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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Idea about varying the detection ranges

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Idea about varying the detection ranges
Offline Corsair
02-03-2012, 12:23 AM,
#11
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Posts: 2,320
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Joined: Sep 2008

You can already see battleships from about 20k away. Look around, space is pretty.

[Image: 16106_s.gif]
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Offline Knjaz
02-03-2012, 08:41 PM, (This post was last modified: 02-03-2012, 08:41 PM by Knjaz.)
#12
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Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:Personally I would want the devs to fix normal detection ranges first.

You cannot select a Valor or a Zoner jugy until you are well inside 8K which is very frustrating.

THIS.

Actually, it'd be great to fix those huge ships. You know, when aim on Valor appears at 800-900m, when you're using 2k range cruiser cerberus guns, or when you need to get to 2.4 range to use BS primaries (just had it, Bullhead vs Osiris)....
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Offline Dab
02-03-2012, 08:58 PM,
#13
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Posts: 9,570
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Joined: Aug 2005

We can vary visual range, but not scanner range.

[Image: DFinal.png]
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Offline Piipu
02-03-2012, 09:53 PM, (This post was last modified: 02-03-2012, 09:53 PM by Piipu.)
#14
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Posts: 54
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Is it possible to change visual ranges of ships and stationary objects clientside? And is it considered cheating? I'd like to see bases and asteroid fields from further away and performance should not be a problem either.
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Offline Kaghuros
02-03-2012, 09:55 PM,
#15
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Posts: 267
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Joined: Jun 2009

' Wrote:Is it possible to change visual ranges of ships and stationary objects clientside? And is it considered cheating? I'd like to see bases and asteroid fields from further away and performance should not be a problem either.

This was an install option in .85 but they seem to have taken it out with the non-FLMM installer. I'd like to see the option come back.
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Offline ... kur nubėgo?
02-03-2012, 09:57 PM, (This post was last modified: 02-03-2012, 09:58 PM by ... kur nubėgo?.)
#16
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' Wrote:LFs don't need a pitiful 5k scanner range. They're only useful as scouts in most circumstances as it is, so they don't need that sort of reduction.

You got it all wrong. It's range at which ship is being detected. Not range in which ship can detect others.

I approve of idea.

Omega Pirates Guild
History of OPG | Antonio "Vilkas" Devivar
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Offline Hone
02-04-2012, 01:56 AM,
#17
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' Wrote:We can vary visual range, but not scanner range.

Yeah, thats why the adv cargo scanner says it has a range of like 6ks, but still detects at 14 ks.

Thats what needs to be fixed, but sadly I think it cant be, as its too hard-coded in.

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Offline Anonymous User
02-04-2012, 02:08 AM,
#18
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Posts: 2,052
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Joined: Nov 2009

no like - gives more advantage for pirates against traders. traders life is already hard enough with all this "4milorday" pirates

yeah - 2milorday pirates dont exist anymore - they all want 4 mil, even if your cargo only gives you 2 mil if you reach the station you want, or even when you transport is emtpy

on the other side... idc lol. since i got my Battletransport with CAU i didnt had to pay even once.
the pirates ran right after they scanned me, or died after they asked for credits, or it was more than possible to thrust to the next station without that much dmg.

maybe i'm just "lucky" and only had noobie pirates

]
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Offline Zynth
02-04-2012, 09:24 AM,
#19
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Posts: 1,348
Threads: 69
Joined: Apr 2010

Perhaps reducing scanner range in asteroid fields, nebulae, debris fields and any space cloud field thingy?

That would make more sense. I know reducing cargo scan range is possible since some clouds do that.

[Image: PKNeayo.png]
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Offline Curios
02-04-2012, 02:12 PM,
#20
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Posts: 2,719
Threads: 88
Joined: Sep 2009

@ Dab

Perhaps there are ways to do this.

I'm only suggesting.

[Image: bhglogo.png]
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