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Why Does Seismic Sensor Even Work? Confused


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#1 Caleb Brightmore

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Posted 23 May 2013 - 02:14 PM

1st. I am NOT complaining for or against it I pilot an SDR-5D and I'm not getting out of it until you blow it up permanently unless I feel like playing with other toys for a few mins.

My question is this and if I didn't read the seismic manual I apologize for the question in advance if it is a stupid one but....

If this module detects the vibrations from moving or falling mechs then how does it know that the mech that just fell into my 200m range is an enemy mech.

It's nothing more than a very expensive cup of water on a table during an earthquake.

Seems to me other than the "story" of what it does it makes no sense.
ie: You make noises it hears them

It isn't tied to any other ECM/Stealth Modules/Equipment that I know of so where is it geting the data that tells it that the noise which it is picking up amongst all the other 100 ton mechs moving is an enemy?

It well..... seems like a silly device that at best will be overcome by simply not caring too much about it due to my playing style.

The reason is, is it does have a disadvantage "sometimes" and that is the pilot is trying to track me using it and I am moving at 145.9kph and he gets hammered for not looking up.

Other than royally stupid pilot error or under heavy fire and badly getting vision blinded I dont see how it does anything in a way that makes sense.


This is NOT a thread about OP and how bad your stats suck when it's mixed with LRM's etc and you can't get close enough to even fire as we have enough threads about that.

I just want some clarification on a module I do not even own because I think it's silly yet very annoying at the same time.

Thanks for anyone who can help me with this question which may be as silly as I think the module is :(

Edited by Caleb Brightmore, 23 May 2013 - 02:16 PM.


#2 Farpenoodle

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Posted 23 May 2013 - 02:21 PM

Basically, if a mech is moving on the ground within your seismic range (270 basic/400 advanced) you get a little blip on your minimap showing the position of said mech. Movement in the air (via jumpjets) is not detected.

#3 Fabe

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Posted 23 May 2013 - 02:22 PM

Does it matter, This is a video game about giant walking tanks. But if you really need a explanation the simplest would be that its easy since our mini-map already tracks the position of friendlies the seismic sensor just looks for other seismic activity.

#4 MuKen

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Posted 23 May 2013 - 02:26 PM

View PostFabe, on 23 May 2013 - 02:22 PM, said:

Does it matter, This is a video game about giant walking tanks. But if you really need a explanation the simplest would be that its easy since our mini-map already tracks the position of friendlies the seismic sensor just looks for other seismic activity.


Never mind that you can't locate seismic activity by feeling it unless you have three well-separated locations to triangulate from.

Edited by MuKen, 23 May 2013 - 02:32 PM.


#5 Kraven Kor

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Posted 23 May 2013 - 02:33 PM

View PostMuKen, on 23 May 2013 - 02:26 PM, said:


Never mind that you can't locate seismic activity by feeling it unless you have three well-separated locations to triangulate from.


Then how do earthworms do it?

Many subterranean creatures can sense the presence and even location of predators or prey, without the need for triangulation.

Or, that is my understanding; I could be wrong.

Edited by Kraven Kor, 23 May 2013 - 02:36 PM.


#6 Splitpin

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Posted 23 May 2013 - 02:37 PM

Radioshack will sell you a motion sensor for less than $10

#7 MuKen

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Posted 23 May 2013 - 02:39 PM

View PostKraven Kor, on 23 May 2013 - 02:33 PM, said:


Then how do earthworms do it?

Many subterranean creatures can sense the presence and even location of predators or prey, without the need for triangulation.

Or, that is my understanding; I could be wrong.


They're in the ground, not on it, so the vibration waves pass through them. And even so, they don't get a location, they get a direction. Just like you when you are hearing soundwaves propagating through the air. If they were to get a specific location, it would be one close enough so that three points on the worm's body are by comparison far enough to be meaningful. They would not be able to tell the difference between an object 100m away and 400m away with no knowledge of how hard that object is hitting the ground, because their bodies don't have points which are tens or hundreds of meters apart.

Edited by MuKen, 23 May 2013 - 02:40 PM.


#8 Fabe

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Posted 23 May 2013 - 02:39 PM

View PostMuKen, on 23 May 2013 - 02:26 PM, said:


Never mind that you can't locate seismic activity by feeling it unless you have three well-separated locations to triangulate from.

Like I said this is a video game about giant walking tanks,reality doesn't really apply here.

#9 MuKen

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Posted 23 May 2013 - 02:42 PM

View PostFabe, on 23 May 2013 - 02:39 PM, said:

Like I said this is a video game about giant walking tanks,reality doesn't really apply here.


Not arguing it should, but this is a thread about the realism of things.

#10 Jabilo

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Posted 23 May 2013 - 02:57 PM

It works the same way that 0 tonnage coolant works.

Magic :P

Edited by Jabilo, 23 May 2013 - 02:58 PM.


#11 Caleb Brightmore

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Posted 23 May 2013 - 03:03 PM

View PostFabe, on 23 May 2013 - 02:22 PM, said:

Does it matter, This is a video game about giant walking tanks. But if you really need a explanation the simplest would be that its easy since our mini-map already tracks the position of friendlies the seismic sensor just looks for other seismic activity.


View PostFabe, on 23 May 2013 - 02:22 PM, said:

Does it matter, This is a video game about giant walking tanks. But if you really need a explanation the simplest would be that its easy since our mini-map already tracks the position of friendlies the seismic sensor just looks for other seismic activity.



Yes it does matter to me hence my asking of the question.

Also the real life to game comparison doesn't fit.

The masses ALWAYS point to a storyline and lore so where is the lore?

This game is as much BT/MW1-4 lore/legend roleplay and storyline as it is combat.

I just wanted to know why it worked or where I could find out.

Thank for the answer though but radar does not detect seismic activity to find mechs so it can't detect "other seismic activity"

#12 Sheraf

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Posted 23 May 2013 - 03:07 PM

View PostCaleb Brightmore, on 23 May 2013 - 02:14 PM, said:

1st. I am NOT complaining for or against it I pilot an SDR-5D and I'm not getting out of it until you blow it up permanently unless I feel like playing with other toys for a few mins.

My question is this and if I didn't read the seismic manual I apologize for the question in advance if it is a stupid one but....

If this module detects the vibrations from moving or falling mechs then how does it know that the mech that just fell into my 200m range is an enemy mech.

It's nothing more than a very expensive cup of water on a table during an earthquake.

Seems to me other than the "story" of what it does it makes no sense.
ie: You make noises it hears them

It isn't tied to any other ECM/Stealth Modules/Equipment that I know of so where is it geting the data that tells it that the noise which it is picking up amongst all the other 100 ton mechs moving is an enemy?

It well..... seems like a silly device that at best will be overcome by simply not caring too much about it due to my playing style.

The reason is, is it does have a disadvantage "sometimes" and that is the pilot is trying to track me using it and I am moving at 145.9kph and he gets hammered for not looking up.

Other than royally stupid pilot error or under heavy fire and badly getting vision blinded I dont see how it does anything in a way that makes sense.


This is NOT a thread about OP and how bad your stats suck when it's mixed with LRM's etc and you can't get close enough to even fire as we have enough threads about that.

I just want some clarification on a module I do not even own because I think it's silly yet very annoying at the same time.

Thanks for anyone who can help me with this question which may be as silly as I think the module is :P


You can take in vibration from multiple angle around your mech, determine the speed of vibration wave on the ground and time them how long they reach your mech, should frequency change due to the enemies getting close to you or farther from you, you can determine the distance.

#13 deforce

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Posted 23 May 2013 - 03:09 PM

in any normal FPS game, having anything close to what seismic does it basically a wall hack....

PGI's combat to hacks is to give it a general public release.

#14 Caleb Brightmore

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Posted 23 May 2013 - 03:12 PM

View PostSheraf, on 23 May 2013 - 03:07 PM, said:


You can take in vibration from multiple angle around your mech, determine the speed of vibration wave on the ground and time them how long they reach your mech, should frequency change due to the enemies getting close to you or farther from you, you can determine the distance.


This makes sense as did a few other answers but is there a lore for this or did PGI just invent this with no thought as to what could happen in the wrong hands? lol

Thanks :P

View Postdeforce, on 23 May 2013 - 03:09 PM, said:

in any normal FPS game, having anything close to what seismic does it basically a wall hack....

PGI's combat to hacks is to give it a general public release.



Now that makes a S#%^ton of sense.
You are most likely right I forgot about the wall hack issue that plagues the onionverse.

Well played sir well played :D

#15 MasterErrant

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Posted 23 May 2013 - 03:12 PM

um it's a real world sensor though there is no feasable application that doesn't require a stationary platform of some sort. (certainly not at the level of tech in the BT universe.)

It's called a "Goephone" system and it's basically passive sonar for land vehicles. it's generally used only for research ITRW

It was a poor and illogical choice . MAD magnetic anomoly detection) was much more appropriate. more canon and more applicable. It is one of the basic Bqattlemech sensors. (low light. thermal, and passive radar, active radar for mechs like the Jeager and rifleman...but active radar is something like painting yourself as a target for enemy missiles.

Edited by MasterErrant, 23 May 2013 - 03:14 PM.


#16 Sheraf

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Posted 23 May 2013 - 03:14 PM

View PostCaleb Brightmore, on 23 May 2013 - 03:10 PM, said:


This makes sense as did a few other answers but is there a lore for this or did PGI just invent this with no thought as to what could happen in the wrong hands? lol

Thanks :P


I don't know about lore, but in my opinion it is physically possible to implement consider a sensor pattern like this
--+
+0+
--+

+ is the sensor, if one of them pick up the vibration from enemy mech, they will remember that there is vibration, if the vibration comes to the right + first then the left + don't have to worry about that vibration anymore. Now if the enemy makes another step on the ground which send another vibration to that same +, then you can do some comparison to figure out the distance.

It is just theory, but I think it is fun if we can actually implement this irl XD

Edited by Sheraf, 23 May 2013 - 03:15 PM.


#17 Caleb Brightmore

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Posted 23 May 2013 - 03:15 PM

View PostMasterErrant, on 23 May 2013 - 03:12 PM, said:

um it's a real world sensor though there is no feasable application that doesn't require a stationary platform of some sort. certainly not at the level of tech in the BT universe.)

It's called a "Goephone" system and it's basically passive sonar for land vehicles.

It was a poor and illogical choice . MAD magnetic anomoly detection) was much more appropriate. more canon and more applicable. It is one of the basic Bqattlemech sensors. (low light. thermal, and passive radar, active radar for mechs like the Jeager and rifleman...but active radar is something like painting yourself as a target for enemy missiles.


Ah so they used Real Life devices to stop a wallhack epidemic or so they are thinking because BT lore has no wallhack lol

Got ya :P


I just thought it was silly but thanks!

Edited by Caleb Brightmore, 23 May 2013 - 03:16 PM.


#18 BlackBeltJones

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Posted 23 May 2013 - 03:22 PM

View PostFabe, on 23 May 2013 - 02:39 PM, said:

Like I said this is a video game about giant walking tanks,reality doesn't really apply here.

This is a slippery slope you offer. The argument that this is a game and reality is checked at the door also advocates the argument that you should be satisfied when you press 'A' and turn right instead of left - why would that be a problem? this is only a game right? Personally I feel that PGI plans and implements many of these features in a vacuum and they often fail to ask easy and obvious questions about physical reality and the implications of the features and their interactions. I really don't care what they add or don't add but I do feel they add elements without vetting them fully.

Added: I refuse to entertain the argument that in 3050 certain technology allows________ capability when 3050 apparently offers no technology that allows me to talk to my team.

Edited by BlackBeltJones, 23 May 2013 - 03:26 PM.


#19 Soy

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Posted 23 May 2013 - 03:24 PM

HOW DOES SEISMIC WORK WHEN YOU ARE IN THE MIDDLE OF JUMP JETTING AND COMPLETELY OFF THE GROUND.

* Seismic is Lord I don't question its ultimate authority, just... just sayin...

#20 trollocaustic

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Posted 23 May 2013 - 03:28 PM

View PostMuKen, on 23 May 2013 - 02:26 PM, said:


Never mind that you can't locate seismic activity by feeling it unless you have three well-separated locations to triangulate from.

Front of your right foot, back of your right foot and center of your left foot.
Mechs are tat big





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