In-Development [Tool] SRV Wave Scanner Object Identifier

Is there a problem with this? I click on the wavescanner.net link and I get a page
showing the scanner operating, but nothing about how to DL it for use. :[
Help, plz
 
Is there a problem with this? I click on the wavescanner.net link and I get a page
showing the scanner operating, but nothing about how to DL it for use. :[
Help, plz

You don't download it, it's running right there in the web page. One thing that is a bit odd is that the buttons at the top (where you can select what type of things you're interested in and whether you also want to hear the audio) disappear after a while and you have to click somewhere in the middle of the page to bring them back.
 
Yes. I finally figured that out. Sometimes takes me a bit longer that usual. :]
And now I'll listen closer for other sounds.
 
You don't download it, it's running right there in the web page. One thing that is a bit odd is that the buttons at the top (where you can select what type of things you're interested in and whether you also want to hear the audio) disappear after a while and you have to click somewhere in the middle of the page to bring them back.

O7 everyone!

So, about this. I made it like this to allow for better support on mobile screens that have such a limitation on screen estate. I could, however, adapt this for larger screens such as desktops to either always show the buttons or have them pop up when moving the mouse. I'll have another look at this!

I'm glad you were able to help out in explaining how it works, I appreciate that.
 
Nice idea however I still think the scanner is far to abstract/low tech for such a time period of the game.

After all, if the scanner knows the difference (because the sound changes slightly) then it should at least be able to give you 2 things.

1. Distance to contact. This one should be an easy one as the signal is being reflected back so a range estimate would be essentially free especially in a atmosphere-less environment.
2. Visual indication with a probability estimate of what the object is likely to be. Obvious the closer you get the more accurate the determination and probability.


NO KIDDING! I find the most frustrating thing about this game, being a retired Air Force pilot and current Airline Pilot, is looking at sensor and other technology in Elite that is considered antiquated by the real 21st century operators. The glass canopies (why?), mere minutes of oxygen from a multi ton machine where an actual 150 liter bottle will give you enough to breathe all the way across the Atlantic, lack of an autopilot (although it's built in because the ship can takeoff and land itself as long as you're not in it) unless you buy a multi-ton computer, an SRV with wheels (who drives a truck 50K over rough terrain instead of taking the helicopter?) the SRV scanner, the ship's own detection at 2KM up for a POI, but then it loses the signal as it gets closer? Engineers that can't replicate a tweak they make, as if they have memory issues and randomly come up with results instead of knowing that upping this value will decrease that value... like a real engineer. What else? Sensors that can reach out and dissect an entire planet in a few seconds but that same sensor can't dissect a ship's cargo?
 
I love your work. I came back here hoping to see the new signatures in 2.1+ now that they have changed.

Any plans for an update for the new signatures?

EG: Bronzite Chrondite is now 2 bars (slots 3 and 4) not 3 as it was. Similarly nearly all the others have changed - I think with the exception of Mesosiderite
 
Yes, absolutely! I haven't forgotten about any of this. It has mainly been time that's been the ruling factor in this. There's just not been enough of it during the beta.

To let you all know, this is not an abandoned project and if just a couple of things align as I want it to I'll probably have this updated either late this weekend, or early next week.
 
I just want to update you on my findings with the wavescanner so far; It seems to be a lot of buggy right now! I'm doing whatever I can to get a complete collection, but the false readings is making this a real pain in the buttocks to complete. https://forums.frontier.co.uk/showthread.php/303058-False-readings-on-wavescanner-in-SRV

I'll soldier on, I originally had hopes to at least have the collecting part done by today, but that's unfortunately not happening. If you can hold out for a week (or maybe a week and a half, because I'm hard pressed for time this week), I'll try and squeeze out as much time as I can in getting this updated and on par with the 2.2 version.
 
Detailed Surface Scanner. Costs 250k+-. After scanning a planet, look at it on the System Screen. 2nd icon in menu on left for Details. Click that icon and then hover over a Landable planet. You'll see details of what can be mined along with percentages of mineral you'll find. Like Polonium 0.3%
 
O7 CMDRs

I've updated the wavescanner with 7 confirmed signatures. From this point I'll be looking for the more exotic ones, so I can appropriately add them to the catalogue.

So far, what I feel like I'm missing are

* Mining outpost
* Confirmed barnacles
* Fumaroles
* Geysers

Your own ship can't be caught on the scanner for whatever reason.

I also feel there are some adjustments that can be done on both audio and visual. The audio was tricky because there was so much ambient noise from within the SRV, and I had some issues filtering stuff out. All in due time.

As always, if you find something messed up with the scanner, don't keep me in the dark! ;)

Until next time, CMDRs!
 
Awesome, thanks! Im hoping they add a searchable function. Like, I want Polonium, so I type that in a search field which searches all of my discovered/scanned planets. That would be cool.
 
The Wave Scanner is definitely broken. Worst part is, FD may "fix" it and any changes may be reverted?

If you have hearing impairment, you're basically at a real disadvantage as some targets can only be found by listening for the sound and watching the sweep to get an idea of direction.

Most humorous(?) aspect is that half the time you can only find targets by looking out the front window as they never do appear on the scope until you target them. Then, ironically, you'll see the same class target a few yards away and it shows up fine, just like in the old days...

Oh, well

So it goes
 
LOL at myself. I've been using EDDB for over a year now, but never looked at that feature.
Was only interested in trade, outfitting, and ships. THANKS.
 
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.
 
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