[MOD] Sector Satellites
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Re: [MOD] Sector Satellites
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.
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.
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Re: [MOD] Sector Satellites
Awesome thanks
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Re: [MOD] Sector Satellites
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???
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???
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: [MOD] Sector Satellites
Answered and optional file uploaded on nexus.Buzz2005 wrote: ↑Sat, 22. Dec 18, 17:10when 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???
Optional file added for this aswell, sorry that it took a bit, still catching up on things i gotta do. ^^
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Re: [MOD] Sector Satellites
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
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
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Re: [MOD] Sector Satellites
Holy Xmas u did it Thx a lot !
can u make the range of this probes bigger ? they miss some things like jumpgates
can u make the range of this probes bigger ? they miss some things like jumpgates
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Re: [MOD] Sector Satellites
Huh? That's what survey units are for. 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.
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Re: [MOD] Sector Satellites
When will there be multilingual support ?
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Re: [MOD] Sector Satellites
Most likely after or with version 9.2, then all the core features should be done. I'll just have to overcome my laziness. ^^
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Re: [MOD] Sector Satellites
Thank. We are waiting, we hope, we believe ...
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Re: [MOD] Sector 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 ?
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Re: [MOD] Sector Satellites
I'm sorry, but what are you trying to do? What satellite are you using? 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.daego wrote: ↑Wed, 26. Dec 18, 13:22hmmm 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 ?
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Re: [MOD] Sector Satellites
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.
and this Probes do not reveal every factory/gate where they pop up, cause the detection range is to low.
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Re: [MOD] Sector Satellites
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. 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.
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Re: [MOD] Sector Satellites
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 ?
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Re: [MOD] Sector Satellites
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.
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Re: [MOD] Sector Satellites
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!
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Re: [MOD] Sector Satellites
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.
Would be nice to have resource probes with configurable range, 3km vanilla is just not enough.
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Re: [MOD] Sector Satellites
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.
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Re: [MOD] Sector Satellites
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.
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.