SRV scanner volume

I wanted to mention that if you pay close attention to the visual display of that scanner, you will soon start being able to pick out specific types of outcrops, meteorites etc just based on what the lines on the scanner look like and how they are behaving.

No doubt, having the sound accompany these scanner displays would be an immense help, but I have learned over time to use that scanner pretty effectively by just using the visual cues.

Yeah I don't have trouble with the other sources but these three (geyser, piceous cobble and volcano) I just can't seem to find. Every time I think I got one, as I get closer, the scanner signal resolves itself or turns out to be one of the ones I don't want.
 
I wanted to mention that if you pay close attention to the visual display of that scanner, you will soon start being able to pick out specific types of outcrops, meteorites etc just based on what the lines on the scanner look like and how they are behaving.

No doubt, having the sound accompany these scanner displays would be an immense help, but I have learned over time to use that scanner pretty effectively by just using the visual cues.

Agreed and I have become pretty good at "guessing" from the new visuals....but since the scanner was designed specifically to use sounds to pin point types of objects, it seems ludicrous to me this is still not sorted out.
 
fully support this

a useless volume slider for the wave scanner,
and no way to tone down the awefully load driving sounds of those electric vehicles.

hundreds of years, and an electric vehicle in vacuum is louder then a hydraulic driven construction vehicle these days
 
Agreed. The SRV wave scanner is so quiet, I can't hear it except for when I'm stationary.
Fiddled with the slider for volume, but that just makes the rest of the game inaudible.

TS;DR Sweet jumps make wave scanning impossible!
 
It was fine when guardians 2.2 landed. I remember doing the old guardian missions, and hearing the scanner very well.

2.3, and 2.4 not as well. 3 seems the same

I guess somebody complained it was too loud
 
You want a good laugh ? Read the brush off FD gave me .......:x[mad]
https://forums.frontier.co.uk/showthread.php/367651-SRV-Scanner-volume-too-low

QA MITCH :
Hey dognosh,

On looking into this, I've found that this is working as it is intended.

"I intentionally dont want the wavescanner to be that audible over the engines. It is by design that the player has to slow down and listen for the scanner sounds."
 
Last edited:
You want a good laugh ? Read the brush off FD gave me .......:x[mad]
https://forums.frontier.co.uk/showthread.php/367651-SRV-Scanner-volume-too-low

QA MITCH :
Hey dognosh,

On looking into this, I've found that this is working as it is intended.

"I intentionally dont want the wavescanner to be that audible over the engines. It is by design that the player has to slow down and listen for the scanner sounds."
1.) That's absolute garbage.
2.) It's not even accurate, because slowing down won't help; you have to stop to hear the damn thing.

If they're going to be this boneheaded about it, why stop at making us go deaf while driving the buggy? Why not make a dust cloud kick up and obscure our vision to the stupid thing too?? :mad:
 
Last edited:
You want a good laugh ? Read the brush off FD gave me .......:x[mad]
https://forums.frontier.co.uk/showthread.php/367651-SRV-Scanner-volume-too-low

QA MITCH :
Hey dognosh,

On looking into this, I've found that this is working as it is intended.

"I intentionally dont want the wavescanner to be that audible over the engines. It is by design that the player has to slow down and listen for the scanner sounds."



That's dev talk for we don't give a rats backside or can't be bothered to fix it so made this excuse up.
 
That's dev talk for we don't give a rats backside or can't be bothered to fix it so made this excuse up.

I think I said that... :)

You want a good laugh ? Read the brush off FD gave me .......:x[mad]
https://forums.frontier.co.uk/showthread.php/367651-SRV-Scanner-volume-too-low

QA MITCH :
Hey dognosh,

On looking into this, I've found that this is working as it is intended.

"I intentionally dont want the wavescanner to be that audible over the engines. It is by design that the player has to slow down and listen for the scanner sounds."

Another loss for Beige Squadron. :)
 
I'll happily add my vote to the 'SRV scanner volume is too quiet' camp.

Better granularity of sound and 'sonar trace' would also help massively, doubly so if we could tune the scanner to only listen for the materials we have selected/highlighted.

This would be rather nice!
 
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