[mod] ActiveRadar

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

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  1. TK85

    TK85 Captain

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    Coooollll!
     
    #21
  2. Xango2000

    Xango2000 Captain

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    #22
  3. Hicks42

    Hicks42 Rear Admiral

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    #23
  4. Ballard

    Ballard Rear Admiral

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    Of course the corollary to this device is to have a cloaking device. Such a device would draw power - the amount determined by the mass of the ship or base being cloaked. Proximity, even deflection could be considered.

    Let the electronic warfare begin!
     
    #24
  5. Xango2000

    Xango2000 Captain

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    I... Think I may know a way to do that, unfortunately everyone that is cloaked at the same time would be able to see each other... Err, only entities that are cloaked.
     
    #25
  6. Hicks42

    Hicks42 Rear Admiral

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    Yes Please if for no other reason that to get the devs to see some enthusiasm over this kind of Depth to combat.
     
    #26
    Captain Jack II and geostar1024 like this.
  7. Xango2000

    Xango2000 Captain

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    Good News: the next version of ActiveRadar will be able to see Meteorites and Chunk Resource nodes

    Bad News: it can only see Chunk Resource Nodes If that area of the playfield is occupied.
     
    #27
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  8. Captain Jack II

    Captain Jack II Rear Admiral

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    is that because the nodes do not exist until a player enters the playfield?
     
    #28
  9. Xango2000

    Xango2000 Captain

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    In 8.0 unoccupied areas of the planet are unloaded from RAM, and the API request I'm sending only checks the areas of the playfield that are loaded... Plus entities that Might travel into the loaded area like troop transports, meteorites, and mobs... But not drones, only drones that are in the area are seen by the API request.
     
    #29
  10. Brimstone

    Brimstone Rear Admiral

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    As long as that still gives a range > 500m, the mod is still helpful ;)
     
    #30
  11. Xango2000

    Xango2000 Captain

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    Max range appears to be 1k for chunk nodes. Any player within 1k of the chunk nodes and you can scan it.

    Meteorites should be infinite.
     
    #31
  12. Brimstone

    Brimstone Rear Admiral

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    Which beats the solid biological waste out of 500m ;)

    I'd put forth a proposal a while ago for the ore scanner to be required to detect any ore at all... for this mod, perhaps having it in inventory could serve the same purpose in /scan r as having the radar does for /scan?
     
    #32
  13. Xango2000

    Xango2000 Captain

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    Yeah, I've thought about it. It makes sense to need the ore scanner in inventory and that wouldn't take a ton of work to implement, plus by the time you are able to build a drill you should already be able to unlock the ore scanner.

    Players are going to complain but I think I'll do that in the next version.
     
    #33
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  14. geostar1024

    geostar1024 Rear Admiral

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    They should be thankful that an improvement to the extremely limited built-in scanning "system" even exists :).
     
    #34
  15. Xango2000

    Xango2000 Captain

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    there have been a few changes since my last forum post
    we are on v0.0.5 now
    HVs can use either of the 2 radar dishes for /scan
    Suit Radar is required for /scan r
     
    #35
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  16. Sentoki

    Sentoki Ensign

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    Hey . the downloads did not work ..
    some one could change this ?
    or reupload this mod ( ive they work at lates patch ?)
    thx
     
    #36

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