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Re: [MOD] Sector Satellites

Posted: Thu, 20. Dec 18, 16:01
by iforgotmysocks
Oh ya, the mod was designed to give you quality of life improvements for trading that then got tagged some features on, but it was never meant to be a "drop a sat and cheat yourself all the information". Thats why vaults, gates, ships, wrecks and so fourth aren't discovered aswell. Would ruin immersion for too many people.

I'll have more time the next week and make the mod configurable. THEN i can go ahead and give you the choise to uncover what ever you like without killing the game for most ppl. :)

Re: [MOD] Sector Satellites

Posted: Thu, 20. Dec 18, 21:36
by Rupert Hound
Awesome thanks

Re: [MOD] Sector Satellites

Posted: Sat, 22. Dec 18, 17:10
by Buzz2005
when I remove your mod all stations have update trade prices to yes

the thing is since i can't teleport to any station anymore I want to have fast S ships in all sectors, and what better way keep them busy is revisit know stations aka update prices

Is there a way to reset subscriptions???

Re: [MOD] Sector Satellites

Posted: Sat, 22. Dec 18, 22:54
by iforgotmysocks
Buzz2005 wrote:
Sat, 22. Dec 18, 17:10
when I remove your mod all stations have update trade prices to yes

the thing is since i can't teleport to any station anymore I want to have fast S ships in all sectors, and what better way keep them busy is revisit know stations aka update prices

Is there a way to reset subscriptions???
Answered and optional file uploaded on nexus. :)
thanos wrote:
Tue, 18. Dec 18, 13:58
I was just wondering if you had considered making that an option for those of us that have already littered the universe with sats :)
Optional file added for this aswell, sorry that it took a bit, still catching up on things i gotta do. ^^

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 00:01
by iforgotmysocks
V0.9 brings you the new Survey Unit, an one-time use item which allows the player to detect many of the hidden things that are out there to find. I've also made alot things configurable so every player can adjust things to his liking. I will also update the optional range mod soon to cover that aswell. More details to all changes in the changelog and in the description below.

Wonderful and relaxing holidays to you all!

Changelog v0.9:
- Added Survey Units, one time use items that will 'split up' into Survey Probes which will then discover hidden treasures like data vaults, ownerless ships, hostile stations, gates and more. After 80 seconds a logbook entry will be created informing the player about the probes findings.
- Made alot of options configurable so the player can adjust the mod to his/her preferred playstyle using the seperate configuration mod
- Reduced the range of Detection Probes used by advanced and hostile detection satellites to 10km.
- Switched the icon of Detection Probes and the new Survey Probes to the icon of nav beacons to seperate them more destictively on the map

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 05:21
by daego
Holy Xmas u did it :D Thx a lot !

can u make the range of this probes bigger ? they miss some things like jumpgates :wink:

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 05:48
by iforgotmysocks
daego wrote:
Wed, 26. Dec 18, 05:21
Holy Xmas u did it :D Thx a lot !

can u make the range of this probes bigger ? they miss some things like jumpgates :wink:
Huh? That's what survey units are for. :D The satellites themselfs are only supposed to find stations, if that's what you mean.

Edit: But i'll update the optional mod soon that adjusts ranges for satellites so that ppl can also configure that to their hearts desire.
Edit2: Actually... i'll add more options tomorrow so that players can choose to also have satellites detect gates. That would make it simpler i guess.

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 06:40
by alexalsp
When will there be multilingual support ?

:gruebel:

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 06:48
by iforgotmysocks
alexalsp wrote:
Wed, 26. Dec 18, 06:40
When will there be multilingual support ?

:gruebel:
Most likely after or with version 9.2, then all the core features should be done. I'll just have to overcome my laziness. ^^

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 06:57
by alexalsp
Thank. We are waiting, we hope, we believe ...

:D

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 13:22
by daego
iforgotmysocks wrote:
Wed, 26. Dec 18, 05:48
...adjusts ranges for satellites...
hmmm i am not sure if this was a range thing, caus i think he miss a gate...
i had a bad crash after this quick test at night :(
maybe it was the position of a factory who was not ready build ?!
i will check it later!


Edit: This time he miss the jumpgate and 3 factorys, so yes standard range should be a lil bit bigger ?

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 13:52
by iforgotmysocks
daego wrote:
Wed, 26. Dec 18, 13:22
iforgotmysocks wrote:
Wed, 26. Dec 18, 05:48
...adjusts ranges for satellites...
hmmm i am not sure if this was a range thing, caus i think he miss a gate...
i had a bad crash after this quick test at night :(
maybe it was the position of a factory who was not ready build ?!
i will check it later!


Edit: This time he miss the jumpgate and 3 factorys, so yes standard range should be a lil bit bigger ?
I'm sorry, but what are you trying to do? What satellite are you using? :D If you are using advanced or hostile detection sats, then all the stations that are non hostile to you will be discovered and you will get price updates for all these stations in that sector, no matter if they're in the actuall range of a satellite or not. Normal satellites will just give you priceupdates for all the stations in a sector you already found, but won't reveal any.

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 14:01
by daego
no i mean the "Survey Units that will 'split up' into Survey Probes"
and this Probes do not reveal every factory/gate where they pop up, cause the detection range is to low.

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 14:11
by iforgotmysocks
daego wrote:
Wed, 26. Dec 18, 14:01
no i mean the "Survey Units that will 'split up' into Survey Probes"
and this Probes do not reveal every factory/gate where they pop up, cause the detection range is to low.
Ah, okay. It usually takes about 80 seconds until they're done. Some stations/objects are revealed faster than others.
They spawn 3-4km from these objects and have a range of 10km. :o They really shouldn't have an issue detecting them all.
Can you link me a screenshot where they revealed some space but missed the station or gate? That would be really helpful.

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 16:57
by daego
iforgotmysocks wrote:
Wed, 26. Dec 18, 14:11
...about 80 seconds until they're done...
ah ok, then it was cause of my settings ! ->30 seconds^

tested and looks good now, maybe change your minimum setting
or add a info note inside config ? :wink:

Re: [MOD] Sector Satellites

Posted: Wed, 26. Dec 18, 18:12
by iforgotmysocks
daego wrote:
Wed, 26. Dec 18, 16:57
iforgotmysocks wrote:
Wed, 26. Dec 18, 14:11
...about 80 seconds until they're done...
ah ok, then it was cause of my settings ! ->30 seconds^

tested and looks good now, maybe change your minimum setting
or add a info note inside config ? :wink:
Yup, that was it. Thanks, i forgot to set the minimal limitation to 80 seconds. Will be patched with the next update. :)

New update is out, also gates can be set to be detected by satellites now.
Next up will be multilanguage support. :)

Re: [MOD] Sector Satellites

Posted: Sun, 30. Dec 18, 17:09
by iforgotmysocks
V0.9.3 is just a little localization update for russian, frensh and german. If you find any typos, have missing text or things don't add up, please let me know! :)

Re: [MOD] Sector Satellites

Posted: Wed, 16. Jan 19, 09:07
by Gfeitosa
It's a great Mod thank you for making it.

Would be nice to have resource probes with configurable range, 3km vanilla is just not enough.

Re: [MOD] Sector Satellites

Posted: Wed, 16. Jan 19, 20:28
by iforgotmysocks
Ya, i wanted to look into that for a while now but i always had to push it for other things. I'm hoping i'll find some time soon to check that out. :)

Re: [MOD] Sector Satellites

Posted: Thu, 17. Jan 19, 01:57
by Endeavour79
FYI
I'm experiencing a considerable FPS drop on map and stations when using this mod. 10-30 FPS down from 60FPS. I have an advanced satellite in every sector.
After removing the mod, FPS is back to 60 FPS (V-sync). Using 1.51b1.