The Enhanced Xeno Scanner Should be able to Target Caustic Generators out to 2km.

Simple request.

The Enhanced Xeno Scanner utility should function as it's specifications indicate.

It should be able to target Thargoid Caustic Generators out to 2km.

What say you?
 
Problem is your ship's targeting can't even lock on to them unless you're within about 600m. Even if the xeno scanner range is 10km, it wouldn't do you any good unless you can lock on to them first.
The problem with this reasoning is that I am able to lock onto other contacts beyond 600 m with conventional scanners - I should certainly be able to with an enhanced Xeno Scanner Utility slot burned for this purpose.
 
It can, they're just too cold to target.

You might try the experimental weapons that boost emissions, that might work.
I don't think your interpretation is correct. I can lock onto a multitude of non thermal emitting contacts like materials, cargo, mining fragments, etc. beyond 600m.
 
Simple request.

The Enhanced Xeno Scanner utility should function as it's specifications indicate.

It should be able to target Thargoid Caustic Generators out to 2km.

What say you?
It can, they're just too cold to target.
Problem is your ship's targeting can't even lock on to them unless you're within about 600m. Even if the xeno scanner range is 10km, it wouldn't do you any good unless you can lock on to them first.
The problem with this reasoning is that I am able to lock onto other contacts beyond 600 m with conventional scanners - I should certainly be able to with an enhanced Xeno Scanner Utility slot burned for this purpose.

There is no problem with that reasoning.
The Ship' sensors need to lock on the Target for that target to be scanned by Enhanced Xeno Scanner
If the target is too cold and ship sensors cannot lock onto it, there is no scanning. (Materials and other Non-Ship-like targets do not count).
 
I was planning to try engineering my (4A) sensors with long range tonight, I think that will help (but haven't tested so not certain).

Reading about this blueprint on edsy it increases max range, but also talks about "typical emissions" range also increasing, so I assume that the range increase applies to all scanning, including of very cold targets. Long range 3 gives up to 45% increase which sounds good enough for me while still being relatively cheap on materials.

If you don't fancy engineering then make sure you're A rated, that should help a bit :)
 
I don't think your interpretation is correct. I can lock onto a multitude of non thermal emitting contacts like materials, cargo, mining fragments, etc. beyond 600m.

And yet, even if we restrict our scope just to materials. there are still fundamental differences which cause the sensors to detect them at different ranges. You can see this by comparing raw materials in the form of a rock on a planet surface (mere fraction of a kilometer) versus a chunk freed via laser-mining (several kilometers). Similarly, manufactured materials from a destroyed Guardian Sentinel versus a destroyed Thargoid Scout.

Put all of those materials together, and one has a new situation. Consider an Anaconda; in the context of materials it should be hopeless for the sensors to identify it the same way it determines single materials, because the assembled version looks like a mess of alloys and composites and such. Instead, once assembled it is the emission which allows the sensors to identify it as an Anaconda—unless the pilot activates a heat sink, of course.

Rather than supposing that everyone else must be wrong, your conclusion should be that clearly the sensors have different methods of identifying different things, which may work from different ranges and may be dependent on the state of the thing.
 
Rather than supposing that everyone else must be wrong, your conclusion should be that clearly the sensors have different methods of identifying different things, which may work from different ranges and may be dependent on the state of the thing.
You are using the behavior of the game mechanics as an internally validating reason for the mechanics.

Mechanics change through time as players point out inconsistencies in their application.

The behavior of the sensor in game is inconsistent in application between one material or object and another - even if you have purchased the highest quality specialized scanner available.

That should be rectified.

I've extracted my necessary tissue samples using heat sinks, full pips to eng and thruster orbiting the mines. Whether I had a scanner capable of identifying the mine at 2km or 5-800 m, the technique for extraction would be the same given the limited range of the research limpet.

The ability to pursue an individual mine would of course would be facilitated by the expanded scanner range. Is that really a big ask?
 
The behavior of the sensor in game is inconsistent in application between one material or object and another - even if you have purchased the highest quality specialized scanner available.

Nope, it is very consistent.
But ships are not materials and materials are not ships.

Heat mechanics apply only to ships or better said to ship-likes - because the class includes caustic generators and also various pods and "stuff" one can find roaming inside NSP
 
The ability to pursue an individual mine would of course would be facilitated by the expanded scanner range. Is that really a big ask?
actually i think you have it a bit backwards.

the distance at which point a caustic generator resolves and can be targeted to scan has nothing to do with any scanner outfitted, but with the sensor module.

so if to ask something, big or not, that would be either to increase resolve-distance of the caustic generators (for exampel to the distance of materials), or to make sensors better at resolving (which is probably the bigger ask).

i mean - i have no idea at which distance a caustic generator resolves with a grade sensors modded longrange, as i don't own such a thing, but i could imagine a conda with an class 8 a-grade sensor (typical emission range: 13,44 km) would already push that auto-resolve distance a bit out, probably not to 2 km though.
 
actually i think you have it a bit backwards.

the distance at which point a caustic generator resolves and can be targeted to scan has nothing to do with any scanner outfitted, but with the sensor module.

so if to ask something, big or not, that would be either to increase resolve-distance of the caustic generators (for exampel to the distance of materials), or to make sensors better at resolving (which is probably the bigger ask).

i mean - i have no idea at which distance a caustic generator resolves with a grade sensors modded longrange, as i don't own such a thing, but i could imagine a conda with an class 8 a-grade sensor (typical emission range: 13,44 km) would already push that auto-resolve distance a bit out, probably not to 2 km though.
I pay visits to maelstroms in a dolphin with 3a + g5 long-range sensors. Haven't measured specifically but I do remember something around 1.1-1.2 km to be able to target caustic generators.
 
As they say. My D long range is my standard go-to, but these cool targets call for A rate. My Clipper has enough power budget for them. I'd just need to bother to engineer them.
 
I tested this last night, my 4A sensors with no engineering allowed me to target a caustic generator from 900m.

I engineered them with long range grade 4 (only one spin at g4) and can now target them from just over 1100m, so can definitely confirm what Kissamies & djadjok say, go for A rated long range for easiest scanning :)
 
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