![]() Personally, I'd settle for them doing the range calculation only on the HUD object directly in front of you, the same way they handle the beacons, which wouldn't tax the CPU in any measurable way. They could fix that by giving a distance figure to the HUD.ġ) Either the constantly updating range calculations for potentially dozens of HUD nodes at once would create CPU strain orĢ) They've made a design decision that they still want you to explore, even if given some aids by in-game tools. ![]() ![]() If it's pinging that you're on top of it, you've found an unreachable node and should report it in game. If the mineral detector is silent, you're a long way away, and need to find another path to the node. You could use the mineral detector to check. Especially if you're using multiple range upgrades, you'll run into this. It may be 100s of meters behind that face. Project Zomboid (14) Risk of Rain 2 (5) Rust (15) Satisfactory (4) Skyrim. It is possible that you run into a wall face that's bare and the HUD shows a node right there in front of you. The scanner + HUD only tells you direction, but not distance.
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