Page 1 of 1

Extended radar (Reflection Seismology)

Posted: Wed Aug 06, 2014 2:34 pm
by ssilk
Those are the threads I'm coming from:
https://forums.factorio.com/forum/vie ... f=6&t=4725 (includes a list of other links at the end)
https://forums.factorio.com/forum/vie ... f=6&t=4636
https://forums.factorio.com/forum/vie ... f=6&t=4304

And especially https://forums.factorio.com/forum/vie ... f=6&t=1503
https://forums.factorio.com/forum/vie ... f=6&t=1038
https://forums.factorio.com/forum/sea ... sf=msgonly

The problem: With low resources we need a way to find efficiently more resources.

One way is of course to search actively:
- run/drive around (yet working)
- create exploring drones, which (half-)automatically explore unexplored parts of the map (maybe?)

But I think it should also be possible to search passively and in a much, much, much larger area.

The way to achive that is by scanning the underground via reflection seismology.
http://en.wikipedia.org/wiki/Reflection_seismology

This is how it works:
- The player places seismic exploration tools:
--- One seismic sender: http://en.wikipedia.org/wiki/Vibroseis
--- Some receivers: http://en.wikipedia.org/wiki/File:Receiver_line.jpg
--- Some "seismic computer", which is automatically connected to sender and reciver (you can have only one computer and one sender)
- He chooses the type of resource he want's to find on the computer.
- He let it run for a while (turn the whole stuff on with the computer)
- The computer calculates one ore more directions, where the biggest found deposit of that type in scan range is.
- The longer you let it run, the more exact it is.
- The result should be seen in the map or in a new map-like view by the player, where the player is in the center and the resource (or resources, from former scans?) are shown as direction and distance.

The maximum range is defined by the distance between the sender and the reciver multiplied with some factor which should be balanced.
For example place a sender in the center and 4 recivers around. The range is the distances between sender and recivers plus distances between the recievers. So it makes a big difference, if you place the reciever in a square of 100 tiles or 1000 tiles.
The effect of this is, that you should be able to find really rare stuff if you place your recivers far, far away.

The time you need to scan is used in background for the calculation of the biggest resource. Cause only one resource can be found at one time this is a solveable task, even if there are thousands of of of chunks to calculate.

This whole thing needs a lot of energy. As I understand it, so much, that it doesn't make sense to let it run the whole time.

Re: Extended radar

Posted: Wed Aug 06, 2014 3:50 pm
by Calico
I do agree that we need more ability for long range ressource searches... and maybe even intel on the surroundings.

After thinking about it, i'm somewhat unsure about the "direction and distance" approach to it. Like in my game right now, there is iron not to far away on the map. Problem is that there are 5 chunks of water between me and it, expanding far north and south. So while a direction and distance most certainly is better then nothing, it's still far less then optimal. I would prefer some info on the surroundings of the deposit. Maybe add a (costly) one use UAV that clears up the way to the target?

In any case: More and better ressourcefinding and surveillance would be greatly appreciated.

Re: Extended radar

Posted: Wed Aug 06, 2014 10:55 pm
by SHiRKiT
Ultra high range radars can also help. All you need is some panels and those ultra-far radars and you have your job done. They will be slow, but they'll everntually get the job done (stiil need to drive and place those things).

Re: Extended radar

Posted: Thu Aug 07, 2014 11:37 pm
by ssilk
Calico wrote:Problem is that there are 5 chunks of water between me and it, expanding far north and south. So while a direction and distance most certainly is better then nothing, it's still far less then optimal. I would prefer some info on the surroundings of the deposit. Maybe add a (costly) one use UAV that clears up the way to the target?
Hm. Very good! I knew I missed something important. This is such a case, where I think, that the direction only isn't useable, we need also the way to there.

Well, I would like to change this so, that the found results are painted as "probability layer" into the map. No extra device.
Now we can start the exploaration bots to explore that area. Or UAV or whatever.
SHiRKiT wrote:Ultra high range radars can also help. All you need is some panels and those ultra-far radars and you have your job done. They will be slow, but they'll everntually get the job done (stiil need to drive and place those things).
I would like to avoid bigger radar, they don't bring the game forward.