Arguendo
Volunteer Moderator
That means it must start with the same symbol each time. I haven't seen any evidence of that so far.I like pi![]()
That means it must start with the same symbol each time. I haven't seen any evidence of that so far.I like pi![]()
Yeah the length of the audio is very telling. If the obelisks just made noise for the sake of ”atmosphere” then the devs wouldn’t use a sound file that was 56+ minutes long for that, it would be a shorter repeating sound file. From a developer’s game asset point of view you want to use smaller, low memory assets wherever you can get away with it. So this long audio must be on purpose and intentional, which means it most likely contains something important for us to discover.
It could be randomized I guess, but that would be odd to program it like that just for fun and games. I’m sure Frontier has better things to do with their time than to code in fake puzzles and clues like that!
Hopefully? :S
I was thinking more of it being intentional as in; "keep moving, nothing to see here, and we made it as clear as day for your benefit"So this long audio must be on purpose and intentional, which means it most likely contains something important for us to discover.
It could be randomized I guess, but that would be odd to program it like that just for fun and games. I’m sure Frontier has better things to do with their time than to code in fake puzzles and clues like that!
If Wright City will be closed, the terrorists may not be able to collect the shipments.
Yeah the length of the audio is very telling. If the obelisks just made noise for the sake of ”atmosphere” then the devs wouldn’t use a sound file that was 56+ minutes long for that, it would be a shorter repeating sound file. From a developer’s game asset point of view you want to use smaller, low memory assets wherever you can get away with it. So this long audio must be on purpose and intentional, which means it most likely contains something important for us to discover.
It could be randomized I guess, but that would be odd to program it like that just for fun and games. I’m sure Frontier has better things to do with their time than to code in fake puzzles and clues like that!
Hopefully? :S
Closing is manual. FD will keep it open til after the CG.![]()
Right -- it's almost certainly not a static audio clip since it would have to be excessively long, and it's probably not random either since it would be a little unsporting of FD to make something look so significant and be completely meaningless.
That leaves a third possibility: it's dynamically generated in response to some continually changing, non-repeating (or long-period repeating) environmental stimulus, such as the position of the planet, or its moon, or the sun, or the SRV in its vicinity (like the probes that generated ship scan diagrams), or something else.
This sort of reminds me of the patterns you get when listening to the antennas on outposts, and that long antenna inside on the back wall of a station. There are clear patterns there when putting them into a spectrogram, but there is no information there. This looks very similar; very distinct sounds, but when analysed doesn't give anything useful.
If there was any information in the broadcast you would have to have a clear start and a clear end, and then a repetition. If you don't have those, there is no information there, but pure gibberish. I must say however, that I find it peculiar that there is no repetition in 56 minutes! That means it's programmed to be completely random, and that must be on purpose. All other sound signals I have seen in game repeats itself, even the antenna sounds described above.
So, I would work more with the signal, but if it again comes out with no repetition, then it is a bust imho. There is no way to get any information from something that plays indefinetely and is completely random.
Yeah the length of the audio is very telling. If the obelisks just made noise for the sake of ”atmosphere” then the devs wouldn’t use a sound file that was 56+ minutes long for that, it would be a shorter repeating sound file. From a developer’s game asset point of view you want to use smaller, low memory assets wherever you can get away with it. So this long audio must be on purpose and intentional, which means it most likely contains something important for us to discover.
It could be randomized I guess, but that would be odd to program it like that just for fun and games. I’m sure Frontier has better things to do with their time than to code in fake puzzles and clues like that!
Hopefully? :S
...what does it reminds me instead?
The UA purrs: remember?Yes, randomized as well. it seems FD likes doing it for fun and games...
AMAZING WORK Ericlas!
Thanks
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@all:
I saw there ARE repeating patterns. Just not whole group patterns.
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So I did a few tests to see how difficult/easy the Ruins site in Synuefe was to spot. In the interest of providing a sure method of search.
Once you are in orbital cruise, the Ruin site almost entirely disappears. You may be able to spot some texture weirdness, but even at low altitudes(tested at 4-5km in orbital cruise) the Ruins are difficult to spot. Unless you know what you are looking for exactly, you will not see them.
This renders the low orbital cruise method of search entirely useless., especially if another set of Ruins has a different layout.
Conventional, or regular thrusters, you can spot the Ruins from an exceptionally high altitude. Upwards of 20km altitude is fairly reliable, but you could probably go higher.
...
At around 7.5 to 8 km, the Ruin objects will start to load in and the Ambiance will sound. In some cases the Ambiance will overpower the sound of your thrusters. Making search by sound a good alternative.
…
I tried to get a picture from the low orbital cruise method, but it goes by to fast. It again highlights how useless that method is.
So i've just read a little about the RM4SCC, (also known as the Intelligent Mail Barcode) and the decoders available on the web all require strings of 65 characters.
It is VERY similar, apart from the characters in the audio files being of different width..
EDIT: See http://bobcodes.weebly.com/cbc.html for further information.
I still think this barcode style matches up, as long as you count the wider blocks in the obelisk data as sets of two and three “bars”:
It’s just that the numbers and letters I get are gobbly gook.
Yeah, I’ve spent a few hours now flying over both planets 3 and 5 in the COL 132 SECTOR CN-Z B30-10 but I’ve not seen anything of note yet. And you can’t really search from orbital cruise because it’s just too high up, so searching pretty much means flying over the surface with thrusters at like 15 – 20km up. Which is a very slow way to search even relatively small planets like these.
The proverbial needle in a haystack, but we aren’t even certain that the needle is even IN the haystack!
We need more information. Hopefully the obelisk data can help us somehow, maybe even give us coordinates.