I did not understand details of codexes.
About planets, I see my disciveries as confirmed as soon as I scan the object.
About geological, i see nothing confirmed even if I visited nany geysers and the like.
What do I have to do ti get a geological confirmed?
 
I think they are confirmed when somebody else finds them. Either by accident, or following your "rumour"
 
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Well, I tryed by the ship, and it seems there is nothing to scan. Unfirtunately I am on a passenger dolphin, no space for a hangar, so I cannot try with a rover...
 
Well, I tryed by the ship, and it seems there is nothing to scan. Unfirtunately I am on a passenger dolphin, no space for a hangar, so I cannot try with a rover...

Well, that's just not true :)

1) Have you mapped the Composition Scanner into a Fire Group? By default it is not mapped.
2) Did you actually try and scan the geyser (not the tourist beacon)? you say you were running pax, hopefully you were not confused. You need to be close for the CS to work - did you see it go blue (meaning you had found a target). It can be hard to keep the CS on target in a ship due to wobble - did you see it charging at all?
 
This new exploration stuff is waaaaaay too complicated.

with way too many key bindings required as well. The choice of keys required looks to me like done by amateurs, not by professionals - like why is there an entry and then a separate exit key, instead of just one key, which works like a toggle?- What FDev needs IMO, is a guy trained in modern UI design. The way in which FDev does it feels too much like from the 80s or early 90s than from 2018. It's way too clunky and unnecessarily complicated - all the achievements of modern UIs missing basically. It just looks modern, but feels 1990s at most, it's at least 2 decades behind.
 
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This new exploration stuff is waaaaaay too complicated.

It is actually a lot simpler than it appears. I did a bit of a guide which is now moved to the Guides and Tutorials sub-forum - it shows the settings and use of stuff with video demonstrations.

I did a 20-jump trip to a station in the California nebula last night, a few hours, over 160MCr - crazy payouts for mapping waterworlds for example.
 
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with way too many key bindings required as well. The choice of keys required looks to me like done by amateurs, not by professionals - like why is there an entry and then a separate exit key, instead of just one key, which works like a toggle?- What FDev needs IMO, is a guy trained in modern UI design. The way in which FDev does it feels too much like from the 80s or early 90s than from 2018. It's way too clunky and unnecessarily complicated - all the achievements of modern UIs missing basically. It just looks modern, but feels 1990s at most, it's at least 2 decades behind.

If I could rep that post twice, I would.
 
with way too many key bindings required as well. The choice of keys required looks to me like done by amateurs, not by professionals - like why is there an entry and then a separate exit key, instead of just one key, which works like a toggle?-

You should try binding the same key as entry and exit....

And given that the FSS seems based on old analog radio tuning then yes, it probably does seem old. Give it a while, once you get past the 'so complicated' stage it's actually fine.
 
You should try binding the same key as entry and exit....

And given that the FSS seems based on old analog radio tuning then yes, it probably does seem old. Give it a while, once you get past the 'so complicated' stage it's actually fine.

I meant FDev's UI design in general - it lacks pretty much any modern standard for GUIs, it's clunky to operate and not intuitive at all. We have 2018 (well, it's nearly 2019 even), not 1984 or 1994 - it is time for them to adapt to a modern UI, not just from the looks, but as well it's functionality. Just think of their change to "request docking" - why the heck is there no key bind for that - no, it has to be made even more cluttered than before.
 
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