Terrain following radar for night flying
It has been suggested to provide nightvision, which while fine for your space buddy to wear as part of the suit, it has some limitations (going from useful to blinding depending on light, and useless in fog/rain). I'd prefer ships have as part of their overlay HUD the ability to turn on terrain following radar in an augmented reality overlay. What this would look like are bright-ish green contour lines as an additional wireframe drawn across the surfaces of whatever (asteroid, planet, moon). It would help resolve actual terrain contours even during the daytime, but at night, in the fog or storms you would still get the wireframe (as it's drawn by the flight seat and radar) allowing you to see the contours of the terrain ahead of you even though it's completely dark..
I like this feedback
This would be an enhancement to the HUD suggestions in another thread.
This would be an enhancement to the HUD suggestions in another thread.
I absolutely love this idea!! I find myself very often reloading the last save when I missed some tiny obstacle on the surface during night. Yes, I should improve my flying skills. But does that mean this wouldn't be a very, very useful feature for better controlling ones sluggish craft/heavy hauler/miss-calculated-deceleration-pathfinder?
If anything, this would improve immersion by a grand scale! At least for me. Imagine yourself flying through fog and night, barely above the ground to avoid radar detection, just to grab that juicy piece of minerals/artifact/flag/... and escape quickly undetected instead of crashing AGAIN into an largely underestimated spiky rock to late...
I absolutely love this idea!! I find myself very often reloading the last save when I missed some tiny obstacle on the surface during night. Yes, I should improve my flying skills. But does that mean this wouldn't be a very, very useful feature for better controlling ones sluggish craft/heavy hauler/miss-calculated-deceleration-pathfinder?
If anything, this would improve immersion by a grand scale! At least for me. Imagine yourself flying through fog and night, barely above the ground to avoid radar detection, just to grab that juicy piece of minerals/artifact/flag/... and escape quickly undetected instead of crashing AGAIN into an largely underestimated spiky rock to late...
IMO, the game could easily add a wireframe radar (just light up the vertices within 250m or 500m) as this seems to mostly already exist in the construction system.
As for how to make it not too cheaty, it should consider the temperature of the surrounding. So voxels on the surface should have contour lines, “hot” objects (ship engines, reactors, wheels, wind generators, solar panels, smelters, refineries, assemblers) show up as heat objects, ice shows up as cold objects. All other materials show as contour lines.
IMO, the game could easily add a wireframe radar (just light up the vertices within 250m or 500m) as this seems to mostly already exist in the construction system.
As for how to make it not too cheaty, it should consider the temperature of the surrounding. So voxels on the surface should have contour lines, “hot” objects (ship engines, reactors, wheels, wind generators, solar panels, smelters, refineries, assemblers) show up as heat objects, ice shows up as cold objects. All other materials show as contour lines.
Considering a simple spotlight beam can't reach even 200m there is 0% chance we will ever get something like this. Although I would prefer having sensors capable to detect far away voxels so we can make a custom radars and all sorts of fly assist systems using in combination with in-game automation.
Considering a simple spotlight beam can't reach even 200m there is 0% chance we will ever get something like this. Although I would prefer having sensors capable to detect far away voxels so we can make a custom radars and all sorts of fly assist systems using in combination with in-game automation.
This would be nice, but also I'd like the nights to be less dark in general. In real life once your eyes adjust to the dark you can see landscapes pretty clearly just from moon and starlight. At the moment the nights are like being a in pitchblack cave.
This would be nice, but also I'd like the nights to be less dark in general. In real life once your eyes adjust to the dark you can see landscapes pretty clearly just from moon and starlight. At the moment the nights are like being a in pitchblack cave.
If anyone of you has played Elite Dangerous and tried its night vision mode I think that would be a nice way to implement this feature.
If anyone of you has played Elite Dangerous and tried its night vision mode I think that would be a nice way to implement this feature.
Just being able to see would be great. The amount of times I have gone to a contract location and the entire screen is pitch black is unreal, cant even see where to land my ship or anything. Tried putting spotlights on my ship and it makes no difference. Also there is a lighting disparity between first person and 3rd person views while flying a ship with 1st person being way worse.
Just being able to see would be great. The amount of times I have gone to a contract location and the entire screen is pitch black is unreal, cant even see where to land my ship or anything. Tried putting spotlights on my ship and it makes no difference. Also there is a lighting disparity between first person and 3rd person views while flying a ship with 1st person being way worse.
A perfect justification to have a true virtual map, a navcom, or better, a projection table where you can see the whole planet/moon, zoom in and see a portion of the surface with the terrain, your position and other GPS markers on it.
A perfect justification to have a true virtual map, a navcom, or better, a projection table where you can see the whole planet/moon, zoom in and see a portion of the surface with the terrain, your position and other GPS markers on it.
Yeah, filters for the terrain rendering engine. A filter for night vision, synthetic vision(radar mapping), thermal, gravity fields, electro-magnetic, ores, life signatures(?), movement, sonar, target information overlays...I think that about covers it.
A hook to tie it into an LCD panel, and a quick 'zoom' button that gives a quick boost to your FOV to actually see the screens in a cockpit (or where-ever), would be nice. The ability to also map your LCD screen to another hotbar using the numpad 0-9, with a CTRL modifier, to be able to set up 100 screens to quickly swap between them, would also be handy.
To make it even more epic, enable a PiP (picture-in-picture) screen on your GUI that ties into your LCD, being able to be populated on your screen when in a 3rd person view when controlling your grid/base, with the ability to again have 100 screens on a hotbar using the numpad.
To make it even more epic...uh....enable that PiP in 1st person view lol.
Yeah, filters for the terrain rendering engine. A filter for night vision, synthetic vision(radar mapping), thermal, gravity fields, electro-magnetic, ores, life signatures(?), movement, sonar, target information overlays...I think that about covers it.
A hook to tie it into an LCD panel, and a quick 'zoom' button that gives a quick boost to your FOV to actually see the screens in a cockpit (or where-ever), would be nice. The ability to also map your LCD screen to another hotbar using the numpad 0-9, with a CTRL modifier, to be able to set up 100 screens to quickly swap between them, would also be handy.
To make it even more epic, enable a PiP (picture-in-picture) screen on your GUI that ties into your LCD, being able to be populated on your screen when in a 3rd person view when controlling your grid/base, with the ability to again have 100 screens on a hotbar using the numpad.
To make it even more epic...uh....enable that PiP in 1st person view lol.
In fact, this could tie to one or more types of camera modes (or different types of cameras), so you could have the terrain following radar come from a camera feed that is a terrain radar camera, or a nightvision camera. Build one on the nose of your ship and switch between views.
In fact, this could tie to one or more types of camera modes (or different types of cameras), so you could have the terrain following radar come from a camera feed that is a terrain radar camera, or a nightvision camera. Build one on the nose of your ship and switch between views.
I think flying in poor visibility is only one of the issues we should be able to solve in the game. Poor visibility situations are not only at night. Think about other weather effects like fog, smoke, radioactive haze, deep or dirty water, organic material and so on. Those areas can be where we can find something interesting, like rare resources, ruins, secret bases and such. You might need to progress and build special scanners and use special LCD apps to help you navigate those places. Up to having full-fledged holographic Avatar-style terrain visualization blocks. Like it is described in this topic. You should not have it all for free as part of any cockpit or HID IMO, but a thing you intentionally build and set up, preparing for expeditions and tactical gameplay.
I think flying in poor visibility is only one of the issues we should be able to solve in the game. Poor visibility situations are not only at night. Think about other weather effects like fog, smoke, radioactive haze, deep or dirty water, organic material and so on. Those areas can be where we can find something interesting, like rare resources, ruins, secret bases and such. You might need to progress and build special scanners and use special LCD apps to help you navigate those places. Up to having full-fledged holographic Avatar-style terrain visualization blocks. Like it is described in this topic. You should not have it all for free as part of any cockpit or HID IMO, but a thing you intentionally build and set up, preparing for expeditions and tactical gameplay.
Replies have been locked on this page!