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Is probe scanning more random?

Author
Moonlit Raid
Doomheim
#1 - 2016-01-07 19:55:25 UTC
I've been signature and combat probe scanning ever since you had to launch and move each probe individually and the solar system background actually looked cool. Then they changed the backdrop to blue and black, then added grouping of probes, then set it to launch all probes at once, then allowed resizing of formations, then set it up to automatically resize both the probe range and formation together. Up to now I have always thought what I'm looking at has made logical sense, I know quite a bit about GPS, so the only advice I needed to use probes initially was what ship to use. Spherical signatures, circular signatures, and dual signatures would always appear in isolated probes, on the borders of two probes, on the borders of 3 probes respectively, as you would expect.

Now though, using my fully skilled buzzard with upgrades I seem to get a lot more instances of spheres, circles, or duals. I say seem because I can't be sure. I am sure however that these signatures no longer conform to what I think is logically acceptable, spheres should be a signature in a probe scan area not covered by any other probe [and the next scan of that sphere after centering probes on it should give me an excellent scan of the signature], circles should be on the exact border of two probe scan areas, and duals should be on the exact border of 3 scan probes. These conditions are no longer true.

Can we return to logic please CCP and remove whatever pseudo-random code has been added to my probe scanning formula?

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Bumblefck
Kerensky Initiatives
#2 - 2016-01-07 20:49:04 UTC
RNG is R

Perfection is a dish best served like wasabi .

Bumble's Space Log

Moonlit Raid
Doomheim
#3 - 2016-01-07 21:41:17 UTC  |  Edited by: Moonlit Raid
Bumblefck wrote:
RNG is R

Huh?

Edit: I totally had to google that. I'm saying it's become more random with no indications in the patch notes; or dev blogs to indicate they intended on making scanning more difficult.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Paranoid Loyd
#4 - 2016-01-07 21:53:54 UTC  |  Edited by: Paranoid Loyd
Moonlit Raid wrote:
Bumblefck wrote:
RNG is R

Huh?

Edit: I totally had to google that. I'm saying it's become more random with no indications in the patch notes; or dev blogs to indicate they intended on making scanning more difficult.

And what he is saying is there is no such thing as "more random", there is only random.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Iria Ahrens
Space Perverts and Forum Pirates
#5 - 2016-01-07 22:03:28 UTC
It's possible that the way you configured your probes manually was less uniform before, so there were fewer zones only covered by one probe. The current default probe layout might be sub-optimal based on your scanning procedure.

I think you can save a layout though, so you might just save your favorite layout and go back to using that. But no, I still get spheres here and there, but not with greater frequency than before, less actually.

Dev blog does say that the red sites in the scanner ring are actually very inaccurate, so it could be that if you use these as a starting point, you are not fully accounting for their offset.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Moonlit Raid
Doomheim
#6 - 2016-01-07 22:13:40 UTC
Paranoid Loyd wrote:

And what he is saying is there is no such thing as "more random", there is only random.

Quote:
=RANDBETWEEN(-5,5)
=RANDBETWEEN(-20,20)

I guess he must be right. Because he said so.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Solecist Project
#7 - 2016-01-07 22:14:37 UTC

What is random about this?

It's triangulation. The only random part are the coordinates,
which has no influence on what she is talking about.


That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Solecist Project
#8 - 2016-01-07 22:21:11 UTC
Paranoid Loyd wrote:
Moonlit Raid wrote:
Bumblefck wrote:
RNG is R

Huh?

Edit: I totally had to google that. I'm saying it's become more random with no indications in the patch notes; or dev blogs to indicate they intended on making scanning more difficult.

And what he is saying is there is no such thing as "more random", there is only random.

It's not really random.

Zynga poker had a pretty bad "random" on their tables ...
... because cards were entirely predictable in some situations.

Math can't be truly random, so assuming there is any "randomness" involved at all ...
... then there is a chance that she's going through a noticable phase.

Someone please tell me what the random part is...

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Droidster
Center for Advanced Studies
Gallente Federation
#9 - 2016-01-07 22:23:39 UTC
Moonlit Raid wrote:
spheres should be a signature in a probe scan area not covered by any other probe [and the next scan of that sphere after centering probes on it should give me an excellent scan of the signature], circles should be on the exact border of two probe scan areas, and duals should be on the exact border of 3 scan probes. These conditions are no longer true.


Are you sure about that? It seems consistent to me as of Tuesday night.

Try testing with just two or three probes, clearing the signature and see what you get. Should be as you describe.
Moonlit Raid
Doomheim
#10 - 2016-01-07 22:25:37 UTC
Iria Ahrens wrote:
It's possible that the way you configured your probes manually was less uniform before, so there were fewer zones only covered by one probe. The current default probe layout might be sub-optimal based on your scanning procedure.

I think you can save a layout though, so you might just save your favorite layout and go back to using that. But no, I still get spheres here and there, but not with greater frequency than before, less actually.

Dev blog does say that the red sites in the scanner ring are actually very inaccurate, so it could be that if you use these as a starting point, you are not fully accounting for their offset.


So take a sphere for instance, I will get the sphere surrounding one probe but the signature sphere will intersect other probe scan ranges, logically I know as it has only been detected by one probe it MUST be in the area covered by that single probe but OUTSIDE the coverage of any other probe otherwise it would be a circle, dual, or single signature.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Moonlit Raid
Doomheim
#11 - 2016-01-07 22:30:38 UTC
Droidster wrote:
Moonlit Raid wrote:
spheres should be a signature in a probe scan area not covered by any other probe [and the next scan of that sphere after centering probes on it should give me an excellent scan of the signature], circles should be on the exact border of two probe scan areas, and duals should be on the exact border of 3 scan probes. These conditions are no longer true.


Are you sure about that? It seems consistent to me as of Tuesday night.

Try testing with just two or three probes, clearing the signature and see what you get. Should be as you describe.

It's something I do very frequently, I even noticed the annoying short stint where the probes would capture your mouse making it impossible to move the formation without offsetting the centre probe.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Violet Hurst
Fedaya Recon
#12 - 2016-01-07 23:08:36 UTC  |  Edited by: Violet Hurst
Afaik the random part has always been there under the name of scan deviation, meaning if you get a sphere for example the site/ship/whatever doesn't even have to be inside it. That being said I too can't shake the feeling that I get non-point results more often after switching to the new interface, yet I'll be damned before I give up hotkey d-scanning.
What I'm confused about at the moment though is why negative results don't seem to be taken into account. If I have two probes with overlapping scan areas and they both get a signal the result is a ring, so far so good. But if only one of them gets the signal, shouldn't the result have a semisphere-esque, bitten apple like shape instead of a sphere?




EDIT:
Solecist Project wrote:
It's triangulation.

I always thought it was trilateration...

EDIT2:
...multilateration even.
Solecist Project
#13 - 2016-01-07 23:13:16 UTC
Violet Hurst wrote:
Afaik the random part has always been there under the name of scan deviation, meaning if you get a sphere for example the site/ship/whatever doesn't even have to be inside it. That being said I too can't shake the feeling that I get non-point results more often after switching to the new interface, yet I'll be damned before I give up hotkey d-scanning.
What I'm confused about at the moment though is why negative results don't seem to be taken into account. If I have two probes with overlapping scan areas and they both get a signal the result is a ring, so far so good. But if only one of them gets the signal, shouldn't the result have a semisphere-esque, bitten apple like shape instead of a sphere?

You mean a point?

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Violet Hurst
Fedaya Recon
#14 - 2016-01-07 23:16:48 UTC
Solecist Project wrote:

You mean a point?


Umm, could you please elaborate?
Gregor Parud
Imperial Academy
#15 - 2016-01-07 23:28:11 UTC  |  Edited by: Gregor Parud
Solecist Project wrote:

What is random about this?

It's triangulation. The only random part are the coordinates,
which has no influence on what she is talking about.




Not triangulation, using 3 (tri) gives you 2 possible points. You need a minimum of 4.



OP, from how you described (or I understood it) you have it wrong. Non-point targets aren't necessarily on the exact border of probe spheres, it just means that they aren't covered by enough probes.

0-1 probe covering target = sphere
2 probes covering target = circle
3 probes covering target = 2 single points with same ID
4 probes covering target = single point
Violet Hurst
Fedaya Recon
#16 - 2016-01-07 23:41:15 UTC
misclicked
Solecist Project
#17 - 2016-01-07 23:58:47 UTC
Trilateration. I've looked it up...

It's the base for distance field based rendering?
I have no real clue of math beyond few specifics. :P

Thanks, I guess you're right! :D


That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Gregor Parud
Imperial Academy
#18 - 2016-01-08 00:05:15 UTC  |  Edited by: Gregor Parud
I'm dumbâ„¢
Solecist Project
#19 - 2016-01-08 01:34:32 UTC
Violet Hurst wrote:
Solecist Project wrote:

You mean a point?


Umm, could you please elaborate?

It's my fault. You're indeed right.
The point I was talking about is the sphere you mention.

I'll take a guess.


In a single probe's sphere, you only get an estimated distance field to the target.
A single probe only gets a one dimensional response, which can be displayed as distance field.

The red sphere.


With two probes, you get two distance fields ...
... and what you see is where the spheres overlap relative to the target.


Using three probes, you get an echo ... and I guess the reason for that has to do with the sign?

I am not good at this, but I see no reason why three probes shouldn't work, if set up properly.
The scanning strength might be an issue; I don't know. :p


I don't doubt OPs claim that there is a noticable pattern ...
... though she's the only one noticing it seems, so more data is needed.


Personally, I prefer my own custom formation ...


Distance fields can be used to render implicit surfaces.
Never thought of it this way, tbh.


Thanks, I've learned something I guess! :D

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Violet Hurst
Fedaya Recon
#20 - 2016-01-08 11:35:17 UTC
Sol, you're probably more enlightened than me by now. I don't know anything about rendering techniques and when it comes to the scanning model, beyond the first probe it's all just sections of geometrical shapes to me. I haven't really thought about echos, background noises, measuring errors and interferences from other probes* too much and simply subsumed all of that under scan deviation.









* Even if we assume that there's a surefire way for a probe to distinguish its own signal from that of its seven brethren, e.g. a specific wave length or frequency in the case of a radar probe, what if a second pilot started scanning in the same area? Why would you have your probes synchronize with other people's probes and not e.g. use them to avoid being combat probed?
(Balancing-wise it's clear, I'm just lore-mongering here.)
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