About the new proposal on how the FSS should show more efficiently info about planet POI's

I like it. Survey system; spot likely planets; inspect them closely. It's an extra stage in exploration giving more decisions on partial information and better immersion. I don't think POIs with lat/long should be able to be spotted from light-minutes away. It's like spotting a rock outcrop on Ceres using an Earth-based telescope at the moment.
 

Deleted member 38366

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Finding rare biological evidence on planet is already difficult and rare (except for the more common Bark Moud). If I have to visit each planet in search of it I will also simply give up 🤷‍♂️
Considering also that many of these are on gas giant moons that are many in numbers and it's very time consuming to visit all because of the big gravity well of the gas giant.

Agreed - especially if the new "Probability Index" is erroneously applied to Biologicals as well.

Doing so would seem pointless, as I've never had any delays when scanning a Body that only contained "Other", "Human" or Biologicals - but no Geologicals.
Only Geologicals appear to cause the time-consuming issue and hence only they should be target of any related changes.
 
Finding rare biological evidence on planet is already difficult and rare (except for the more common Bark Moud). If I have to visit each planet in search of it I will also simply give up 🤷‍♂️
Considering also that many of these are on gas giant moons that are many in numbers and it's very time consuming to visit all because of the big gravity well of the gas giant.

True that.

I was realy waiting for them to fix the long scanning times, when this fix means I have to fly to all bodies again to find out if there's actually something to find then I'm done.
Exploring was my main thing in ED, the long scanning times ruined that for me although I realy liked the new fss.
When I need to fly to all interesting bodies again without even being sure if there's actually something to find then I don't see the purpose of the whole fss anymore besides finding engineering mats.

If they decide to make it this way then I'm afraid that my time playing ED is over.
 
I like it. Survey system; spot likely planets; inspect them closely. It's an extra stage in exploration giving more decisions on partial information and better immersion. I don't think POIs with lat/long should be able to be spotted from light-minutes away. It's like spotting a rock outcrop on Ceres using an Earth-based telescope at the moment.
I don't think anyone is interested to know lat/long of POI's from the star system entry point. TBH I'm not even interested in knowing the number of POI's.
I'm only interested in a very simple indication:

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I like it. Survey system; spot likely planets; inspect them closely. It's an extra stage in exploration giving more decisions on partial information and better immersion. I don't think POIs with lat/long should be able to be spotted from light-minutes away. It's like spotting a rock outcrop on Ceres using an Earth-based telescope at the moment.

No offense, but do you even explore?

I ask because your description of how the FSS works now is not how it works now. The current FSS does not provide any lat/long for any surface POI's, nor does it show anything other than how many sites are on the planet. For actual locations today we need to fly to the planet and launch probes.

This would work exactly the same under the new method, the only difference is we wouldn't know how many sites are there from the FSS, nor would we know whether they were geo or bio, NOR would we actually know if any sites were there at all.

The proposed method isn't adding anything to exploration, it's only taking something away.

That truly sounds better to you?
 
How about just uncoupling the scan from our frame rate?

I can't believe that this nonsense proposal has been put forward. If your PC is running at aver a hundred FPS then the scan time is quite short for geos - the long scan times come when you limit your FPS (like with v-sync). So if you are happy to have your GPU running away like billy-o then you don't have long delays.

Just someone at FD please sort the coding and save all this nonsense.

:rolleyes:
 
Honestly I'm a bit shocked they proposed this change at all. It makes me wonder whether or not FD really understands the exploration gameplay loop.

I'm also a bit surprised so many people seem to like the proposal. To me it seems so much incredibly worse. Like bad enough to make me consider giving up Elite exploration, that's how much I dislike it.

It's patently obvious that they don't have a clue otherwise we wouldn't have ended up with the 'dogs breakfast' that is the FSS. A lot of us have already given up, so join the club.
 
I don't think anyone is interested to know lat/long of POI's from the star system entry point. TBH I'm not even interested in knowing the number of POI's.
I'm only interested in a very simple indication:

View attachment 152218

Exactly.

I just want a yes or no if there are POIs or not and what kind of POIs they are, I don't care about how many.
I'm not going to fly 200k ls in order to scan a planet on a hunch that there's a likelyhood of finding anything, that's way to vague.
Wasn't the fss intended to conserve time? Having to fly to all planets with a vague indication that there might be something to find is not very time conserving imho, and in no way am I going to do that.
 
I'm also a bit surprised so many people seem to like the proposal. To me it seems so much incredibly worse. Like bad enough to make me consider giving up Elite exploration, that's how much I dislike it.

Indeed.

As some have suggested, it would seem the "best case scenario" is that the "hot/warm/cold" thing is a preliminary scan which is supplemented by the accurate scan after half a minute or whatever.

Assuming that is the case, what purpose does it serve?
You have to be stationary in SC to operate the FSS so it's not like you can head toward a "likely" planet while you're waiting for the exact results of the scan.
All anybody's ever going to do is wait until the exact scans are complete, anyway.

At best it's pointless.
At worst, it demonstrates a complete lack of understanding of the game.
 
No offense, but do you even explore?

I ask because your description of how the FSS works now is not how it works now. The current FSS does not provide any lat/long for any surface POI's, nor does it show anything other than how many sites are on the planet. For actual locations today we need to fly to the planet and launch probes.

This would work exactly the same under the new method, the only difference is we wouldn't know how many sites are there from the FSS, nor would we know whether they were geo or bio, NOR would we actually know if any sites were there at all.

The proposed method isn't adding anything to exploration, it's only taking something away.

That truly sounds better to you?
Yes I explore.

I may have expressed the thing about lat/long badly. At present the FSS is capable of telling me that there are (e.g.) 6 clusters of space pumpkins on a planet as far away as Ceres is from the Earth, which is mad. I can then cruise over there and the DSS will tell me exactly where they are on the surface - equivalent to reading off their lat/long.

In the proposed system I'll get only a hint of space pumpkins and have to approach the planet to see if they're really there and if so, how many. The DSS then seems to have more of a real job, counting and localising the pumpkins.

It seems like a fuller representation of exploration to me.
 
70 bodies would be a nightmare with the new fdev suggested system. Imagine that 15 out of 70 bodies are likely. Of these 15, 2 have bios and 3 have geos. The remaining 10 have nothing. But you don't know anything about any of them until you fly there. Will you really fly to all 15 to find it out?

Probably not, but as of today I won't even scan them because it takes so long. I'm not trying to convince anybody else how to feel about it, just giving my opinion. I don't particularly care about the presence of geological features since they're copy/paste and I've already seen the whole gamut.

To be honest, exploration has already had such a kicking for me with the FSS I'm almost past caring. I'm parked at Jaques at the moment fromwhere I'm supposed to be heading off for Beagle Point at last but every time I thinik about setting off I'm reminded of that fact that much of the enjoyment I would have got out of that trip (which ironically I'd deliberately held off doing until the famous exploration update) is already gone and that I might well end up just blowing my ship up either halfway there or halfway home because of the sheer tedium.

the exploration gameplay loop

That's the thing - the 'gameplay loop' for me these days is stare at a 2D display playing hunt the blob for anything up to 10 minutes or more in a system with lots of bodies, just to finally look at the glory of the fully revealed system map, go 'meh more snowballs, no interesting orbits/beautifully coloured metallic or rocky worlds, no interesting orbital arrangements' and jump out. It doesn't engage me, which means it's quite hard for me to get worked up about any aspect of it.
 
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While I'm tentatively in acceptance of the scheduled change, and while used to waiting half a minute for the FSS to populate the scan with the numbers and types of locations, in pursuit of enhanced realism if a planet is shown with a high likelihood of POIs, I would like an option to perform a "deep scan" to complete the POI count without exiting FSS. Perhaps as an extra keybind or from a menu drop-down.
That way once a planet shows potential for further exploration, it is down to the player to choose whether to investigate further. Having to fly there and scan is indeed a step backwards, while having the option to deep scan triggers the loss of half minute or so that we currently endure while the data is generated - but now the choice to do so will exist.
I find the indication of POIs and materials composition in FSS crucial to my decision whether to investigate further. Losing this would be a step backward to me.
 
The possibly smartest solution IMHO :

All required Body Info on a Target System is being preemptively de-seeded & cached as soon as a Hyperjump into another System is initiated.

Upon entering the System, FSS is already able to display instant Data on most Bodies, only bodies remaining can require a few additional Seconds.
Performance is maintained by limiting the de-seeding process to a sensible limit of parallel Operations (only a factor for Systems with alot of Volcanism)

This already yields a minimum of nearly 20+ Seconds of free time that can be utilized.
Surplus time is gained after arrival, possible Fuel Scooping and usually during initial FSS Operations.

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That is the equivalent of triggering the start of the time-consuming de-seeding via FSS during the earliest possible moment already.
Even when not all Data has been obtained by the moment the CMDR has arrived in the new System, opened the FSS and hit the first Body with Geologicals, the process to attain the data has already started.

This has the benefit of still getting all Data as fast as possible while still getting precise Information instead of creating "Thanks for flying 515.959Ls and mapping this Body - but sadly there's nothing here. Please try again elsewhere." moments.

I'd personally 100% prefer the reliable Data over what will ultimately feel like RNG (or like a 100.000+ Ls lottery). Yep, definitely wouldn't want that.
So you want them to maintain a database of millions of bodies with several entries each?

Yeah that'll run smoothly I'm sure.
 

Deleted member 38366

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So you want them to maintain a database of millions of bodies with several entries each?

Yeah that'll run smoothly I'm sure.

No, there's no such Database and no need for one.
The Client only does something at the earliest logical point to gain time (Hyperjump Countdown + Hyperjump Timer + actual Huperjump + arrival in new System) - instead of waiting for it "on demand" when a Player already in the System zooms in with the FSS : the de-seeding of Planets to determine the amount i.e. of Geological Sites.

With the performance-preserving limiter, the Client would essentially just do something it'll have to do a Minute later anyway without choking up on too many simultaneous de-seeding processes.
The difference is that it'd then make optimal use of the available time that currently is wasted - and with any luck then has all the required Data already when it's really needed.
 
My own suggestion would be (not read all the thread so may have already been suggested):

I find it odd that I can scan a moon 0.1Ly away and know how many sites are there, yet not know where. It will be a tiny spec of light. This seems very flawed logic.

Instead the initial scan should only reveal the signal types. EG Biological, Guardian etc but nothing about either the number or location (it's too far away to tell)

To find the number and location you do the planetary scan. It is at this point, when you are launching probes, that the data it loaded in, when the player is engaged in another activity and does not notice it.

It is both simple and makes in game sense.
 
But it's possible to circumvent the time delay already. Target the planet, start the scan, untarget, retarget and you find the scan is complete ..... unless it's changed very very recently (like in the last 3 months since I went out exploring). It feels like a bit of a workaround, yet it works 🤷‍♂️
 
But it's possible to circumvent the time delay already. Target the planet, start the scan, untarget, retarget and you find the scan is complete ..... unless it's changed very very recently (like in the last 3 months since I went out exploring). It feels like a bit of a workaround, yet it works 🤷‍♂️

But it still takes the time. All you are doing in initiating the scan which then runs regardless of if you watch or not. And sometimes it can be a bit more than 10 seconds. When you in one of those 50+ body systems with crap loads of giants with moons, and you are scanning 4 levels deep, it gets real old, real fast. I find myself having to remember which ones I need to go back to and feel like I am scanning half the system twice.
 
My own suggestion would be (not read all the thread so may have already been suggested):

I find it odd that I can scan a moon 0.1Ly away and know how many sites are there, yet not know where. It will be a tiny spec of light. This seems very flawed logic.

Instead the initial scan should only reveal the signal types. EG Biological, Guardian etc but nothing about either the number or location (it's too far away to tell)

To find the number and location you do the planetary scan. It is at this point, when you are launching probes, that the data it loaded in, when the player is engaged in another activity and does not notice it.

It is both simple and makes in game sense.
I'd be totally cool with this solution.
 
Something that occured to me while I was idly staring at the main menu after yet another Black Adder error...

The FSS currently scans a planet and counts the number of Geo/Bio POIs, if present.
Presumably, this can take some time as a result of the FSS actually having to "scan" some kind of database which holds a planet's data.

So, why not just set it up so that as soon as it finds ONE Geo/Bio POI it ends the process and reports the presence of Geo/Bio POIs?

It doesn't really need to report a quantity - just a yes/no result should be enough.

You then toddle off to the planet and use the DSS to obtain more detailed information.
 
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