SRV Wave Scanner update to work like FSS

The SRV wave scanner is much improved and actually works somewhat often for me with the 3.3 update.

However, it is still 1940's display tech and mostly worthless.

Can FD please rework the SRV Wave Scanner thing-a-ma-jig to perform more like a combination of the FSS scanning mechanism and Night Vision/ Asteroid mat scanning?

The newer systems in the game actually seem futuristic and work to convey information in an easy to grasp manner! Great job recognizing that an SRV Wave-Scanner like FSS would have gotten killed in reviews by players. Yes the FSS has hints of the Wave scanner I'd like to see tweaked further, but is so much better I don't consider it in the same league.
 
Last edited:
The FSS functions as a radio wave detector from what I've gathered tuning into the radio waves to locate a planet then zooms in with advanced optical sensors to analyze a planet. The srv wave scanner is more similar to a sonar or a doppler radar bouncing radio waves out against the surrounding rocks to locate mineral deposits and other objects of interest. They are 2 very different types of technologies so having them function the same wouldn't make much sense. Plus the game engine is constantly spawning and respawning mineral/metal deposits, ships on the surface, pois, skimmers and whatnot as you move around. None of the locations for that stuff is fixed like the orbits of celestial bodies unless they are surface installations or crash sites like the Jameson cobra. Reworking the wave scanner to be like the FSS would require a total reworking of how stuff spawns on planet surfaces.
 
The FSS functions as a radio wave detector from what I've gathered tuning into the radio waves to locate a planet then zooms in with advanced optical sensors to analyze a planet. The srv wave scanner is more similar to a sonar or a doppler radar bouncing radio waves out against the surrounding rocks to locate mineral deposits and other objects of interest. They are 2 very different types of technologies so having them function the same wouldn't make much sense. Plus the game engine is constantly spawning and respawning mineral/metal deposits, ships on the surface, pois, skimmers and whatnot as you move around. None of the locations for that stuff is fixed like the orbits of celestial bodies unless they are surface installations or crash sites like the Jameson cobra. Reworking the wave scanner to be like the FSS would require a total reworking of how stuff spawns on planet surfaces.
Both are fantasy, but ok, both are bouncing waves around and analyzing signals.

But having sensors that function the same to the end user- using computing power to simplify things like modern rader and combined sensor arrays visualized in a modern way vs. WWII rader isn't a radical idea.

We know USS are now spawned but have a static lifetime. Resources on planets should be similar. It makes zero sense for a Wave Scanner to ping a signal back to me in a narrow band, which if followed simply disappears, only to re-appear if I turn 180 degrees around, and vanish again after 10 minutes of driving. This makes no sense at all and in context of time-grind, frustrating "game play" and the current available mechanic to "mine" for resources, or what have you, is not in my interests.

I don't care if it's a rework of the whole system. Exploration was just reworked as was mining. A significant amount of re-work and re-focus on core game loops is still needed.

Your mileage may vary.
 
Both are fantasy, but ok, both are bouncing waves around and analyzing signals.

But having sensors that function the same to the end user- using computing power to simplify things like modern rader and combined sensor arrays visualized in a modern way vs. WWII rader isn't a radical idea.

We know USS are now spawned but have a static lifetime. Resources on planets should be similar. It makes zero sense for a Wave Scanner to ping a signal back to me in a narrow band, which if followed simply disappears, only to re-appear if I turn 180 degrees around, and vanish again after 10 minutes of driving. This makes no sense at all and in context of time-grind, frustrating "game play" and the current available mechanic to "mine" for resources, or what have you, is not in my interests.

I don't care if it's a rework of the whole system. Exploration was just reworked as was mining. A significant amount of re-work and re-focus on core game loops is still needed.

Your mileage may vary.

Just because tech is old doesn't make it obsolete if that's the case get rid of multicannons/cannons that use cartridges invented in the 1800s. I use jumponium all the time so I understand that driving around can be a hassle but this will never happen. The upgraded servers and amount of computing involved to populate the surface of just one system of planets and make every part of it scannable would likely rival or surpass the game itself man. Your asking for the world quite literally

And radio telescopes, optical telescopes, sonar and doppler radars aren't fantasy. While advanced tech obviously the FSS and srv wave scanner are based on real tech that we currently have.
 
Last edited:
And since the FSS is a combination of a radio and a optical telescope it requires a line of sight to analyze something. You can see that by parking at a star to scoop and trying to scan a planet behind it. Depending on terrain that would severely limit detection range compared to the current scanner. Plus I wouldn't want to slow down just to try to detect and scan everything within my optical range that would make mat gathering much more tedious. I'd get mats much faster flying around at full speed on low g worlds. At first it was hard to use but after a LOT of practice it's easy and find myself flying around by watching the radar more then the actual terrain.
 
Last edited:
Back
Top Bottom