Forums » Bugs
I have my proximity sensor set to 5000+ so that I can hear when someone enters the sector, but with the latest patch every time someone leaves radar range (5000m) my proximity sensor spams me like crazy. I don't recall this happening in the last patch.
Well, reported three times now.
Yes. We're working on it.
So, like what do you want to happen? When a ship gets occluded, it is considered gone from your radar. When it reappears, it is now within your proximity so it beeps. How else should it work?
Maybe it should only beep the first time you see them, as long as they're within 5000m. If they exceed that, it resets.
[EDIT] Better to do prox-range rather than 5000m.
[EDIT] Better to do prox-range rather than 5000m.
1.8.95 patch has been released. It includes a new 'One-Off' proximity warning mode.
ANY solution which will not drive us sick and mad. I do not know If you experienced the bug but it was really crazy.
Maybe first beep then some no-beep period (seconds?) for that ship.
Suggestion: When you are working on this, optional proximity warning only for PC ships would be really nice.
Well, going to test it now. :)
Maybe first beep then some no-beep period (seconds?) for that ship.
Suggestion: When you are working on this, optional proximity warning only for PC ships would be really nice.
Well, going to test it now. :)
Good suggestions.
Looks good and fixed.
Anyway, I have been thinking more of this and I have changed my opinion a bit. It was when I jumped to an HS sector where I got a mega-multi-beep. The same effect is produced when a voy is exiting the station, etc. Everybody knows the sound. In fact, it is that common that I have not been thinking of it before.
Question: What we want this feature to do?
Answer: We want to be warned about new ship(s) entering some radius.
Example situation: I am idling in a sector reading a newspaper (not watching my monitor). 5 ships pass in the zone of my interest. Do I really need VO to make five beeps to let me know - hey bud, quit reading that nonsenses, stop eating pizza and pay attention to your screen! No, I do not. One beep is perfectly enough and less annoying.
So, from my point of view, there should be only one beep at a time. The timer could be 5s or so ... user defined, anything.
Again, this is just a suggestion and a kind of fine tuning. I have no problem using proximity warning as you have fixed it now. Thank you raybondo!
Anyway, I have been thinking more of this and I have changed my opinion a bit. It was when I jumped to an HS sector where I got a mega-multi-beep. The same effect is produced when a voy is exiting the station, etc. Everybody knows the sound. In fact, it is that common that I have not been thinking of it before.
Question: What we want this feature to do?
Answer: We want to be warned about new ship(s) entering some radius.
Example situation: I am idling in a sector reading a newspaper (not watching my monitor). 5 ships pass in the zone of my interest. Do I really need VO to make five beeps to let me know - hey bud, quit reading that nonsenses, stop eating pizza and pay attention to your screen! No, I do not. One beep is perfectly enough and less annoying.
So, from my point of view, there should be only one beep at a time. The timer could be 5s or so ... user defined, anything.
Again, this is just a suggestion and a kind of fine tuning. I have no problem using proximity warning as you have fixed it now. Thank you raybondo!
I know this should be posted elsewhere but I have lost track of all the threads ...
Even targeting in problematic sectors looks fixed.
Even targeting in problematic sectors looks fixed.
Yeah, that single beep idea had crossed my mind when I was making the one-off mode. I was thinking of having it group warnings together into one warning for ships within 5 (or so) seconds of each other.
Ok, tonights update will only beep once every 2.5 seconds for now. There's a way to change that but there's no interface to do it right now.
You can type /lua SetProximityWarningTimeout(<timeout in milliseconds>)
Where timeout in milliseconds defaults to 2500.
That should stop the lots of beeps when lots of things enter your proximity at the same time.
You can type /lua SetProximityWarningTimeout(<timeout in milliseconds>)
Where timeout in milliseconds defaults to 2500.
That should stop the lots of beeps when lots of things enter your proximity at the same time.
It is perfect, thank you.
I hope you keep the PC ships only proximity warning on your list. :)
I hope you keep the PC ships only proximity warning on your list. :)
Yep, it's actually already in the game but there's no interface to configure it. There's an option to warn on PC and warn on NPC.
Sweet implementation. Thank you raybondo.
I have NPC Prox unchecked but Station Guard undocking still makes my client beep.
I have not tested all possible scenarios so there could be more glitches.
I have not tested all possible scenarios so there could be more glitches.
hm. I tried that case and it didn't beep for me. I'll try it again.
edit: I misread your msg. I thought you meant you launched, not station guard. I'll check out that case.
edit 2: Tried it and the station guard didn't beep when it launched from the station.
edit: I misread your msg. I thought you meant you launched, not station guard. I'll check out that case.
edit 2: Tried it and the station guard didn't beep when it launched from the station.
Hm, weird. I have checked it several times prior to posting the report here.
However, I will try again.
However, I will try again.
What sector(s) were you in when you tried it? Was it a fresh run of VO (without changing the settings)? If you toggle it back and forth does the problem still happen? Try hitting your computer. (kidding)
I have just checked it in Bractus D-9. It is a Corvus station so I can kill a guard there without further consequences.
When I pop a guard there, the new one undocking makes a beep. NPC Prox box setting does not matter. On the other hand, PC Prox box does the job so it looks like VO treats the guard as a regular player in such a situation/location.
I have not fresh and clean VO installation and I have few plugins installed. I believe no one of them beeps.
When I pop a guard there, the new one undocking makes a beep. NPC Prox box setting does not matter. On the other hand, PC Prox box does the job so it looks like VO treats the guard as a regular player in such a situation/location.
I have not fresh and clean VO installation and I have few plugins installed. I believe no one of them beeps.