  7. Taelyn

    Taelyn Guest

    Ask @Jascha :) he has his way in EAH to get them beeing seen. Idk how he does it tho :) (aslong it are the alpha 7.x resources deposits)
    Voxels have no ID
     
    #7
  8. Xango2000

    Xango2000 Captain

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    confirmed
    doesn't see Meteorites or resource nodes
    2 things we all want a radar mod to see... I'll see if I can figure out a way...
     
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  9. Captain Jack II

    Captain Jack II Rear Admiral

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    This is fantastic. Seems like functionality that should be in the game at some point.

    Entities at >2500k show as [UnknownContact] - does an asteroid first discovered through normal means show as "Unknown" when scanned, if it's >2500k?
     
    #9
  10. Xango2000

    Xango2000 Captain

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    The mod has no way of knowing what you know.

    I called it ActiveRadar because it doesn't continuously update itself passively. I'm currently working on adding "memory" to the radar, so it will remember what you have already scanned from close range.
     
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  11. Xango2000

    Xango2000 Captain

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    If it's possible... And I figure out how to do it, I'd like to put out a PassiveRadar.
    To do that I'd Need a way to delete coordinates you already know... So when it picks up a vessel that is moving it can "update the location"
     
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  12. Captain Jack II

    Captain Jack II Rear Admiral

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    Is there any way to detect the power state of SV and HV? Maybe size class could play into this so that only powered vessels, or vessels over a certain size, are detectable? Just a thought :)
     
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  13. Exacute

    Exacute Rear Admiral

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    Or something like 'the vessels footprint' determines the distance it can be detected from. That could be rather cool actually.
    Like small-sized, with few thrusters, doesn't emit as much of a footprint to be picked up, so you need to be considerably closer to it, to actually detect it.
    Not a bad idea including their class size and power state.. I think power state can be read? Not sure about class.
     
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  14. Xango2000

    Xango2000 Captain

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    Power state is readable.
    As for this suggestion... Now that Lostinplace and I are collaborating on this project you will be seeing alot more features and functions being added.
     
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  15. geostar1024

    geostar1024 Rear Admiral

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    If you can read the bounding box size as well, then that coupled with the current power output would make for a great sensor signature. Any plans for an inverse-square law range calculation?
     
    #15
  16. Xango2000

    Xango2000 Captain

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    I figured out how to get toe location data of NPCs, drones and troop transports... still looking for meteorites and resource nodes

    Worst case scenario, we use drone locations... Some are bound to be located atop resource nodes.

    Still looking...
     
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  17. Taelyn

    Taelyn Guest

    Only if the scenario write attached them to the deposit.
    Not everyone does that. And when there killed and there out of replacements.
    Then it still wont work
     
    #17
  18. Brimstone

    Brimstone Rear Admiral

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    This is awesome- loaded it up in my co-op and works great. Very much looking fwd to the planned enhancements.

    Dunno if this helps, but I've noticed that with ents command voxel deposits aren't listed, but SSOR deposits and meteorites will show just like asteroids/POIs, etc.. does this mod tap into some similar function?
     
    #18
  19. Xango2000

    Xango2000 Captain

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    True, but if it's the best that can be done with the API then...

    As i said, I'll keep looking. There has to be a way if EAH does it (it does, I'm told).
     
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  20. Xango2000

    Xango2000 Captain

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    It uses the API

    You just gave me an idea of another approach to the resource problem
     
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