Inconsistent laws of physics and the PVP meta

Can someone explain why it is that I can detect a canister of something in the coldest depths of space at the range of my sensors, yet my sensors cannot detect a silent-running ship maneuvering a relatively short distance away (but my turrets can)? To me this just makes no sense...it's as though different laws of physics apply in different situations, and even worse, seem to apply differently down to the level of individual ship systems even in the same situation. It is one thing to believe in a universe that has different laws of physics, but believing in a universe where the laws of physics seem to vary depending on circumstances (such as PVE vs PVP encounters for example) is far more difficult. To me this apparent inconsistency in the game is a flaw that ultimately should be fixed. Of course fixing this could impact the current PVP meta. Thoughts anyone?
 
Also, forgot to mention, ships sensors can also detect materials on the surface of planets, asteroid shards, and other stuff which do not have beacons...
 
Also, forgot to mention, ships sensors can also detect materials on the surface of planets, asteroid shards, and other stuff which do not have beacons...

Yes, they do - they're sensors. What's so complicated in that? Makes it more logical if someone adds a sub-clause to silent running: "your ship actively applies sensor-spoofing techniques"? With such an addition the logic falls into place, without any changes to code. (Doesn't change the turret issue, but anyhow.)
 
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Yes, they do - they're sensors. What's so complicated in that? Makes it more logical if someone adds a sub-clause to silent running: "your ship actively applies sensor-spoofing techniques"? With such an addition the logic falls into place, without any changes to code.
Well, seems sufficiently complicated that you are having trouble formulating a hypothesis that comprehensively explains the inconsistencies...
 
Also, forgot to mention, ships sensors can also detect materials on the surface of planets, asteroid shards, and other stuff which do not have beacons...

Fairly certain ships sensors only pick up materials once you have located them with the SRV wave scanner and tagged them. At least that's how it works every time I go collecting.

Regarding canisters - They still radiate heat, are designed to be found, probably have some sort of locator beacon installed.. Silent running, sole purpose is to close all radiators and keep heat buildup internal. Can't see an issue with that logic.
 
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Well, seems sufficiently complicated that you are having trouble formulating a hypothesis that comprehensively explains the inconsistencies...

I've got no reason to formulate hypothesis - I see no problems or inconsistencies in sensors operating as they do (apart that turret issue of yours). For me they make perfect sense as-is.
 
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That doesn't explain why my turrets aren't affected.

Everyone knows that turrets have a mind of their own, they fire when they be bothered at the best of times so it makes perfect sense that they occasionally catch some movement out the corner of their "eye" and ping a few rounds off at them. Think of them like the Scutters from Red Dwarf and you wont be far wrong.
 
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Fairly certain ships sensors only pick up materials once you have located them with the SRV wave scanner and tagged them. At least that's how it works every time I go collecting.Regarding canisters - They still radiate heat, are designed to be found, probably have some sort of locator beacon installed.. Silent running, sole purpose is to close all radiators and keep heat buildup internal. Can't see an issue with that logic.
That's right, but once you return to the ship and take off, your sensors can now detect those materials on the surface long after they would have cooled to ambient temperature, and have no kind of locator beacon installed. If my sensors can detect that, they should easily detect a silent running ship, especially if its firing thrusters, and what kind of sensors are the turrets using?
 
That's right, but once you return to the ship and take off, your sensors can now detect those materials on the surface long after they would have cooled to ambient temperature, and have no kind of locator beacon installed. If my sensors can detect that, they should easily detect a silent running ship, especially if its firing thrusters, and what kind of sensors are the turrets using?

I had always assumed the SRV had tagged the materials, if that wasn't the case we would be able to detect any outcrop/meteorite without a wave scanner.

Not sure about turrets, I never set them to fire at will, they work perfectly on the target only setting. A silent running ship is never invisible, even at quite a distance it will appear as an unresolved fuzzy contact.

Log a ticket if you think the turret lock mechanic could be improved, bug/suggestion forum is monitored by the devs, they'll appreciate none rant well thought out requests.
 
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Above 2 km our ships can detect 'something' is on the surface.
Drop very low (can't remember the height) to the surface and the ship can detect that something is there. I.e. the area goes blue.
I don't have technical reason how that happens with ship scanners or how it detects certain anomalies on a surface.

The srv is still needed to find whatever is there in that blue area using it's wave scanner unless you want to fly around using eyesight.

I believe canisters are designed to be found by our ship scanners so they are beacons.

Silent running ships are not invisible to radar, just can't lock on unless I think it's under 500m. Might explain the turrets behaviour.
Increasing sensor range can increase this range slightly (I think) and also the range at where a blip can be seen.

That's the way I understand it.

Edit: ninja'd
 
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Can someone explain why it is that I can detect a canister of something in the coldest depths of space at the range of my sensors, yet my sensors cannot detect a silent-running ship maneuvering a relatively short distance away (but my turrets can)? To me this just makes no sense...it's as though different laws of physics apply in different situations, and even worse, seem to apply differently down to the level of individual ship systems even in the same situation. It is one thing to believe in a universe that has different laws of physics, but believing in a universe where the laws of physics seem to vary depending on circumstances (such as PVE vs PVP encounters for example) is far more difficult. To me this apparent inconsistency in the game is a flaw that ultimately should be fixed. Of course fixing this could impact the current PVP meta. Thoughts anyone?

I imagine it's for the same reason that closing "vents" on a ship (which ordinarily would work by heat convection) makes it silent despite the fact that convection isn't possible in a vacuum and so no more heat would escape if the "vents" were open. Just suspend your disbelief ;-) Or even more glaringly, why does the speed of ships have a cap? In space there's no air resistance so you'd accelerate forever..

Consier the alternative though, real space combat would involve ships passing each other at speeds where they couldn't actually see each other.. probably not that fun in a game..
 
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