Since addition of map zoom-in/out into game i believe, many people use radar on outpost, for zoom in/out (since in radar area you can see everything), more radars -> more scans, but since reveal area is limited (7 x 7) , if i can disable long range scan (eg. limit only on short range update), this should save some UPS.
tbh. i most cases i just don't need more area revealed around outpost than i have already , i prefer manual exploration.
Optionaly disable long range radar scan
Moderator: ickputzdirwech
Re: Optionaly disable long range radar scan
It actually wouldn't save any UPS since chunks with nothing to do take zero CPU time as it is.mexmer wrote:this should save some UPS.
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Re: Optionaly disable long range radar scan
There are modded radars with improved sight and absurd long range scan. It would be nice to disable the long range mode to save on chunk spawning, if nothing else.
Re: Optionaly disable long range radar scan
how you know, they have nothing to do? there might be bitters on them ...Rseding91 wrote:It actually wouldn't save any UPS since chunks with nothing to do take zero CPU time as it is.mexmer wrote:this should save some UPS.
anyway at least it will save memory since no new chunks will be created
@bobucles that has nothing with modded radars, since even normal radar does scan chunks at maximum range of 14, while reveal (active radar area) radius is 3, or if you want wiki definition active area is 7x7 chunks (with radar in center) and scan area (for new chunks, and also their update) is 29x29 ...
only thing it has with modded radar is, that some have ridiculous range and scan speed (like range 100 and speed 1 chunk/sec instead of every 33 sec), i don't use those. i usualy stick with base radar or radar that has active range up to 7 chunks (mind active range area updates every second, so that is taxing on ups also)
before map zoom i used yarm to look at oupost.
Re: Optionaly disable long range radar scan
Sure, it might save a tiny bit of memory. The biters either would be inactive (i.e. no UPS hit) or already activated by pollution, regardless of the radar (in which case they would already be generated).mexmer wrote:how you know, they have nothing to do? there might be bitters on them ...Rseding91 wrote:It actually wouldn't save any UPS since chunks with nothing to do take zero CPU time as it is.mexmer wrote:this should save some UPS.
anyway at least it will save memory since no new chunks will be created
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Re: Optionaly disable long range radar scan
Keeping the map size down also makes MP joining faster. I frequenty catch myself pondering if i really need to remote-view that outpost, or if it's not worth generating another 10megs of map data. (Should really mod myself a view-only radar)Jap2.0 wrote:Sure, it might save a tiny bit of memory.
Re: Optionaly disable long range radar scan
during charting radar makes snapshot copy of whole chunk, that is kept in memory for 10 seconds ... at least that's what wiki says.Jap2.0 wrote:Sure, it might save a tiny bit of memory. The biters either would be inactive (i.e. no UPS hit) or already activated by pollution, regardless of the radar (in which case they would already be generated).mexmer wrote:how you know, they have nothing to do? there might be bitters on them ...Rseding91 wrote:It actually wouldn't save any UPS since chunks with nothing to do take zero CPU time as it is.mexmer wrote:this should save some UPS.
anyway at least it will save memory since no new chunks will be created
in case you have multiple radars, i would not say it's tiny bit of memory, especially if it contains active entities.
anyways, regardless ups/memory consumption, i want long range scan disabled. yes i can mod myself radar, that has 0 chunk reveal distance, but if this option (disable long range scan), is present in basegame radar, then it will be also on modded ones.
Re: Optionaly disable long range radar scan
That is probably the best way of making long range scan optional.eradicator wrote:Should really mod myself a view-only radar

