Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: Regent on April 21, 2011, 07:06:30 am

Title: BP- AoA, 3rd mission
Post by: Regent on April 21, 2011, 07:06:30 am
Is the unidentified signal supposed to appear on the radar map? It fails to appear when I play and finding the escape pod without radar is nigh-impossible.
Title: Re: BP- AoA, 3rd mission
Post by: -Norbert- on April 21, 2011, 07:08:26 am
Yes it should.
Did you put your radar range to maximum? It should be a small infinity symbol in one corner of the radar.
Title: Re: BP- AoA, 3rd mission
Post by: Regent on April 21, 2011, 07:10:40 am
Ok, thanks for your help. I must have cycled the radar range by accident- its at 2000km.
Title: Re: BP- AoA, 3rd mission
Post by: Dragon on April 21, 2011, 07:27:23 am
You propably meant 2000m.
2000km would have been more than enough.
Title: Re: BP- AoA, 3rd mission
Post by: Regent on April 21, 2011, 08:08:37 am
Oops- silly me.

I did mean 2000m.
Title: Re: BP- AoA, 3rd mission
Post by: Jeff Vader on April 21, 2011, 08:13:11 am
Ok, thanks for your help. I must have cycled the radar range by accident
It happens. I think that, by default, the key bindings are close to weapon cycling or something.
Title: Re: BP- AoA, 3rd mission
Post by: SpardaSon21 on April 21, 2011, 10:23:11 am
Default key for radar range cycling is "apostrophe", so yeah, it is close to the weapon cycle keys.
Title: Re: BP- AoA, 3rd mission
Post by: Logistics on April 21, 2011, 12:03:08 pm
I've always wondered a bit about the radar range control. I can understand it potentially being used to limit clutter in large-scale engagements, but the general design of the maps in vanilla FS1/2 never seemed to possess the 'map size' or number of ships needed to really justify it's existence.
Title: Re: BP- AoA, 3rd mission
Post by: Destiny on April 21, 2011, 08:52:16 pm
It's there for when you need it. Better have something than nothing, no? If someone makes a mission in an asteroid field with lots and lots of purple radar contacts...perhaps.
Title: Re: BP- AoA, 3rd mission
Post by: Mars on April 21, 2011, 11:17:32 pm
It's useful in close range dogfights sometimes.
Title: Re: BP- AoA, 3rd mission
Post by: -Norbert- on April 22, 2011, 03:00:36 am
It certainly was a great feature to have for the first few missions of "the unification wars" (the mod that was part of TVWP) were you didn't have sensors, only the radar.
And better they add features that they didn't use themselfs, but that open up new possibilities for the fans, than just having the bare necessities for their own campaign.