Ore Detector range doubled when using 2 detectors

Deon Beauchamp shared this feedback 2 months ago
Not Enough Votes

Using a similar idea to array telescopes, should using two ore detectors spaced far enough apart on the same grid double the detection range?

Replies (3)

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May be combo effects should be a thing generally in SE2.

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A bit of extra range is appreciated, but larger detection-zones tend to take the game significantly longer to process, the increase in area will need an upper limit to avoid lagging things.

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If we accept the idea that a detector searches a space -- that is, a volume -- then the dimension of the searched space should increase with the third root of the number of detectors.

Similarly, the range of the detectors should increase with the scan time -- with the third square root of the time, to simulate an invariant, constant rate of scanning a unit volume per unit time.

By this I mean scanning a static environment.


Detecting moving targets is a little different. It requires repeated scanning of the space - in military practice this is called "information recovery time".

But again, we could use rules about a constant scan rate per unit volume of space. And this can be applied to both "omnidirectional" scanning and sector-specific scanning. This creates a situation similar to modern air defense radars - there are "surveillance radars" of large design dimensions with information refresh times of a few seconds, and there are smaller "fire control radars" with information refresh times in the hundreds or even thousandths of a second. Fire control radars often have very narrow surveillance sectors.

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Surds are fun, but surds and logarithms are better. Especially when looking at natural scale intervals.

Is it not amazing how lightning finds its way.

Snimok-ekrana-2023_08_11-v-21

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Try simulating it on the your computer... Ideally in real time :).

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I think I would start by assuming the the atmosphere is non-uniform and is divided not only by double layers, but also by cellular pockets within those layers of variant sizes, within levels of tolerance.

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Does not sound logical to me. more logical would be a sort of upgrade-kits with high tech (to be researched before in your laboratories) and higher power-consumption.

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Array antennae dishes are a good example of a working system for deep scanning of space.


Phased array antennae, which uses many hundreds of small antennae, operates mobile phone networks and has directionality on signal beaming.

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I don't like the idea of just increasing the range with multiple detectors. it's seems unrealistic and too simple for game-play. I think a directional deep scanner would be better. And a long range directional "Radio Spectrometry" like the SE1 mod.

The argument about game-play, I know is subjective. Since it's a balance of complexity. This feed-back idea is simpler, and mine adds a bit of complexity.

Since Two sizes already has this effect that I'm arguing against, I would settle for a diminishing returns effect.

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I am initially talking about two only.

Diminishing returns is a good idea.


I am wondering about blocks affecting other blocks by proximity for either positive or negative effects.

This could be as simple as a boost block, or like a signal disruptor block to mess with transmissions.

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