In-Development [Tool] SRV Wave Scanner Object Identifier

It would be nice if the wave scanner actually did look like that. Sadly, all you seem to get is a load of vertical lines from bottom to top of the scanner and bits of a signal across the whole width of it. Those could be several small signals or one big one but since you can't see a solid signal you just don't know.

We have computers today that can identify a radar signal and determine what it is to quite a high degree of accuracy. By 300AD, we should have computers that could interpret a signal, identify it very accurately and and plop an icon on the screen for you to aim at.

Sorry but the wave scanner as it is now is a joke, I spent 4 hours trying to find stuff on a planet in solo, half that time was spent chasing ghosts that vanished as I got close to them. Some of those signals were solid and I should have been within 20 feet of them but nothing was there, if I moved forward another few feet, the signal disappeared and was never found again. When FD finally admit the scanner is broken and get around to fixing it, maybe this object identifier would be useful.

Its just a game mechanic, meant to add some fun. But, I agree. In fact, why do I have to drop into a nav beacon? Why cant I just fly towards a planet and have waypoints populate as I get closer? This way I can choose what mineral deposits to mine. Then, I get in my scarab and drive to the waypoints.
 
Its just a game mechanic, meant to add some fun. But, I agree. In fact, why do I have to drop into a nav beacon? Why cant I just fly towards a planet and have waypoints populate as I get closer? This way I can choose what mineral deposits to mine. Then, I get in my scarab and drive to the waypoints.
My point is that the scanner is BROKEN. If the scanner actually gave is signals that looked like the signals on the wave scanner tool here, it would actually be useful.

Spending hours chasing ghosts on the scanner isn't FUN as you suggest, it's an extremely frustrating, total waste of players time. Not being able to actually determine if there's even a signal there at all because there's so much clutter is also a frustrating waste of time. I don't mind having to do some work to find stuff but to have my time wasted like that really puts me off playing the game.
 
Now, what I've started doing is a website tool that aims to guide and assist all the SRV-buggy riding players out there, in identifying the different wave scanner signatures that you can encounter.

The wave scanner identifies objects in two ways; radar sweeping (visual) and noise (auditory). I've gathered a few of the most common signatures in both visual and auditory regards and put them together to something that hopefully is of help to you all.

You can find the tool at http://www.wavescanner.net


Here's a screenshot of it

View attachment 94445

The tool is simple. You can do the following

  • Toggle a signature visually by clicking the checkboxes
  • Toggle the auditory signature by clicking the play buttons
  • Buttons auto hide after 5 seconds inactivity. Clicking/tapping anywhere on the screen will make them appear again.

This is also animated, so it has a sweeping scanner that passes over the scanner area, much as you would recognize from the SRV in-game. When the scanner sweep hits a signature, the audio for that signature will play, making it a bit more game-like.

There are some limitations, that I'm trying to address

  • Making it mobile friendly (this is currently mostly for desktop, but can still work on mobiles, although not the best experience)
  • The signature catalog both visual and auditory needs expanding
  • Make it possible to toggle distance


I hope you'll have use for this, I've had some really good comments coming in from the Distant Worlds Skype chat and Google+ Elite Dangerous community, but I'd also like for you all to be aware of it.

I am _always_ up for suggestions to improve the tools I do publish, so please don't hesitate to speak your thoughts on how it can be made better.

Until next time, CMDRS
//SHELLSTROM

Nice work on the training tool OP put together.

If FD implemented something that made sense for a 3300 CE science fiction game then maybe we would not need such a guide.

Why are we learning how to interpret bleeps and bloops. Shouldn't a computer just label a signal or reflection and make it clear where it is strongest?

FD needs future tech instead of steampunk.
 
This has not been updated to 2.3 but that doesn't mean it won't! :)

I've just been busy with other things, so I've had to put it a bit on hold. But rest assured, I'll be making updates post haste!
 
Updated the Wave Scanner!

It now includes 12 different signatures but bare with me, the work is a bit rough. One of the most annoying things at this point is the audio, in which it seems nigh impossible to filter out the in game static/environmental noise. Specifically the noise generated when aiming at certain areas such as the The core, a planet, etc; There _always_ seem to be some floofy, swooshy, tappy noises being played for what I can only guess is for aesthetic reasons. I've toggled every switch I can think of to see if I could isolate _only_ the SRV scanner, but haven't found a way yet.

Anyways, ONWARDS!

Until next time, CMDRs!
 
The site is still active but it seems somehow the content got removed from the webserver, it's just serving a default page. :(
 
Great work!
However, it's not very comfortable to use this tool from mobile phone, so I've made a small printable reference image for personal use.
I've decided to share it here, I think new players (such as myself) can find it useful.


XegOeQm.jpg
 
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