Unknown Artefact (or artifact) Community Thread - The Canonn

Status
Thread Closed: Not open for further replies.
Got it. The UA is an escape pod, the damage is caused when it's ripping energy or something from your boat to sustain it and it blows up in space because it's not got an energy source to leech from.

Gaffa tape a scoop to it, push it to a scoopable and bask in my genius as we solve the mystery!#1#!!

The first part is quite feasible, if it is somehow tapping into your ship systems to get power or do something similar to our reboot/repair sequence (and given code reuse it would not surprise me if it is exactly the latter which they use to determine the module damage).
 
I don't understand why you think it would be completely unworkable, or even difficult to implement.

You're just getting the number of UAs in existence and amending a drop table depending on the result. Surely it's pretty straightforward, the game already amends drop tables depending on criteria.

On the flipside trying to balance something like how many items you'd expect to see out there via a PNRG algorithm which isn't true-random, while at the same time having the find rate influenced by a metric ton of factors would be an huge PITA to manage.

First - rep for your IO video; good work ;)

You and I see eye to eye on an awful lot of things, but on this I'm afraid you're hung up on a detail that's irrelevant and, more importantly, just wrong.

You talk about 'true random' - what is that?

A, not quite formal, but decent enough, description is a sequence of numbers where it's not possible to deduce the next number in the sequence by analysing any quantity of the numbers in the sequence.

Popular random number generators present in most platforms are based on mathematical formulae which have an inherent periodicity - that is, they will get to a certain point in the sequence and repeat. That's bad pseudo randomness, but valid for some applications.

Cryptographically secure pseudorandom generators, on the other hand (available with fewer than 5 function calls on a windows platform in native code), do not use such implementations.

These use a large number of different sources of entropy within the machine (both hardware and software) to generate sequences of bytes where it's impossible to see a pattern, without knowing every single measure that's being incorporated in the calculation. That's good pseudo-randomness and is accepted, to all intents and purposes as being 'true random'.

Managing a spawn rate based off that source of information, and then using prime numbers distribution, as I described in my post, gives you a perfect way to generate random occurrences where the odds remain realistically the same all the time. Trust me - I've written a coin flip simulation based on similar principles and it yields an almost exact (within about 4-6 decimal places after a few thousand iterations) 1:2 chance of a head or tail, without having to track any numbers that have been 'dished out' before.

So, yes, it's absolutely possible, and easier, to control a spawn rate with a source of entropy like this. At worst, you might keep a record of the last time you dished out a UA spawn, and put a cool-down time on it. That's one column for one record in a database table.

Whereas keeping track of all the UAs in people's possession - yes, it's easy - but what if a CMDR goes on holiday for a month and has two in his/her hold, logging out in deep space? Suddenly you have reduced the pool for everyone else, potentially preventing them for appearing for anybody. So you can add some extra layers to manage this, and logically decide to add some more - meaning that your hard limit of n UAs can't have been that important in the first place - because you've had to break that rule.

Plus you're now writing more code with more logic that can go wrong to solve a scenario that you could've just done with a decent random number generator.

Nature shows us time and time again that complexity arises from simple rules - and the best software obeys those same principles. Frontier are genuine experts in procedural generation, and at the heart of it are principles such as these, and they apply to generating temporal data, I.e. events in a simulation, as well as they do to generating terrain on a planet surface.

Finally, apologies to everybody for such a boring and dry post. I promise never to post such a thing ever again.
 
Last edited:
Because it is leaking corrosive ammonia, not a regular human-breathable atmosphere. ;-)

It's toxic jellyfish poison ;-)

Junior will translate. He is at home in his Liaquarium.

Talking Dolpin in aquarium and he is a Liaququ local lad.

What more do we want?
 
The Certain region of space = Deep space

I'm going to have to disagree on this. I know that we've been using this technique in the hunt, but I found both UAs in Timocani within a couple Mm of Seega & Pennington, as well as many other Fed convoys close by. I'm convinced MB was talking about certain systems near the bubble, not a specific place within the system.
 
The new 6 cg plague along with the virtual impossibility of the cgs by normal means has convinced me that the ua is the answer to the plague.

A) it is a story item. Activate / hand it in somewhere, and Devs will manually turn to page on the story. The ua in its current firm will be dead as a topic

B) it is a cg mechanic. Activate / hand it in at a cg and the cg will be completed successfully. This becomes a solution to all plague cgs. Plague in your favourite system? Go get a ua to fix it.

If ua appeared in the market place, I would bet my mortgage on B) the fact that you have to sell on the black market makes it a little less certain, but it makes sense from a developer pov

Handing in items helps a cg. Easy enough to have an item that equates to a gazzilion

Handing in the item is a server based action with a server based result

There is little if any special code required

All the effort put into developing the ua becomes a permanent feature of the game, not just a 1 off mystery

If I find one tonight, which I am sure I will not do (I have theories about this) I would no longer be selling at nimoy, I would sell at one of the new cgs

That's enough logic with reasonable in game mechanics, which makes sence from a developer and commercial pov. Time to pass some images of tea leaves through some Google software and see if I can make an association with whales

I agree with you. That's why, at yesterday's poll, I voted for selling it to Newton Dock.
BTW you CG theory sounds very good!
Bitstorm! Could you try to sign up to one of the plague CG, and then try to hand the UA like you'd do with medicines? Do not sell it right now, don't worry ;)
But I strongly support Dommarraa's...
 
Last edited:
It's toxic jellyfish poison ;-)

Junior will translate. He is at home in his Liaquarium.

Talking Dolpin in aquarium and he is a Liaququ local lad.

What more do we want?

Can I buy a Junior? TAKE MY MONEY NOW

- - - Updated - - -

I agree with you. That's why, at yesterday's poll, I voted for selling it to Newton Dock.
BTW you CG theory sounds very good!
Bitstorm! Could you try to sign up to one of the plague CG, and then try to hand the UA like you'd do with medicines? Do not sell it right now, don't worry ;)
But I strongly support Dommarraa's...

I like newton dock as a solution, too - gets my vote :)
 
I agree with you. That's why, at yesterday's poll, I voted for selling it to Newton Dock.
BTW you CG theory sounds very good!
Bitstorm! Could you try to sign up to one of the plague CG, and then try to hand the UA like you'd do with medicines? Do not sell it right now, don't worry ;)
But I strongly support Dommarraa's...

medicines have to be sold to hand them in, so UA will have to be sold to hand it in too

- - - Updated - - -

I'm going to have to disagree on this. I know that we've been using this technique in the hunt, but I found both UAs in Timocani within a couple Mm of Seega & Pennington, as well as many other Fed convoys close by. I'm convinced MB was talking about certain systems near the bubble, not a specific place within the system.

region of space = space controlled by the feds?
 
Allow me:

During the UA discovery (April May) FDev was in negotiations with Microsoft behind closed doors. We all thought there was some major secret mystery thing in the works. Turns out they were just working on powerplay and cqc. No awesome hidden mystery. Just Xbox release.

They're going to let us think something is there so that we stay hyped for thargoids. But in reality the UA isn't making them any cash and they arnt going to spend money and assets on the chase.

I get that they didn't think the community would react like this but come on, a little closure for our efforts would go a long way. Hell, the user who did the Soontill hoax put more effort into that than the devs have. Seriously if you're new here you should look it up. He made a replica of the voyager plate complete with thargoids and the Soontill system all from a sound sample played through an audio to visual program.

If this UA has no real purpose yet, and the devs implement something in the future that couldn't possibly be solved today, that classifies the entire UA mystery in its current state as a hoax.

Let that sink in. One of the most positive threads on this forum is for content that doesn't even exist.

I'm going to have to disagree a little on this, specifically the point about how the "Soontill hoax took more effort than the devs here". Creating a custom asset in game, especially one as complicated as what we can directly observe from the UA, isn't as trivial as you're making it out to be. The UA involves:

* Game design (what are we adding, how does it fit in, what's the story behind it)
* Concept art (sketching many variants of what a thing might look like, getting feedback, refining/reworking the good ones, settling on a final design)
* Modeling (doing a high-res sculpt of the artefact - those pits/edges/details don't come for free, generating a normal map, creating LOD models for rendering at different distances)
* Skinning (creating materials for the UA, applying them to the model, adding "water" shader effects)
* Programming (Adding custom logic, adding the spawn chance, setting up localization strings, hooking up the decay, hooking up the sound, maybe whatever behavior/mission/etc we haven't seen yet)
* VFX (adding custom space distortion effects, adding the colored pulses, the "fireflies", the custom explosion)
* Sound (the honk, purrs, distorted morse, overtones, the buzz Riz@l was hooked on, etc)
* Testing
* Localization (they have to pay other companies to localize the text for them & add it to the game)

There's a reason adding ships & other assets takes quite a while in E : D. It's not due to laziness, there's a lot of people who need to interact & do different things in order to make something new happen. It's not something they crapped out in 15 minutes & called it a day.

They're not answering us directly because 1) they're busy with other things 2) this thread is a nightmare to keep up with 3) they intentionally added a fun little mystery & 4) they feel like any more clues would give it away. Maybe you're correct & what the UA leads to isn't in-game yet. But we haven't exactly solved it yet either, so maybe it doesn't need to be.
 
The first part is quite feasible, if it is somehow tapping into your ship systems to get power or do something similar to our reboot/repair sequence (and given code reuse it would not surprise me if it is exactly the latter which they use to determine the module damage).

Sir, are you suggesting that gaffa tape is unfeasible?
 
Happy to do the crazy Orca thing if someone can provide an Orca and that person can create a recording - just to check it off the list really!

I kind of think we need a way to collate test ideas that RAtking and I can pick off whenever, maybe just a Google Docs spreadsheet, I don't know.


I would be happy to do an Orca test when you have time, if for no other reason than to cross it off the list. I can meet you wherever, as long as I have a bit of advance notice.
 
Have we tried measuring the Half life of the UA, ie how long it takes for the UA to decay to 50%?

if we measure that and compare that length of time to how long it takes for another cargo canister to decay to 50 %, we may be able to see if the decay rate is the same as normal canister, thus indicating that the UA's self destruction may simply be part of the game mechanic.
 
Have we tried measuring the Half life of the UA, ie how long it takes for the UA to decay to 50%?

if we measure that and compare that length of time to how long it takes for another cargo canister to decay to 50 %, we may be able to see if the decay rate is the same as normal canister, thus indicating that the UA's self destruction may simply be part of the game mechanic.

~3:10 or thereabouts for a UA.

I graphed it but want to redo it because I think I might have started the time a few too many seconds after jettison.
 
Last edited:
You can buy SAP8s? Is that confirmed? Could this be relevant, I do not think I have ever seen them for sale.

I can get them via combat missions if required.

No..i got info from an external site that a station had some fifteen days ago, so thought i'd try going but no luck. need to get one for an experiment so combat missions it is then, havnt done that much combat and i'm in a cobra so do you think thats do-able, or are they the missions where you need a really souped up big ship?
 
Have we tried measuring the Half life of the UA, ie how long it takes for the UA to decay to 50%?

if we measure that and compare that length of time to how long it takes for another cargo canister to decay to 50 %, we may be able to see if the decay rate is the same as normal canister, thus indicating that the UA's self destruction may simply be part of the game mechanic.

It matches the decay rate of other cargo in space. For instance, the Sap-8 canisters decayed at the same rate in KatKing's "cloud" test. The UA wil "live" in normal space for a little over 5 minutes. IIRC it's 1% ever 2-3 seconds, but it's been awhile since I had one to observe directly.
 
I've been to Chargaff Port and you can still dock and refuel.
The Contacts and Universal Cartographics options are still available too, it is just the other options that are disabled.
So if you were on a plague station you can still leave without issue.
You can even go there to cash in bounties or pay fines and refuel, but wider services are not available.

Edit: Just noticed you were talking about stored ships, so this is probably the case that you stored ship will be inaccessible since Shipyards seem to be inaccessible (although they might let you recover ships but not buy new ones).

Thanks for that, I didn't know you could still dock. Galnet stated docking services were revoked, silly me to trust it!

But yes, the fact that you can't fetch your stored ships in quarantined stations has been confirmed.
 
I'm going to have to disagree a little on this, specifically the point about how the "Soontill hoax took more effort than the devs here". Creating a custom asset in game, especially one as complicated as what we can directly observe from the UA, isn't as trivial as you're making it out to be. The UA involves:

* Game design (what are we adding, how does it fit in, what's the story behind it)
* Concept art (sketching many variants of what a thing might look like, getting feedback, refining/reworking the good ones, settling on a final design)
* Modeling (doing a high-res sculpt of the artefact - those pits/edges/details don't come for free, generating a normal map, creating LOD models for rendering at different distances)
* Skinning (creating materials for the UA, applying them to the model, adding "water" shader effects)
* Programming (Adding custom logic, adding the spawn chance, setting up localization strings, hooking up the decay, hooking up the sound, maybe whatever behavior/mission/etc we haven't seen yet)
* VFX (adding custom space distortion effects, adding the colored pulses, the "fireflies", the custom explosion)
* Sound (the honk, purrs, distorted morse, overtones, the buzz Riz@l was hooked on, etc)
* Testing
* Localization (they have to pay other companies to localize the text for them & add it to the game)

There's a reason adding ships & other assets takes quite a while in E : D. It's not due to laziness, there's a lot of people who need to interact & do different things in order to make something new happen. It's not something they crapped out in 15 minutes & called it a day.

They're not answering us directly because 1) they're busy with other things 2) this thread is a nightmare to keep up with 3) they intentionally added a fun little mystery & 4) they feel like any more clues would give it away. Maybe you're correct & what the UA leads to isn't in-game yet. But we haven't exactly solved it yet either, so maybe it doesn't need to be.

For one it would not take a professional graphic 3d artist that long to make this object. The sound stuff maybe a day after they know what they wanted them to do. The programming for the sound stuff a day maybe. The damage to ships less then an hour, it uses same code for toxic waste for that.

It would not take long to crank out these UAs. I would say less then 2 - 3 days total.
 
I scooped at 8% to try to keep it out as long as possible.
o_O Don't scoop it when it's at 8% that leaves it very risky if you miss it which is why I try and scoop after 5 mins of it being jestitioned as in the latest test stream Zenith needed more time to find the right-ish system while I got really close to the UA so I could scoop it instantly. I recommend 5 mins because it allows for a little bit of moving around the UA and more scooping attempts.

I agree with you. That's why, at yesterday's poll, I voted for selling it to Newton Dock.
BTW you CG theory sounds very good!
Bitstorm! Could you try to sign up to one of the plague CG, and then try to hand the UA like you'd do with medicines? Do not sell it right now, don't worry ;)
But I strongly support Dommarraa's...

I already did that except I didn't try to sell it, just went to the screen of it but didn't sell.
 
o_O Don't scoop it when it's at 8% that leaves it very risky if you miss it

Well the point of the exercise was to extend deployment time as long as is possible.

But yes, for a test where length of time isn't being tested you'd scoop earlier.
 
Last edited:
Exactly this effect gave me the idea that it does something. A few posts back i said, that it maybe changes the SAP8.
I mean... IF they can change the amount of Purrs like no other item that was tested, then there is a relation.
What if this explosion disables the energy field of the SAP8 and reveals the "map" inside of them?

i think putting a resonating separator with the sap will occillate the crystal in the sap and effect the ua. Got the separator, got no sap.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom