Soontill Relics, the Regor Permit Sector and DB's cryptic hints....

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I'm not sure if i understand you right. My post is no evidence to you: https://forums.frontier.co.uk/showthread.php?t=141038&p=2477602&viewfull=1#post2477602 ?

There is indeed a significant, time independant change that happened, after changing position. What kind of evidence do you need?

I didn't read back that far sorry. Through any change should easily be noticeable in the game I would have thought, especially if Frontier is expecting us to follow a path to somewhere.
 
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That was the core of the test. The first part is made at the same position and at the SAME time, to rule out "time of deployment" and to see if the position has an influence on the UAs Sound. The second part is made at two different positions and again at the same time. Ratking and Wishblend timed the release and the difference in "time of deployment" should be not more than about 0.5 - 1s.



I'm not sure if i understand you right. My post is no evidence to you: https://forums.frontier.co.uk/showthread.php?t=141038&p=2477602&viewfull=1#post2477602 ?

There is indeed a significant, time independant change that happened, after changing position. What kind of evidence do you need?

But from what I can see two UAs in the same area did not produce the same "binary message".

Which would imply the "binary message" is not some sort of locational message.

ie yes when you change location the message changes but it looks like the message is not consistent within the same area. Implying it's probably just random?
 
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Eh, this is a LOT simpler than 95% of the other theories I read, simply turning the 'binary' into a single set of x,y,z co-ordinates. People were turning the sound into images, running the sound through various audio algorythms... trying to interpret as ASCII and then match system names... this is just taking the 27 'binary' digits and turning them into 3 numbers. Pretty basic compared to what others have done.

And actually, if what you say is true, and the noises that form the binary sequence change depending on the system, then that actually possibly matches my theory that it's a beacon transmitting it's current x,y,z position based on a 0,0,0 that we have to find, as that x,y,z position would change when you moved.

I was going to suggest that if the coordinates change based on the player's position, it may be that the player is the origin. i.e. the coordinates are relative x,y,z offsets to the player's coordinates. But that doesn't work unless you can have negative numbers in the binary stream.

I'm still inclined to believe we've overthinking it, it's probably going to be something so obvious like "if you turn the volume way up, you can hear a voice saying 'we're at Col 285... behind the second planet'" :)
 
Yes, and even if not, we could also exclude that the chitter-length is dependant to the position IN a star system.
When I still had my UA back in 1.2, I made recordings within the same star system, which confirmed that the chittering does depend on where you are in the same system. You can find them here. As a happy coincidence, I did make recordings around Ross 154 and Aster.
If you'll listen to recordings in the same system, you'll notice that in different locations, some characters stayed the same while others changed. (I'm going with my assumption that the chitters are a non-binary Morse-like code. Some of the clicks definitely stayed the same, in any case.) For example, the three recordings in He Bo had the first two characters stayed the same, and the third one changed. But between Alyuto A 1 and Alyuto A 2, the last one stayed the same.

I have no idea if this still works the same in 1.3, of course.
 
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Hmm, could it be that the length of the sound gets shorter and shorter the closer you are to your destination? Sort of like a tracking device (metal detector, avalance transceiver).
 
When I still had my UA back in 1.2, I made recordings within the same star system, which confirmed that the chittering does depend on where you are in the same system. You can find them here. As a happy coincidence, I did make recordings around Ross 154 and Aster.
If you'll listen to recordings in the same system, you'll notice that in different locations, some characters stayed the same while others changed. For example, the three recordings in He Bo had the first two characters stayed the same, and the third one changed. But between Alyuto A 1 and Alyuto A 2, the last one stayed the same.

I have no idea if this still works the same in 1.3, of course.

Those links in the post dont seem to work, but a question.

You say "confirmed that the chittering does depend on where you are in the same system"

Do you mean "the audio changes depending where you are in the same system", or "the audio changes depending on which system you are in but stays consistent within the same system"?
 
Those links in the post dont seem to work, but a question.

You say "confirmed that the chittering does depend on where you are in the same system"

Do you mean "the audio changes depending where you are in the same system", or "the audio changes depending on which system you are in but stays consistent within the same system"?
Oh, sorry, I'll have to take a look at dropbox then. Does this also not work?
By the latter, the audio changes depending on where you are in the same system. It's not entirely consistent within the same system: some parts change but some remain the same.
 
Hmm, could it be that the length of the sound gets shorter and shorter the closer you are to your destination? Sort of like a tracking device (metal detector, avalance transceiver).

Or longer! :) Or maybe the number in the binary is a distance to the target.
 
Oh, sorry, I'll have to take a look at dropbox then. Does this also not work?
By the latter, the audio changes depending on where you are in the same system. It's not entirely consistent within the same system: some parts change but some remain the same.

It's 500ing, it might just be a temporary dropbox problem.

OK so wondering you say the audio depends on location in the same system, but how do you know it's not random and there is no dependency whatsoever? HAve you been able to test this in some way?
 
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When I still had my UA back in 1.2, I made recordings within the same star system, which confirmed that the chittering does depend on where you are in the same system. You can find them here. As a happy coincidence, I did make recordings around Ross 154 and Aster.
If you'll listen to recordings in the same system, you'll notice that in different locations, some characters stayed the same while others changed. (I'm going with my assumption that the chitters are a non-binary Morse-like code. Some of the clicks definitely stayed the same, in any case.) For example, the three recordings in He Bo had the first two characters stayed the same, and the third one changed. But between Alyuto A 1 and Alyuto A 2, the last one stayed the same.

I have no idea if this still works the same in 1.3, of course.

Saman, your samples are exactly what I based my initial premise on.

I proposed that Aster was spelt out in "stylised" morse, as was Ross 154, concluding that what was likely the "R" at the end of Aster was the same sound at the start of "Ross 154" (being the R). I also did further work after that to suggest that your He Bo examples followed the same concept, but didn't post much about that. The first thing that led me to thinking it was morse was when Aster's sample was "much shorter" than He Bo until I realised He Bo's bodies are named "He Bo 1" etc, where numbers add 4-5 morse symbols, which "matched" the increase in length of the he bo samples vs the aster one.

My first hurdle was that the proposition wasn't well received. I can't find the exact post, but "Morse had already been rejected" according to some more outspoken people studying the UAs.

Secondly, I'm no morse specialist or anything, and given how stylised I think it is, I couldn't deduce an alphabet, only one loosely based around morse, and by comparing sounds observed in some samples in noteable positions (for example, the R at the end of Aster) with sounds in similar positions (like the R at the start of Ross 154).
 
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@Jmanis I think before decoding it would be good to try to ensure we get a consistent message in some way, otherwise we are just potentially decoding random data.

600 pages is a lot though, I am unable to see at this point if we have anything at all that indicates that it's not random.
 
But from what I can see two UAs in the same area did not produce the same "binary message".

Which would imply the "binary message" is not some sort of locational message.

ie yes when you change location the message changes but it looks like the message is not consistent within the same area. Implying it's probably just random?

For the binaries above the sound waves i only took the "purrs" into consideration. Not the chittering between the howl and the purrs. The Purrs are always different, so i think they are random and some kind of effect that should imply that the UA is "loading" up or something.

When I still had my UA back in 1.2, I made recordings within the same star system, which confirmed that the chittering does depend on where you are in the same system. You can find them here. As a happy coincidence, I did make recordings around Ross 154 and Aster.
If you'll listen to recordings in the same system, you'll notice that in different locations, some characters stayed the same while others changed. (I'm going with my assumption that the chitters are a non-binary Morse-like code. Some of the clicks definitely stayed the same, in any case.) For example, the three recordings in He Bo had the first two characters stayed the same, and the third one changed. But between Alyuto A 1 and Alyuto A 2, the last one stayed the same.

I have no idea if this still works the same in 1.3, of course.

That's indeed interesting. Sad, that we seem to do the same work over and over again just because this thread has already nearly 10.000 posts and no one is going to read it entirely. :D

But what should we do with this information, combined with the hint by frontier, that we need no audio editing tools? All that is not decryptable - if it is such a message - without such tools.
 
With the similarity to the Detailed Surface Scanner implying that is a Scanner of some sort, it does make sense that the sound's length would alter with distance to something - since that's exactly what the DSS does - I.e. scans take longer the further out you are from your target.

Seems to me, though, that triangulating a position by dropping the UA in space and listening to the length of the sound is an almost hopelessly difficult thing to do...

Especially when we've only got two, with no more seemingly coming out of the woodwork.

If FD have given all the hints they can give, and have stopped them spawning - doesn't it kind-of imply that everything we need to solve the 'mystery' is already out there/here-or else surely we'd still be getting our hands on them.

As has been said, though - I acknowledge that there are likely far fewer people looking for them now than there were a month or so ago, so it's not definite they're not spawning any more.

We need more UAs!
 
@Jmanis I think before decoding it would be good to try to ensure we get a consistent message in some way, otherwise we are just potentially decoding random data.

600 pages is a lot though, I am unable to see at this point if we have anything at all that indicates that it's not random.

That's my proposition; The message in the chittering is a (stylised) morse encoding of the nearest celestial body. I believe messages will be consistent with the nearest celestial body.

Unfortunately, I can't find the post I made about this. In that, I broke down the signal for "ASTER" as it was the clearest of all available samples. While I didn't put the effort into representing samples other than Aster at the time, listening to other samples (Like Ross 154, He Bo etc.) I could roughly (but far from perfectly) determine the "symbols" in those samples too.

Again, this wasn't well received. The task I was set by opponents to this idea was to "decode" some other recordings, whose location was not mentioned; This was out of my capability, frankly. It's heavily stylised, and without a "word" to go off, I couldn't pick where characters start and stop. I also found some other recordings whose claimed recording locations were dubious. This is why I never followed through with the proof asked of me at the time, I didn't have the time or space or enough reliable data to achieve something I'd happily call a proof.

But I am happy to call this a proposition.

PS: I also propose that the loud "purrs" when the UA is "inactive" (not lit up) are just random, and idling. This aspect of them was very thoroughly looked at. For a corollary, I noticed people who did some recordings using asset replacement, while it went through the lit/unlit cycle, the chittering was absent from those recordings, while the "purrs" remained. This suggests to me the purrs are just "noise".
 
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Like I just pointed out in the comment above yours, the pattern of 1s and 0s is way to regular, not only does that point to it not being a binary representation of data, but it also points to it not being completely random. if it was truly random the chance of 2 1s following a 1 would be 1/4, and yet sequences of 3 1s in a row are very rare. More to the point the chance of 3 1s following a 1 would be 1/8 and yet I never see that happening.

WEll I'd say with a dataset of 8 it's hard to draw any conclusions.

Elite is procedurally generated, is therefore possible the high/lows are also procedurally generated, meaning were getting pseudo-random as opposed to true random.

I just think key is reproducing a consistent message, as I say I'm not sure if weve been able to do that yet, I'm thinking no?

Does anyone know if a UA dropped in a given area repeats it's binary message after a given time, ie does it loop?
 
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That's indeed interesting. Sad, that we seem to do the same work over and over again just because this thread has already nearly 10.000 posts and no one is going to read it entirely. :D

But what should we do with this information, combined with the hint by frontier, that we need no audio editing tools? All that is not decryptable - if it is such a message - without such tools.
I believe they meant that we don't need to edit the audio to make it decryptable. In-universe, that would mean that you don't need special equipment to make sense of it, the intended recipients would be expected to decrypt it just by hearing alone. Which makes it Morse-like: a skilled listener can understand it without having to process it with specialized equipment.
Also, judging by how fast the chittering, how it's not binary and how short the pauses are, I'd believe that the aliens' hearing is better than ours.

If FD have given all the hints they can give, and have stopped them spawning - doesn't it kind-of imply that everything we need to solve the 'mystery' is already out there/here-or else surely we'd still be getting our hands on them.
It might be that they've just set the convoys to spawn as rarely as before: Michael Brookes did originally say that they are exceedingly rare. Yet on that one Monday, plenty of people found them. My guess is that they upped the chance to what they still believed to be slight, then when plenty of people got their hands on some, they changed their minds and quickly lowered the chance back.
Of course, this is just a theory. I have no evidence for it: for all we know, they might as well have removed the UA spawns altogether. But even if we still have everything we should need, why would they want to exclude others from getting more data too?

That's my proposition; The message in the chittering is a (stylised) morse encoding of the nearest celestial body. I believe messages will be consistent with the nearest celestial body.

Unfortunately, I can't find the post I made about this. In that, I broke down the signal for "ASTER" as it was the clearest of all available samples. While I didn't put the effort into representing samples other than Aster at the time, listening to other samples (Like Ross 154, He Bo etc.) I could roughly (but far from perfectly) determine the "symbols" in those samples too.

Again, this wasn't well received. The task I was set by opponents to this idea was to "decode" some other recordings, whose location was not mentioned; This was out of my capability, frankly. It's heavily stylised, and without a "word" to go off, I couldn't pick where characters start and stop. I also found some other recordings whose claimed recording locations were dubious. This is why I never followed through with the proof asked of me at the time, I didn't have the time or space or enough reliable data to achieve something I'd happily call a proof.

But I am happy to call this a proposition.

PS: I also propose that the loud "purrs" when the UA is "inactive" (not lit up) are just random, and idling. This aspect of them was very thoroughly looked at. For a corollary, I noticed people who did some recordings using asset replacement, while it went through the lit/unlit cycle, the chittering was absent from those recordings, while the "purrs" remained. This suggests to me the purrs are just "noise".
Oh, I also missed your post, even though it's very similar to my working theory. I believe the main problem is that even if the chittering is a non-binary-based Morse-like code, then there are still only a few characters in it, which makes it quite difficult to decrypt their meaning. I don't believe that the signal around Aster would mean "ASTER", since it would both be too short for that, and the signal around Ross 154 (the star itself) is too similar. I still find it the most likely theory that the artefacts are sending location data,
but in that case, it's probably not the system name, just information about the nearest stellar body. (Probably its position within the system, maybe its type.) Just like you said. But to be able to test even this, we have too few recordings (I really shouldn't have lost my UA) and too short signals in those chitterings.

I just think key is reproducing a consistent message, as I say I'm not sure if weve been able to do that yet, I'm thinking no?

Does anyone know if a UA dropped in a given area repeats it's binary message after a given time, ie does it loop?
As far as I know, the UA-s didn't repeat their purrs within the five minutes they'd broadcast before they expire. They did, however, repeat the same chittering throughout their lifetime. Given this, and that the chittering appears to be location-specific, in my opinion it's more worth looking into.
 
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So do you guys still need me to do the test on Friday?

Have we found he start and sop markers in the transmissions / sounds yet?

I think what we need to do is see if any of those sounds repeat -- for example, are they the same letters / number / line of code?

If they do, lets start putting letters ect to them to see if we can get anywhere, if the message makes no sense, the letters are wrong.
 
With the similarity to the Detailed Surface Scanner implying that is a Scanner of some sort, it does make sense that the sound's length would alter with distance to something - since that's exactly what the DSS does - I.e. scans take longer the further out you are from your target.

Seems to me, though, that triangulating a position by dropping the UA in space and listening to the length of the sound is an almost hopelessly difficult thing to do...

Especially when we've only got two, with no more seemingly coming out of the woodwork.

If FD have given all the hints they can give, and have stopped them spawning - doesn't it kind-of imply that everything we need to solve the 'mystery' is already out there/here-or else surely we'd still be getting our hands on them.

As has been said, though - I acknowledge that there are likely far fewer people looking for them now than there were a month or so ago, so it's not definite they're not spawning any more.

We need more UAs!

If you ping something like I presume we do with the DDS, the pause should be proportional to the distance to the closest reflecting object (celestial body). Should be easy to test.
 
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