FSS improvement thread

I was mainly thinking of this bug (pretty rare now for me, does it still exist?) where the orbital lines were moving/rotating. If it feels like that I'd suppose it wouldn't become all too popular. This bug at least was quite an exciter for a while... but again, I certainly would appreciate scan & move.

I'm aware that many 'say' that they want that, I'm just not sure if they can imagine what that possibly means, e.g. that the targets are moving as well. You can get a first glance of how this effect possibly looks, if you immediately enter the FSS while your ship is still decelerating
(since throttle just needs to be 'set' to zero, ship doesn't need to come to full stop to enter the FSS. not sure if that's common knowledge)
And what you will see is just a very mild form of what would be possible with full speed scanning. But maybe I am the one who can't imagine... need to see it in action I guess.

This is an improvements thread..
..fix that bug!

It’s relatively easy to imagine what it would mean - do some parallax exploration and pretend everything that moves is a blue blob.
 
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Not quite, and definitely not the same scale. The FSS is more like a microscope in this regard as you can spot any object in a system, no matter how far away it is. Try parallaxing a planet that is 800,000 ls from main star and you know what I mean. Can't say how big this magnification actually is in numbers, but to get the idea: have you ever tried to move a pocket microscope with 100x magnification over an object that is not fixated on the slide, so you have to move the microscope itself to focus a certain part of that object (or find the object at all)? I'm currently doing exactly that and why I came up with this strange example. Movement certainly wouldn't be that extreme with the FSS but also not as easy/slow like in parallaxing.

The relative parallax motion of a body that far away is practically nil, so not hard to scan. Especially when it appears as a giant blue blob.
I covered the zoom part by suggesting a target lock mechanism when zoomed.
 
Hm, I've just tried to explain why it's probably not the same as in parallaxing and you came with that? Either my English must be broken or your imagination.

Your talking about the magnification which only applies while zoomed.
I’ve clearly addressed zoom functionality.

It’s certainly not my imagination which is lacking.
 
I'll be back to school then... ;)

No need for bun fights especially, when we’re largely in agreement on this. ;)
Let’s focus on what’s what.

Do you agree that when not zoomed, the FSS shows the same bodies in the same positions as the view in SC, but rendered as blue blobs?
That being the case, any parallax motion would be to the same degree as it is in SC flight.

I acknowledge that any relative motion would be amplified greatly while zoomed.
That is why I suggest that the zoom view basically work as it does now - being target locked to whatever its existing central viewpoint is.

So the parallax issue only apples to the base FSS view where it is exactly the same degree as in SC flight.

Correction: It has just occured to me that even with the Target Lock keeping the camera pointing at the same target, there would still be a degree of relative motion between the bodies visible in the zoomed view due to the angle changing, It’s hard to say by quite how much, but typically they would be bodies in the same planetary system, binaries or moons, so I’m thinking not so much.
 
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Don’t joke, the ps4 controller makes everything about the fss not feel so bad.. it’s almost like the fss was designed for it...

Setting aside my enduring dismay about being forced to use the thing to scan a whole system just to get to see a simple sodding 2D system map, which I've already spoken about at length, controllers in general do make the act of using the thing better.

I have a playstation controller hooked up to my PC which I use for driving the SRV and I decided to map that to the FSS controls when they introduced it. I have no idea how the default controls are set up for it on consoles but I have mine with left stick for moving around, shoulder buttons to move the slider and a couple of buttons to zoom in and out and it works well. I can't imagine using it with mouse and keys to be honest, even with the controller I can only stand using it at all for about an hour at a time before I start wanting to roundhouse my monitor off the desk but I genuinely think I would have packed the game in completely if I'd had to use it with mouse and keys.
 
Remove the "forced mini-game" feel of it, integrating it properly with the cockpit (with the current pan-and-zoom blob-hunt mini-game being an option still) would be a start.

Add visualisation of the audio element - currently the FSS implementation penalises explorers with hearing impairment (something that was not a concern pre-3.3).
 
Remove the "forced mini-game" feel of it, integrating it properly with the cockpit (with the current pan-and-zoom blob-hunt mini-game being an option still) would be a start.

Add visualisation of the audio element - currently the FSS implementation penalises explorers with hearing impairment (something that was not a concern pre-3.3).

As a tool to do a job the FSS & new DSS functionally do things that are useful. But I agree it feels too much like a toy - a time-sink. It may seem odd to say this about a game, but I don't want to play a game (the mini-game as you describe it), I want to use tools to explore & discover stuff.
 
Welcome to the 'New' and currently not locked discussion on the big bone of contention :)
Improve the FSS - yes! Put back moon orbit lines in VR.
It won't be long. People are already talking about changing it so much that it's unrecognisable. That's not improving, that's replacing. It's basically already gone off topic.
 
The relative parallax motion of a body that far away is practically nil, so not hard to scan. Especially when it appears as a giant blue blob.
I covered the zoom part by suggesting a target lock mechanism when zoomed.

This idea is not all bad. However, it does assume the blue blob mapper and the zoom-to-resolve are the same instrument. Having worked a bit with a variety of microscope instruments and probes, I see the FSS/FSA more as a pair of tools working together. An example could be a microscope as a mapping tool to target a laser ablation instrument or a microprobe. The mapping tool scans too fast to get accurate information but gives the overview, so when an interesting location is found, the other tool is brought to bear on it and the "deep" scan is done. The second tool often pushes the envelope of what can be resolved, so it works against all sorts of interference, so has to be kept very still and on target (I worked with an Atomic Force Microscope for a while. We got very nice pictures of carbon atoms in a graphite sheet, as well as a very precise knowledge of the local metro schedule). The focal depth of cameras work somewhat in a similar manner.

The reason we can't move at any significant speed using the FSS/FSA could then be that this would distort what the second tool is seeing, thereby ruining the signal recorded. The reason could be doppler-distortion of the signal or interference from ship systems when the drive is running above idle. I would reason that we could be made able to move a little bit more at the price of slower scan resolution. The tool could even be engineered to be able to scan at higher velocities, at the price of higher power draw for example.

:D S
 
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The FSS view is exactly the same objects in exactly the same positions as the view out of the cockpit.
So it’s just another renderIng of SC space which has no issues with us moving.

The difference is that the cockpit view is a rendering of whatever passes for normal light in SC space. We can't see anything too far away to resolve with the naked eye. A zoom function would be nice to have, but might be disorientating.

So the blue blobs and the cockpit view are not the same, except that the location of whatever energy peaks the blue blobs represent (warp-space FTL radiowaves of some sort) should coincide with where the planetary objects are. One gripe I have with the FSS system is that there are simply not enough false positives. Add some of those (and maybe a golden banana reward for finding real signals, so those calling the FSS a mini-game actually gets a mini-game), and the FSA tool would seem even more realistic to me.

Yes, ultimately, the cockpit view and the FSA view is of the same objects. Just viewing them with different instruments and within different frequency bands. If they had equal opportunity to resolve the objects from a distance, there would be no need to have a second scanner. We do not work with visible light much in astronomy today, when resolving distant objects, and the FSA seems a nod to that.

:D S
 
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