Subnautica
Scanner room pointless...or
am i missing something?
I have 2 range upgrades on it and basically finds nothing because iam sure i collect every thing close. So i thought moving the cams would maybe extend the range somehow but no.
So is it really supposed to be rebuild everywhere i want to scan ? Which would make it kind of pointless. A scanner enhancement for the Cyclops would make more sense to me than.
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Just for fun, put a scanner room in or near the kelp foests and send your drones out. Stalkers love to play fetch with camera drones. Which would make beacons on them somewhat crazy to follow. ;)
Ultima modifica da IFIYGD; 13 mag 2016, ore 21:35
Messaggio originale di Seekerone8:
The max range on the cameras is somewhere between 500 and 600, then they lose signal and go dead. Beacon blips would be really helpfull finding them again.

Multiple scanner rooms are supposed to share signal and control of the cameras, so you could pepper them around the bioms and just cruise around with the signal jumping from one to the other, no need to worry about range. I haven't tested that yet, but that's how it's supposed to work.

I think the range upgrades for the scanner room are supposed to affect scanning range for materials, not the camera range, but I can't tell because the upgrades are still broken. Just gonna have to wait.

My drones are overwhelmingly static at like 350m, can't really safely "explore" with them if I can't see anything more than a few meters away.
Messaggio originale di Magma Dragoon:
Messaggio originale di Seekerone8:
The max range on the cameras is somewhere between 500 and 600, then they lose signal and go dead. Beacon blips would be really helpfull finding them again.

Multiple scanner rooms are supposed to share signal and control of the cameras, so you could pepper them around the bioms and just cruise around with the signal jumping from one to the other, no need to worry about range. I haven't tested that yet, but that's how it's supposed to work.

I think the range upgrades for the scanner room are supposed to affect scanning range for materials, not the camera range, but I can't tell because the upgrades are still broken. Just gonna have to wait.

My drones are overwhelmingly static at like 350m, can't really safely "explore" with them if I can't see anything more than a few meters away.

Really? Maybe my range upgrade is affecting camera range then...

Reagardless, scanner rooms are broken and not very usefull at the moment, but fun to play with.
freshly implemented patience, main interest is to explore small(not large) cave network, may be you ll find something in there ; ) some very very rare fauna or very very rare flora who know, cave network often (speleo) often have weird wildlife locally

https://en.wikipedia.org/wiki/Speleology

drone pepeer detectect engage playtime ; )

Messaggio originale di I Fart In Your General Direction:
Just for fun, put a scanner room in or near the kelp foests and send your drones out. Stalkers love to play fetch with camera drones. Which would make beacons on them somewhat crazy to follow. ;)
Ultima modifica da Vince; 13 mag 2016, ore 21:59
Think it would be neat if there was tight spaces that only scanner drones could get into? To encourage exploration? (or waiting for some youtuber to do it for you)
Messaggio originale di Lunacy:
Put a scanner in the blood kelp zone and see all the quartz
cameras, i feel, might be just a little fun thing to play with, without really helping any actual gameplay
Does it need power? If so how did you power the scanner room with.
Does it attracts predators like the shocker and crabsquid?
Scanner room minicam looks very Nintendo 64, I think it's the LOD on terrain. Which seems to have only two levels, terrible and normal.
http://steamcommunity.com/sharedfiles/filedetails/?id=683927407
Ultima modifica da Magma Dragoon; 13 mag 2016, ore 22:15
Messaggio originale di Magma Dragoon:
Scanner room minicam looks very Nintendo 64, I think it's the LOD on terrain. Which seems to have only two levels, terrible and normal.
http://steamcommunity.com/sharedfiles/filedetails/?id=683927407
I play subnautica on the lowest settings as I lost my good graphics card in a power surge last year. and I'v seen terrain that looks just like that from afar, it then loads in the sand and plants as i get closer
Messaggio originale di Khorps:
Messaggio originale di Magma Dragoon:
Scanner room minicam looks very Nintendo 64, I think it's the LOD on terrain. Which seems to have only two levels, terrible and normal.
http://steamcommunity.com/sharedfiles/filedetails/?id=683927407
I play subnautica on the lowest settings as I lost my good graphics card in a power surge last year. and I'v seen terrain that looks just like that from afar, it then loads in the sand and plants as i get closer

Nothing is optimized yet, so you get all kinds of streaming pop in and LOD flunkiness. Gets worse on the higher settings AND the faster you travel. My set up normally kicks the ♥♥♥♥ out of things, but this game drops to 20 fps sometimes if there's a lot going on. It's rare though, and it picks up again in half a second. Not enough of an issue for me to complain about since it's still EA after all.
Does anyone else find that the markers stay there after you've picked up the item? To clear them I've got to stop scanning, save, load, and scan again.
Messaggio originale di stucol:
Does anyone else find that the markers stay there after you've picked up the item? To clear them I've got to stop scanning, save, load, and scan again.

Happens to me sometimes. It'll aslo only put a marker down AFTER I pick up the item, sometimes. It also never finds half the scrap lying around and won't scan for breakable chunks, which actually makes it useless for finding anything you might need from those chunks.

It's a neat idea, but currently broken and half useless.
Messaggio originale di Seekerone8:

It's a neat idea, but currently broken and half useless.

I have to agree, kinda useless for now in anything but Creative Mode, for watching Stalkers play fetch with drones. But hopefully future updates will give it full usage, and make the cost of building it worthwhile (for me, at least) in Feedom and Survival Modes. For now it's just a fun, novel new thing to muck around with.
Messaggio originale di Seekerone8:
Messaggio originale di stucol:
Does anyone else find that the markers stay there after you've picked up the item? To clear them I've got to stop scanning, save, load, and scan again.

Happens to me sometimes. It'll aslo only put a marker down AFTER I pick up the item, sometimes. It also never finds half the scrap lying around and won't scan for breakable chunks, which actually makes it useless for finding anything you might need from those chunks.

It's a neat idea, but currently broken and half useless.

Yes, I sometimes notice as well that it will put a marker down after you pick something up, but that may have been because I went out before it had finished scanning (it never actually finishes, but it should get to the point where it can't find any more items in range - it adds them 1 by 1 on the map slowly).

I'm trying to use the scanner room at the moment by making a small base I can deconstruct and move around. It's debatable though whether it's quicker than just picking up the quartz. I am finding the nuclear reactor useful for this - I have plenty of uranium now so when I lose a rod when I deconstruct the reactor it doesn't really matter.

I also have to console in the scanner room upgrades each time I make the base again, because of not being able to remove them.
ok so ive had some more thoughts about the scanner room, and ways to improve its usefulness. full disclosure, i have not actually built or used a scanner room yet, and so what i write here is based solely on other people's comments/complaints in this thread.

it seems to me that the biggest complaint about the scanner room is that it has a reletively short range (even when fully upgraded), so that by the time you have the resources to build one at your base, you have likely already stripped the surrounding area clear of most of the resources you would be scanning for. and the only way to extend this is to build whole new scanner rooms all over the map, which is a huge waste of resources.

i had earlier suggested that the camera drones could be upgraded to act as relays for the scanner range, and this would be very cool, but on further thought might make the drones a little too powerful (and that is not really what they are designed/inteded for anyway). i also read that the drone range is pretty short, but that if it enters into the range of another scanner room they would continue to fucntion, and relay their signal back to the scanner room that is controling it. if cameras were also relays this would not work... they would always be within range of themselves, and thus either always in range, or would still only work if in range of the scanner room or another camera. this is clunky (and probably difficult to code).

SO MY SUGGESTION IS THIS:

take a page from real life cell towers and wifi relays. why not have another craftable depoyable item that is a specific scanner room signal relay and booster. if you had a small relay booster object you could pepper the map with overlaping relays and run the whole network from the central control room (ie a scanner room itself). these relays could be solar powered booies (similar in size and delpoyment to the mobile vehicle bay), that when delpoyed, would float to the surface and as long as they are placed within the sensor radius of a scanner room or another booie, they would activate and extend the sensor/probe range by its own radius (probably smaller than the scanner room as a whole, but big enough that you wouldnt need to build massive numbers of them to blanket the map with signal).

they could then be upgraded to include such things as becons locators, a larger relay radius, fixed swivle cameras, and maybe other cool things (like triangulating off of them to create an actual in game mini map).

i considered suggesting that this could be an upgrade option for the normal deployable becons, but i think it would be better to have a whole seperate object (especiaily so they could then be further upgraded as i suggested above). and after all, to generate such a large scanning signal it would need a power source bigger than that of the normal beacon, so making them solar powered (and larger) makes sense to me.

the down side of this booie idea is that to make them self powered they would need to float on the surface (or at least within range of the sunlight), which limits their use in the deepest biomes. so another option would be to create an item similar to the power transmitter, with the same functionality as the booie idea, but which would be constructed on the ocean floor, like a signal tower. the downside of this would be in powering them. you'd likely have to use batteries or powercells, which would then have to be manually replaced now and then (a chore to say the least if you have a large network of them around the map). this is why i wanted to have something self powered. maybe you could make both? self powered booies for surface scanning, and manual powered towers for the deep?

what do you guys (gals, robots, aliens, etc.) who have used the scanner room think of this idea?
Ultima modifica da KromeHWI; 14 mag 2016, ore 13:56
wich page from real life ? .... #/yawn/sigh/shrug/bored/next

what's your favourite tv channel ...
Mafias.TV
SecretAgencies.TV

lot of cool stuff ... all days no blood ... no death ... 100% guaranted ...

Messaggio originale di KromeHWI:
ok so ive had some more thoughts about the scanner room

SO MY SUGGESTION IS THIS:

take a page from real life cell towers and wifi relays.

what do you guys "bipeds walker pseudo thinker" who have used the scanner room think of this idea?
Ultima modifica da Vince; 14 mag 2016, ore 13:48
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Data di pubblicazione: 13 mag 2016, ore 12:08
Messaggi: 35