Horizons Distance on radar screen

Does anyone know if there's a scale as to distance location on the radar screen circles. For example if I see a ship on the radar and it's located at
the third ring can you tell what the distance is from that ship to me?
 
By default, the scale on the radar is logarithmic, so closing at a fixed speed to an object will appear to be closing faster and faster on the radar.

I think you can switch it to a linear scale on the right panel, in the 'functions' tab though. I don't know of any guidelines to convert the position on the radar in distance, as it's in 3d, it would be quite tricky.
 
Note that the radar scale is variable when showing planerary position. Giving an accurate sense of scale when flying with the FSD would be difficult due to the distance between planets.

In combat mode, you're more interested in the relative position of ennemies.

The scale would be most usefull when mining, because it's hard to visually evaluate the distance between you and an asteroid due to their size.
 

Mark Allen

Programmer- Elite: Dangerous
I'll try to summarise, the radar has a few different modes:

In Normal space
You can pick between a linear scale or a logarithmic oneas MagicTofu says, logarithmic is the default.
The radar can be scaled by bindable controls, at maximum zoom out the outer edge of the radar should be 8km away. I think at default settings it's 2.5km when you're in linear mode, but not being at work I can't check exact numbers.

In Supercruise
The radar is Always logarithmic (trust me, linear helps no-one).
The range is determined by a time horizon of I think 2 minutes at maximum zoom out - same method that is used for things like range on scanning/interdiction, more or less anything that has a "range" in supercruise. A time horizon of two minutes means it's two minutes away at the maximum of your current speed, or the max speed you can accelerate up to at your current location.
The variance in scale of space makes ranges in supercruise a little odd, took some experimenting!

Off the top of my head I don't know where the rings in the visible texture are located, but given the variability it's hard to map ring X => Y metres. It'd be a nice thing to come back to and improve at some point.. *makes note*
 
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I'll try to summarise, the radar has a few different modes:

In Normal space
You can pick between a linear scale or a logarithmic oneas MagicTofu says, logarithmic is the default.
The radar can be scaled by bindable controls, at maximum zoom out the outer edge of the radar should be 8km away. I think at default settings it's 2.5km when you're in linear mode, but not being at work I can't check exact numbers.

But, in "linear" mode the distance is most definitely not linear.

If you set the mode to this and slowly pass an object then the scanner blip bows around the Centre, when it should trace a straight path. I logged a bug report about this in the alpha test stage when the "linear" mode was added.
 
I'll try to summarise, the radar has a few different modes:

In Normal space
You can pick between a linear scale or a logarithmic oneas MagicTofu says, logarithmic is the default.
The radar can be scaled by bindable controls, at maximum zoom out the outer edge of the radar should be 8km away. I think at default settings it's 2.5km when you're in linear mode, but not being at work I can't check exact numbers.

In Supercruise
The radar is Always logarithmic (trust me, linear helps no-one).
The range is determined by a time horizon of I think 2 minutes at maximum zoom out - same method that is used for things like range on scanning/interdiction, more or less anything that has a "range" in supercruise. A time horizon of two minutes means it's two minutes away at the maximum of your current speed, or the max speed you can accelerate up to at your current location.
The variance in scale of space makes ranges in supercruise a little odd, took some experimenting!

Off the top of my head I don't know where the rings in the visible texture are located, but given the variability it's hard to map ring X => Y metres. It'd be a nice thing to come back to and improve at some point.. *makes note*

Thanks for the info. One of the things that bugs me about the scanner is that its range changes automatically dependant on your selected target. I know WHY it happens, it's trying to give you the optimum range for viewing whatever you've selected, but it's a pain when you're trying to judge distance if the scale changes constantly on its own. Can you tell us if it's been discussed or even possible to allow us to "lock" the range to the setting?
 
Firstly, like the others said, thanks for the response straight from the horse's mouth.
Then, some additional thoughts:
given the variability it's hard to map ring X => Y metres. It'd be a nice thing to come back to and improve at some point.. *makes note*
If that mapping is so hard, don't do it. Maybe another unit will do as well; if you're in the time-domain, stay there. I am content with knowing whether the pirate getting behind me is 10 or 100 seconds away, absolute distances matter less.
Alas, I'd like to know that. Especially with automatic scaling enabled, the scanner never managed to give me an idea how far things were away. Closer/further away, yes, but no idea in absolute terms.
If you are going back to this, please consider adding a 'ring of reference' to the HUD, from which the other rings can be derived. Some tiny "10" and whatever the relevant unit is will do. This would IMHO imply an appropriate dynamic scaling of the scale-lines in the HUD as well. References like "5.8s" in a logarithmic environment aren't the most intuitive thing :).
Also, the scanner should make clear what kind of "logarithmic" (log[SUB]10[/SUB], log[SUB]2[/SUB], ln,...) one is looking at, so that one knows what number is to associate with the next scale line.

I am also missing the USS etc. on the scanner. They show up in the navigation panel, but you have to locate them visually. I'd wish them in the scanner as, say, circles, with the options to turn them off. Like the filters in the navigation panel, that would allow customization for people who would consider this 'clutter'. This might even become more interesting with the upcoming 2.1 USS revamp.

Anaway, those are just some ideas.
 
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One thing about the scanner display (holo) that confuses me is when in SC, you will occasionally see / hear a ship fly from one end of the scanner to the other and fly past you very fast with a squealing noise. You will see other ship blips on the scanner at varying distances with some moving closer or further away at speeds that seem normal to my feeble mind but those fast movers that just fly past are strange.
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I asked this question recently in another thread and got a reply that they are closer to you; but they will start out at the edge of the scanner range where other ship's blips are displayed and zoom by you to the opposite side of the scanner. So I guess I'm still wanting more info on how those ships can move so fast or what's happening on the scanner.
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I know this thread is about distances on the scanner but this phenomenon is related to distance (and speed).
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Thanks
 
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But, in "linear" mode the distance is most definitely not linear.

If you set the mode to this and slowly pass an object then the scanner blip bows around the Centre, when it should trace a straight path. I logged a bug report about this in the alpha test stage when the "linear" mode was added.
Was going to point this out, but you had already done so. :)
 

Mark Allen

Programmer- Elite: Dangerous
But, in "linear" mode the distance is most definitely not linear [...] I logged a bug report about this in the alpha test stage when the "linear" mode was added.

I don't remember seeing that bug come past my team, but I've made a note to double-check monday - can't really comment while I'm out of office :).

[...] One of the things that bugs me about the scanner is that its range changes automatically dependant on your selected target. [...] Can you tell us if it's been discussed or even possible to allow us to "lock" the range to the setting?

I'd actually forgotten we added that ;) - but yes, there's good reasons for it most of the time but on occasion a lock would be preferrable. There's no current plan for it, not a major feature but probably also relatively low priority if I'm honest, will keep it in mind next time there's space for quality-of-life work

[...] If you are going back to this, please consider adding a 'ring of reference' to the HUD [...]
USS etc. on the scanner [...]
Also, the scanner should make clear what kind of "logarithmic" (log[SUB]10[/SUB], log[SUB]2[/SUB], ln,...)

I definitely like putting USSs on the scanner, range rings needs a bit of thinking about - if the target is on your 2D plane it makes a great deal of sense, if they're high or low then the projected location down to the plane isn't all that useful for judging range, so might be misleading trying to label parts of it precisely.

I can check exactly what scaling factor we use when I'm in the office, from memory it's base 2 with some scaling and an offset to avoid tiny distances behaving strangely.

One thing about the scanner display (holo) that confuses me is when in SC, you will occasionally see / hear a ship fly from one end of the scanner to the other and fly past you very fast with a squealing noise.

Not 100% cerain without a repro case, are you near a star? If so I'd say it's most likely they arriving from hyperspace, there's a large gap you cover at quite extreme pants-wetting speed before dropping to full control - seeing that from a 3rd person view would look a lot like you describe.
 
Thanks for you input. To answer your question; it happens almost always as I'm approaching a space port or occasionally a planet. I don't recall seeing it near a star.
 
I'd actually forgotten we added that ;) - but yes, there's good reasons for it most of the time but on occasion a lock would be preferrable. There's no current plan for it, not a major feature but probably also relatively low priority if I'm honest, will keep it in mind next time there's space for quality-of-life work

Quality of life work... appropriate expression. Not a high priority here either but would be nice if you get the spare time. Thanks much. :)

You're awesome for answering all these questions on your free time Mark. Thank you!

Hear hear, very much seconded. Thanks for taking the time.
 
Off the top of my head I don't know where the rings in the visible texture are located, but given the variability it's hard to map ring X => Y metres. It'd be a nice thing to come back to and improve at some point.. *makes note*

Don't. You. Dare. Make. An. Improvement. On. The. Base. Game!

Get back to work on NPC hairdo's! :)
 
I don't remember seeing that bug come past my team, but I've made a note to double-check monday - can't really comment while I'm out of office :).

Thank-you for looking into this. You shouldn't be working in your spare time though. :)

I must admit that of all the different scanners in the Elite series of games the original is still the best for situational awareness. It's strange that the first iteration hit the sweet spot.

At the moment I use the compass more than the scanner for directional information and that's just crazy.
 
Thanks for your answers, your dedication is much appreciated.

Also, I consider the scanner to be a well designed GUI component, especially how difficult the task is: little room, much information, 3D data to be quickly graspable on a 2D display.
That would be much easier if everyone was already using VR!

next time there's space for quality-of-life work
In my Software Development thesaurus that's listed under 'never' :p
But I sure hope. The game would profit quite a lot from many tiny 'quality-of-life' improvements right now. Hm. 2.4 "Quality of life"? Yes, not providing the name of 2.4 was very clever!:cool:
I definitely like putting USSs on the scanner, range rings needs a bit of thinking about
That'd be great! And sure, that was just a gut-feeling idea how to convey some sense about the absolute distances into the scanner.
But regarding this and the (auto-)scaling: There is already the zoom-factor slider below the scanner. Imagine putting some information regarding e.g. the current maximum range=outmost ring next to it. That would give the player a way to get more information from the scanner with little to no clutter etc.
I can check exactly what scaling factor we use when I'm in the office, from memory it's base 2 with some scaling and an offset to avoid tiny distances behaving strangely.
Thank you very much, as that would be helpful. I have assumed log[SUB]10[/SUB] until now, just because that is the most common scaling.
 
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