It can, they're just too cold to target.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?
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.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.
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.It can, they're just too cold to target.
You might try the experimental weapons that boost emissions, that might work.
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.
Maybe there is, but who wants to do all that for every simple problem that crops up?Are there not scanner engineering upgrades that can help with this?
Are there not scanner engineering upgrades that can help with this?
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.
You are using the behavior of the game mechanics as an internally validating reason for the mechanics.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.
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.
actually i think you have it a bit backwards.The ability to pursue an individual mine would of course would be facilitated by the expanded scanner range. Is that really a big ask?
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.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.
Also confirmed. Git a gud scanner.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.