Nice. I can do that.Ovni wrote:- It should just turn off when you've targeted the abandoned ship.
Some objects require pings until super-close, but I can turn it off when in the spacesuit and when targeted.Ovni wrote:- Ditto if you're super-close, being parked next to it or in my spacesuit going to claim it, please stop beeping.
Don't use SETA.Ovni wrote:- In SETA it just drives me insane
(I'm not sure what I could do about it anyway.)
It does not do that, but Detector is always On when the AL Plugin is On.Ovni wrote:- The AL plugin seems to turn itself back on whenever I enter a sector.
The only time that Detector turns itself On (currently) is when you load a saved game. That is to ensure that you do not leave it Off by mistake.
I have thought about options for a Mute Button. In fact, I already coded it to respond to a Mute Button... I just have not decided how to implement the button itself yet.Ovni wrote:And I'd really, really appreciate a hotkey to turn the detector on/off, as it sounds like something I'm gonna do quite often.
It is not easy to handle all cases; especially when there is more than one object to find in a sector. It would be very easy to mute a ship and miss a valuable tuning crate, for example. Detector makes no attempt to track multiple targets; it simply finds the highest-precedent target. You must capture the first target in order to find the next target in the same sector.
I suspect that any attempt to make a Mute Button will be unsatisfactory for some players (which is why I have not yet done it).
However, a hotkey is easy to implement and should not impede anyone, so I can add that as an experiment. It will have to auto-re-enable itself under some circumstance, and your idea of re-enabling when changing sectors might be possible. Otherwise, I could just re-enable after a few minutes.
This, too, is difficult to fit all cases. I recently saw an example of an abandoned ship that spawned over 600 km from player ship -- that is larger than many sectors. If Detector did not have long range then it would be impossible to find such a ship. Even mapping the sector would not be sufficient. So I think it is fundamentally necessary for Detector to alert the player somehow; even when the object is at long range.Ovni wrote:- capping the range to a (pretty large) distance might be better, so that instead of being nagged you kind of have the impression of searching for stuff.
I could change the long range behavior, which might be a compromise. Until I added the multiple ping tones and subtitle text, it was quite difficult to find an object at extreme range. I could disable the multiple ping tones at long range, which would make it difficult (but not impossible) to find an object.
I could even disable the pings completely (and only allow ticks) at long range. However, that may be too difficult for many players. It would be very like the Balance of Power mission in Merchant Haven. TBH, I thought that was more trouble than fun, although I did, eventually, find the hidden base.
Another reason for making long-range detection easier is because it takes a long time to fly long distances in most ships. Even a Kestrel takes several minutes to travel 100 km (assuming that you are headed in the correct direction).
I am open to ideas about how to make Detector more fun/challenging without making it impossible or frustrating. Suggestions welcome.
