As written in the manual, "A contact’s height is represented by a vertical line that connects it to the disc. The length of the line describes how far above or below you the contact is; a contact sitting on a tall vertical line is high above your ship, a contact hanging from a small vertical line is slightly below your ship etc." .
The problem with this representation is that as soon as you turn to an object that is above or below you, the distance of "the point which vertical line intersects the horizontal plane of the sensor (the disc)" to the center of the sensor changes, so you are not really sure how far an object is until you turn to it to show it on the disc without any lines.
This can be countered by making the connecting line "a connecting arc", and showing the point which this arc intersects the sensor's horizontal plane at the same distance which the object is. I have a photo for this taken from another space game (which I am sure everyone heard or at least is aware of), but I am not sure if I am allowed to share it here. Here it is:
As you can see, the object in the example is 39 km away, and the "vertical line" is an arc instead, and it is intersecting the horizontal plane at the same distance as the object, which makes determining objects' distance in a 3d environment easier. This would also reduce the clutter when it is hard to see a nearby object because of all the vertical lines passing through the same place as the object is. Is it possible to make this change to the sensor in Elite Dangerous so we can see the ships and planets like this?
The problem with this representation is that as soon as you turn to an object that is above or below you, the distance of "the point which vertical line intersects the horizontal plane of the sensor (the disc)" to the center of the sensor changes, so you are not really sure how far an object is until you turn to it to show it on the disc without any lines.
This can be countered by making the connecting line "a connecting arc", and showing the point which this arc intersects the sensor's horizontal plane at the same distance which the object is. I have a photo for this taken from another space game (which I am sure everyone heard or at least is aware of), but I am not sure if I am allowed to share it here. Here it is:
As you can see, the object in the example is 39 km away, and the "vertical line" is an arc instead, and it is intersecting the horizontal plane at the same distance as the object, which makes determining objects' distance in a 3d environment easier. This would also reduce the clutter when it is hard to see a nearby object because of all the vertical lines passing through the same place as the object is. Is it possible to make this change to the sensor in Elite Dangerous so we can see the ships and planets like this?
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