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Thread Statistics | Show CCP posts - 2 post(s) |
Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.31 10:21:00 -
[1]
Originally by: Rath Etzam One thing I'm wondering about is scanning of cans.
For 0.0 operations of single players or small corps (yes, I'm in one of those :)) they are kind of vital to the operation.
So with the new scanner, the cans can be scanned out and destroyed?
I just want to make sure before Kali hits TQ, so I can get my stuff out of those cans :)
If I remember correctly there was a Containers option for one of the scan groups. But There is a bug atm so you can't choose any other groups than ships so there is no way of testing it.
As soon as I get a few hours undisturbed on SiSi you will get a large report on how this thing work in reality.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.01 10:16:00 -
[2]
1: As far as I know this has not been tested enough yet for anyone to know. I've been trying to test it be haven't been able to get enough time on sisi to do the proper tests (will take several hours).
2: Correct but it seems broken atm on some probe types, you land much closer than you are supposed to. Note that this was true in the old system as well.
3-5: You don't "need" 3 probes to scan, 1 is enough. You can launch more to get better strength/more accurate result but snoops has such high strength and low divination that you probably only need 1.
6: You still have the standard ship scanner so if they are less than ca 15au away you know if you are in the right area or not. If you use observetor it covers the whole system so again you know it's correctly placed and you just need to scan again. The only probe where it might become a problem is the ferret probe with 40 au range.
But remember that if you use a recon launcher on a covert with level 4 skills it only takes around 45 sec to do a scan, 30 sec with max skills. It's only the sensor specific probes that need a standard probe launcher to use with it's higher scan time. But these have so much higher sensor strength (even their non specific strength on their weakest probe is stronger than the strongest non specific probe).
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.06 10:47:00 -
[3]
Originally by: Xcom
Can you pleas explain what you describe here.
Signal = (460 * 20 * 1.00 ) / (22 * 100) = 4.18
1. What is 4.18? ItĘs just a number. Please describe what it means. 2. How does that affect the percentage of finding an object? 3. How does it affect the distance you will end up from the target after warping to it?
From what I understand 4.18 is the chance to find the target and the range you will end up from it. More than 1 = 100% chance and you can warp in at 0km. At 0.5 you would have 50% chance, not sure at the distance but probably around 50% of max deviation for that probe.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.07 17:08:00 -
[4]
Originally by: Dahin Edited by: Dahin on 07/11/2006 13:03:28 Edited by: Dahin on 07/11/2006 13:02:37 I'm repeating my tests for the apparent extreme accuracy currently on the probes.
I have just launched an observator probe 13-20au away from the pvp areas in FD- (p9). Scanned for ships and I got the following results:
1 Drake with 0m deviation 2 frig/cruiser with 200-500km deviation 3 dread/bs with 1-3k km deviation 5 bc/bs with 7-9k km deviation
The average of those numbers is about 3.000 kilometers. The average of those numbers in the curren system is (95au/2)7.125.000.000 kilometers That's a 2.375.000x boost over the old ones
One can argue that there should be a nerf in the result deviation rather than a boost. Getting a result 50au off the target today doesn't mean much, but with the kali system a 50 au result is a major step ahead. One should expect to see a min<->max deviation on the observator based on the 192au probe stats. I don't remember the new stat on this probe, but a 50 au average deviation sounds reasonable, with mebbe as minimum the maximum range of the 48 au probes. So a lucky or highly skilled prober can skip one step of the scanning probes under the new system.
If you check the stats the oberservetor probe now has a max scan deviation of just 10.000 km. But it only have 1 sensor strenght so you might have to probe a several (10-20) times before you find the target.
Only the sensor specifik probes have max scan deviation which is counted in AUs and even there it's around 6au at most.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.08 00:51:00 -
[5]
Someone good with math who wants to take a shot at making a function for signal strength/range?
Currently too tired to even think how I should start and was too long ago I did stuff like this that I think I forgotten how to :)
Anyway here is my test data: 0 2.12 3.08 5.27 7.39 8.92 11.19 14.19 15.65 17.92 20.99 23.19 23.99 26.26 28.46 30.73 32.26 33.73 36.73 38.99 40
1 0.997 0.994 0.983 0.966 0.951 0.925 0.881 0.858 0.818 0.759 0.714 0.698 0.650 0.603 0.554 0.522 0.491 0.430 0.386 0.350
First row is range from probe to ship in AU, max range of the probe is 40AU. Second row is how much Signal Strength is left at that range (1=100%, 0.35=35).
My first thought is -x*log(x) but might be completely wrong.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.08 16:17:00 -
[6]
Originally by: Helison
A quite good fit (but not perfect) for this would be 1-(x/1.3)^1.6, where x is actual range / max range. But I would need a few datapoints for above 40AU so I can check if the exponential function is behaving ok.
Not possible, it's hard limited at max probe range (40au for that probe), if you have a target at 40.1 AU the probe won't find it.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.08 18:16:00 -
[7]
Originally by: Andargor theWise
Is signal strength flat per probe type, or is it modified by skills?
Modified by skills, target sensor strength, signature radius and range. We already have the formula for all the rest, just the range part that was missing. Take a look earlier in this t thread.
The values I posted above has been modified to only take range range into account.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.08 22:27:00 -
[8]
Edited by: Hoshi on 08/11/2006 22:44:32 Edited by: Hoshi on 08/11/2006 22:39:29
Originally by: Helison
A quite good fit (but not perfect) for this would be 1-(x/1.3)^1.6, where x is actual range / max range. But I would need a few datapoints for above 40AU so I can check if the exponential function is behaving ok.
Hmm try this for a fit: 1-0.65x^1.5 Seems to fit nicely and is a very clean formula. 0.65 makes sure that x = 1 give 0.35 and 1.5 seem to give the correct slope.
That would make the final formula like this: Signal Strength = (Probe Strength * (1-(0.65 * Target Range / Max Range)^1.5) * Target Signature Radius / Target Sensor Strength) / 100
Multiply Signal strength with 100 (or leave out "/ 100" from the above formula) to get % chance to find the target in each scan, more than 100% chance would mean it always succeed and also means 0km scan deviation.
For example scanning for a Scorpion sitting 25 au away using a Ferret probe (strength 2, max range 40) would give: 2 * (1-(0.65 * 25/40)^1.5) * 480/24 = 29.64% chance of success (so avg 3-4 scans before finding it).
If you have the new probe sensor strength skill at level 5 it would be 37.05% chance instead.
Now we just need to figure out scan deviation.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.08 23:32:00 -
[9]
Originally by: Donna Darko Why is it necessary to only allow 1 scan probe to be fittesd on the ship? On a covert ops you would only have one onlined at any moment, because of the CPU requirements.
It's worse than that, if you have 1 online and 1 offline and offline the first one you won't be able to online the second one as it now uses 220000 cpu.
I would guess on 2 reasons.
1. You can exploit it, have Scan probe launcher I online, launch a sensor specific probe, take it offline and online the recon launcher, scan. The scan will now only take 30-60 sec instead of 300-600 sec.
2. CCP don't want us to use the sensor specific proobes to search for ship in combat situations, they are so high sensor strength that they will always find the target and give 0m scan deviation. This makes them a bit overpowered.
While you still can use them for this now you need to make a sacrifice as you won't be able to get short scan time with the other probes.
Note that they have changed the probe launcher description include this: "Only one probe launcher can be fitted per ship"
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.09 11:32:00 -
[10]
Currently known probing bugs.
Ferret Scan Probe I show as having 2 points strength but in reality have 2.5 points. Most likely a rounding error in the client. Bug reported.
All probe results shown on the system map point to the same place (which seems to be a random result) when you try to warp to them. The result list works fine just the map that is bugged. Bug reported.
The probe sphere as displayed on the system map is often positioned wrong after warping. This makes it hard to to place and use several probes at the same time. Not bug reported yet as I have a hard time to reproduce it accurately. If anyone wants to try to reproduce it and bug report it be my guest.
A few strange behaviors of the scanning gui but they seem to be mostly lag related and not real bugs. Not bug reported.
Due to the probe sphere bug and the fact that BMs stop working once you relog I have not done any real testing with several probes. The one test I did run returned all results that was in any of the bubble not just the intersection, those in the intersection just had much higher signal strength (0.94 instead of 0.45).
It also seemed to have a slight effect on stuff on results only inside 1 bubble. Results that got 1.0 strength with just 1 bubble got only 0.99 when 2 where used.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.11 01:09:00 -
[11]
Originally by: Dahin
The observator seriously need to get looked at. It needs the deviation result nerfed by about 4.000 times. Otherwise there will be no possibility of two fleets coexisting in the same solarsystem (bar pos hugging). The blob will always get you in 30 seconds because at least 4-5 of the hostile battleships will show up on the 20-sec scan.
A battleship only have around 0.2-0.3 signal strength then using observetor probes. Enough for at least 4-5 battleships to show up as you say but not enough to get any of those with less than 500km scan deviation (same grid) unless you are very lucky. Have not worked out how scan deviation is calculated yet but it seems to end up around 5.000-10.000km avg with that signal strength.
So you need to drop a second probe which can be seen etc or you need to keep scanning for a long time before you get a result close enough.
I don't see observetors as a problem; what is a problem is the sensor specific ones. They been nerfed a bit now (down from 192 to 64 au max) but they still have such high sensor strength that you will get an effective signal strength above 1 which means 0m scan deviation.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.11 12:57:00 -
[12]
Originally by: Dutarro There's a possible bit of explorable content on Singularity in HED-GP, an object of type "LCO Minmatar Lookout" named "You've found an N".
Wasn't that from that contest Burn Eden won? There where clues that pointed to systems where you found those letters ("N" in this case) and you were supposed to make some eve related word with them.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.12 23:40:00 -
[13]
Is this a step down in complexity? Yes but you have to look at it from how it fits in with the rest of the game.
People are whining about how much hp change or t2 ammo change etc are going to change the game but missing the fact that the largest change to how warfare is down in eve is actually this probing change.
No longer are you going to have 2 fleets sitting different safe spots boring each other out. Sit at the same SS for 10 min and even if it is a deep safe the enemy will have found you for sure. It's going to make sure that more combat actually happens and to me that change alone is worth the loss in complexity.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.14 18:23:00 -
[14]
A few new comments. The signature radius/sensor strength works fine mostly but do give some rather strange results. For example it's much easier to find a carrier (15) than it is to find a mothership (8.5). This is due to the extreme sensor strength motherships have. There is also a huge spread in the t1 frigate department with 2.94 for the hardest (griffin) and 10.75 for the easiest (burst).
Seems to be one more new skill that I either missed the first time or it has been added later. Since it's not seeded I assume the later.
Astrometric Pinpointing Greater accuracy in hunting down targets found through scanning. Reduces maximum scan deviation by 10% per level. Rank 5, requiers astrometrics 4.
A few stats have changed since the screenshots on page 1. Max Scan Deviation and Max Flight time for all non sensor specific probes have been doubled.
Scan Range of all sensor specific probes have been cut to 1/3 and max scan deviation to 1/4.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.15 01:04:00 -
[15]
Originally by: DeMundus Edited by: DeMundus on 13/11/2006 22:22:56 Argh scan for cloaked ships
Pox on CCP... Now my "busniess" just got harder.
Reason?
Atm on SiSi you can NOT find cloaked ships with probes. If this is a bug or intended I don't know (I am to say the least a bit reluctant to bug report it as I fly a falcon or cheeta most every day :) ).
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.15 15:07:00 -
[16]
Well you don't really need sift if it's ship hunting you are doing, even the 64 au version is strong enough to give above 1.0 signal strength in most cases. At worst you might need the 16 aus. So increasing the flight time of sift won't overpower them for ship hunting in any way.
Personally I see little reason why you should be forced to use covert ops for exploration, when I first read about it I imagined someone in a BS with an offline probe launcher in a spare high. Onlineing and using it to explore when needed.
Now it more looks like you need a covert ops plus an alt in a hauler to carry the probes...
I have yet to find a signature to scan for (haven't had time to look) but when I used sifts to look for ships they worked just fine. Also have your tried using 2-3 comb probes instead? That might get you close enough without sift.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.15 23:21:00 -
[17]
Edited by: Hoshi on 15/11/2006 23:28:18 Scan Deviation.
Max Scan deviation for a scan is determined by Max Scan Deviation of the probe used, the signal strength and a random number.
I don't have enough datapoints to get a good formula yet (it takes a lot of time to gather) but what I have suggest the following: Accuracy = rand * (0.6X^2 - 1.6X + 1)* Max Scan Deviation Where X = Signal Strength and rand give a linear random number between 0 and 1. I am 100% sure on the linear random part, just not 100% on the max effective deviation to signal strength part.
I have also found a formula that fits slightly better for the signal strength to range formula. I was never really happy with the old. While it was good enough for most purposes it did error, specially in the close range data.
The new formula would be: A/(1+B*e^(C*X)) Where A = 1.1, B = 0.075, C = 3.3 and X is range/max range Not so clean as the old one, can probably use a bit of fine tuning but e^X makes sense as CCP has used that before in the missile damage formula.
If anyone wants to test and fine tune these numbers I would be very happy. What you are seeing here is over 5 hours of sampling and calculation. I am in a need of a rest :)
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.16 00:25:00 -
[18]
Maybe I was a bit too quick with the new signal strength to range formula, seems that when you adjust it to fit the start and end it looks exactly like the old. Oh well, the scan deviation still seems good at least :)
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.16 17:11:00 -
[19]
Well that solves the problem of them being overpowered for ship locating. With 4au max range it won't be an issue anymore.
But I must say I was looking forward to the fact that you had to decide if you where to fit a recon launcher for quick ship probing or a scan launcher for accurate.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.16 20:32:00 -
[20]
It needs to be less than 14.5au, if it's more you can launch one outside scanner range of the target and get a 0m accuracy result with little effort. That is a bit overpowered imho.
It might be possible to do so now using multiple 20au probes but at least you have to work for it.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.17 07:04:00 -
[21]
Originally by: Aertuun Have we tried dropping one of the larger probes right next to a cloaked ship yet?
Hoshi has said cloaked ships can't be probed yet. What kind of tests were done?
I tried among other thing using a sift probe of the correct type (pre last boost so a strength of 1000, compared to 20 for the strongest ship probe) about 150.000 km away, gave the expected 232 signal strength when the ship was uncloaked and no result after 5 searches when it was cloaked.
I can run more extensive test later if you want but it will have to wait a bit as I am going away over the weekend.
This is the last msg for while, will be back to pestering you on sunday evening, have fun probing guys :)
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.19 14:39:00 -
[22]
Edited by: Hoshi on 19/11/2006 14:40:24
Originally by: Donna Darko
*EDIT* my next test will involve scanning 100 times for all types of ships I can fly and eject in space (hope to find someone else in Lonetrek who's willing to help me).
No need to do that, we already have the math figured out.
Stiletto 31m sig radius, 9 points sensor strength, 31/9 = 3.44 signal size. Observetor probe, Strength 1.
3.44 * 1 (as observetor have 1000au range we don't have to bother with strength reduction for range) = 3.44% chance of finding it per scan or once every 29 scans avg. Train the strength skill to level 5 and it becomes 4.3% chance or once every 24 scans.
So yes finding a single small ship in a deepsafe is going to take a while, on the other hand if it's a large (like a BS for example) or a group of ships I would be surprised if it took you more than 5 min total from first probe dropped until you are sitting ontop of them.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.20 20:20:00 -
[23]
Originally by: Tribunal I am very curious as how the new probe system will effect mission runners in low sec as I typicaly take a week or two, here and there, to make some isk. Any comments on how much easier this new system is going to make it to find mission runners?
Let me put it like this, once I have the new skills trained I can bet you 100m that if you are in a BS I will find you (as in warp in on top of you without you knowing it) within 5 min of me entering the system, unless you take special measures to avoid it like fitting ECCM (will only delay it a bit) or hitting the scanner every 30sec to see my probes or warp around all the time.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.22 11:57:00 -
[24]
Originally by: Zeromancer
Except that this wouldn't work in most cases. Almoust all of the missions are in deadspacepockets and you will end up at the warpgate to these pockets. As a lowsec missionrunner i would have to change the way i do missions by not staying close to the gates when i warp into a pocket. I will start to move my ship away from the gate as soon as i enter and get some distance to it. That way if someone warps in after me i will have some distance from the gate and can either run away or kill the person that found me. This will actually make missionrunning a bit more fun as i now can get some pvp mixed with the mission and get better loot out of it.
There are lots of missions that don't use gates as well and you are not considering all the options. For example in the pirate gang there might be a pilgrim or arazu (pilgrim vs turret ships, arazu with sensor damps vs raven). The covert finds the gate and the pilgrim/arazu goes in cloaked to tackle you.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.22 14:09:00 -
[25]
Edited by: Hoshi on 22/11/2006 14:09:16 Edited by: Hoshi on 22/11/2006 14:08:48 Done some tests on scanning using multiple probe. The results are interesting to say the least.
First of all there is a large bug atm which allows you to have 1 probe inside the range of another as long as you launch the shorter range probe first. This bug actually makes it easier to test multiple probes as you don't have to work as hard to place them correctly. If you want to test multiple probes I suggest you do it know before its fixed (it has been bug reported).
When combining multiple probes the strength of them seems to follow the following formula: Compound strength = (probe A str + probe B str + ... + probe X str) / (probe A str mult * probe B str mult * ... * probe X str mult)
str = signal strength alone. str mult = a multiplier that is specific for each range type and is also effected by the range of the probe from the target. Shorter range probes have a higher value (making them less accurate to combine) and longer ranges increase the number. Str mult are in the range from around 1.01 to 1.15.
Going to take A LOT more tests to verify these numbers and find the correct formula but I think I am on the right path.
A few things about what this means in reality. It's not recommended to combine a very short range probe with a very long range one. For example when I used a 5au probe alone I got 0.95 signal strength, but then I combined to with a 20 au probe (which alone had 0.18 signal strength) the combined strength became 0.92 which is less than the 5au probe produced on its own.
Combining probes also have some strange effects on accuracy. I had an example where I combined 3x 10au probes, got a signal strength of 1.25 but an accuracy of 669km!!!. So even with strength above 1 it was not fully accurate.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.22 18:27:00 -
[26]
Originally by: Joerd Toastius
Originally by: Hoshi Edited by: Hoshi on 22/11/2006 14:09:16 When combining multiple probes the strength of them seems to follow the following formula: Compound strength = (probe A str + probe B str + ... + probe X str) / (probe A str mult * probe B str mult * ... * probe X str mult)
How is range to target tied in to this? If you simply slot the compound strength into the existing single-probe equation, what values do you use for probe range and range to target?
Haven't figured out everything yet :) I would say is something like if we use 2x 20au probes, one is 10 au away from the target and the other 15 au. Using the 10 au probe alone results in a signal strength of 0.5, using the 15 au probe results in a signal strength of 0.4
The compound strenght would be (0.5 + 0.4)/((X*A)*(X*B) Where X is a constant for 20 au probes (somewhere the in the area of 1.035) and A and B are range modifiers to this value.
But the exact value of the constant and the range modifiers are things I have yet to determine.
Also the accuracy seems to have some strange properties like min scan deviation, but I haven't run enough test to be sure yet. Example using 2x 20 au probes, both a 16.4au range looking for a scorp resulted in a signal strength of 1.08 and accuracy in the 500km-1000km range. Adding a 3rd 20 au probe at 16.4 au increased strength to around 1.45 but no change to accuracy.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.22 19:17:00 -
[27]
Originally by: Joerd Toastius Ah, gotcha - thought strength meant scan strength not signal strength, my bad :)
Is it possible that it's just giving you the deviation you'd get if you used a single probe, so it's considering multiple probes for sig strength but not for deviation?
Tried that but no doesn't fit. For this test it was 1/3rd of the expected max deviation, I ran 10 test and they where all in the 500-1000km range. While it could be a coincidence I doubt it.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.23 02:00:00 -
[28]
Originally by: Eewec Ourbyni OK, had a reasonable glance through the thread and didn't spot this, so I hope I didn't miss it, but is there a comparison of which mods/probes exist in the current system against their kali counterparts.... don't want to start looking at these only to find I'm trying to stick a Kali probe into an RMR probe launcher. As you might guess I'm only just getting into the whole probe thing.
The probes you have on TQ right now are for ship probing in kali, so you will need to get new for exploration. The probe launcher you have now on TQ is for exploration and moon survey on Kali, while it can still be used for ship scanning it is sub par in doing so. So you will have to get a new.
Originally by: Reachok I'm testing the scan probes and have encountered an apparent problem: the snoop scan probe seems to dissappear before the scan timer winds down, then leaves me with the message, "You need to launch scan probes". Am I doing something wrong or are they broken currently?
First of all make sure you use a Recon Probe Launcher I and not a Scan probe Launcher I, the scan probe launcher is for exploration probes. The Recon Probe Launcher have a base scan time for 120 sec while the snoop probes survive for 300 sec. Scan probe launcher have a base scan time of 600 sec so there will be a problem if you try to use that and don't have very good skills.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.23 02:07:00 -
[29]
Originally by: Tangerine ive been playing about with the new probes and so far im a tad worried.
Im 1 of those scavengers that likes scanning down deep space derelicts and i also supply deep space safespots for my corps carriers - question is 1 how do i find these deep safe derelics? and how do you now make a deep space safespot now the observators dont give a 90 au accuracy?
for the life of me i cant figure this out :(
You scan them down with an Observator Deep Space Probe. You might just need to scan several times before you find the target (20+ if it's a shuttle or small frig, 4-5 if it's a BS), make sure you train the Astrometric Triangulation skill. Once you get a result it will be within 20.000 km from the target so just warp there and drop a 5 au probe.
It's no longer possible to create new deep safes from scratch. There either needs to be objects sitting in a deep safe for you to scan for or if you have 2-3 deep safes in a system you can create as many new as you want by warping between them and create BMs in space.
I suggest you get too it and create a large set for you self.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.23 03:07:00 -
[30]
Originally by: Tangerine ok i get the deep safe spot bit (tad cheesed now) but with my derelict hunting are u saying i gotta sit in a system for 20+ scans just to find out if their is anything in the system worth scavaging?
What i mean is am im going to have to run multiple scans with the obs to get a complete list of ships in space and maybe still find nothing (lots of time wasted) whereas atm i can just search for each type and know if their is anything worth getting or nothing at all (i usually just scan for indys and cruisers)?
Hope u get what i mean.
That is correct, but each scan takes much less time now. With prefect skills and t2 rigs you can bring it down to 22 sec per scan. Keep the pace up and you can do 20 scans in less than 10 min. And you can also scan for drones and cans which should make it easier to find the spots as well.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.23 12:16:00 -
[31]
Originally by: Joerd Toastius
Originally by: Donna Darko e) No, God, please no! You already recognized there are way too many probes now. Having another just adds to the number of items to have with you, and, as I said before, I'd rather not have to use an industrial to scan things.
Missing the point. A "system summary" probe would mean you can just pop one probe per system initially to see if there's anything worth probing for, and if not you can move on without wasting any probes. If you're serious about looking for stuff it'd significantly cut down on your probe use.
Sounds like a very nice probe to me, might even have them show up on the systemmap but not warpable so you can see if he is sitting within 40au or if you need to use observators.
Right now the 40 au probes seems a bit wasted because if you know where they are you can get at least close enough for a 20au and if you don't know then you really need to use observators as you have no idea if a 40au will reach or not.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.23 12:47:00 -
[32]
Originally by: Helison
Have you any evidence, that it is possible to scan for cans?
Hmm interesting. When Kali first came up on sisi one of the scan groups was named "containers" and you could use it to find secure cans. Now this group has been renamed to "Scrap" and I have no idea what it finds (wreaks don't show up at least and neither do cans).
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.23 20:26:00 -
[33]
Only thing that matters is if the target are inside the bubble the instant the scan finish. You could even have a target warping through the bubble and the scanner will point you to the point in space he where at the time the scan finished.
So in #1 you will find his mate and in #2 you will find him. Guess he should be a bit more careful about where he is warping :)
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.24 11:48:00 -
[34]
There is 1 more reason to remove deeps safes. Currently there are people that have safes that are more than 1000 au away. Upto around 1500 au. Those spots are impossible to probe as observator probes only have 1000 au range...
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.24 15:42:00 -
[35]
Update: New mirror on sisi which means any probe skill you trained there is gone.
Add this the fact that the nither the new probes skills nor the new probes are seeded any more on sisi and the fact that all spots with ships/bms etc I had setup to test it are gone.
Basically it just become VERY hard to do more probe testing there.
Oh and the 2 major probe bugs (right click and warp to on results on system map takes you to the wrong results and the fact that you can launch a probe is another probe is completely inside its scan radius) are still there.
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