I agree there is no way to get around each outpost needing a radar (if it wants to send something). But why should each outpost require their own channel?mmmPI wrote: βMon Mar 18, 2024 10:11 amThat is not corret, as if you have multiple oupost, the number of unique wireless transmitter is bound to scale with them. You will have at least as many radar as outpost wether or not they have unique channels.bnrom wrote: βMon Mar 18, 2024 4:31 am Second, if each radar can only use one channel (selected from the list of named channels) then people would still potentially want to build a multiplexer so as to allow the number of radars used to not scale with the amount of outposts, etc... One could even imagine a system where the channels have IDs that can be set via the circuit network, allowing the surface channels to be switched between via a clock. This setup would effectively recreate the effects of a multiplexer but have a huge amount more usability and debug-ability (for one, the channels would be named).
The number of radar in the main base hypothetically can be just 1, and then switch to different channel for the different outpost but that is yet another modification required, that channel can have a name 1) and that this name be made dynamic 2).
To recap: The wireless transmission just replaces one (pair of) wire between all senders and receivers on a surface. With channels each channel replaces one such network of wires.
So do you actually have a separate wire going long distance from your main base to each outpost? That would be a lot of wires going into the main base and require a large switching circuit there to handle all those wires. Well, you can still use that switching circuit like now except all the long distance wires just go into a radar instead. Lots of radars at the switch board but if you want that many separate channels that's the price you pay for it in the simplest channel implementation.
I don't think this has to be as difficult and confusing as you say. The radar would have a widget to choose an existing channel or to create a new one. That can be sorted alpanumerically and have a search button and everything to make using it as a human simple. Each time you create a new channel it would also get an ID that would be displayed somewhere when the channel is selected in the radar or in the list of channels. Lots of ways to show that ID. The ID would remain constant for that channel over time.mmmPI wrote: βMon Mar 18, 2024 10:11 am However, in practice, how can you tell a radar to start using channel "defense perimeter north" using circuit ? To me that seem difficult. It would be possible if you have a list of every channel with name, and use the circuit to set which one to use via its number in the list because you can't transmit names by circuit. But then everytime you add a new channel it would be at the bottom of the list, it would be difficult to find them, all messy, or their number will change forcing you to reconfigure everything. That seem at least as "bad" same as what you described in your hypothetic clock system and ordering of frame.
And again as you say that would require a multiplexer to avoid scaling the number of radar to be twice the number of outpost and keep just (n+1) radars . It would also require complicated logic to change those channel via circuit, even if there was a way to do so, which is to me the reason why people would want multi channel in the first place, to skip the "complexity" of multiplexer. But you can't do that if you don't have twice as many radar as outpost. And this means you will have a place with many radars all next to each other to read the quantity from each outpost. This or the existence of a multiplexer is a no alternative to me.
Now for the circuit interface you would simply select channels by ID. The name is just for humans. So the "Set channel" mode would have a selector what signal to use, e.g. "S" and then sending S=3 would select channel with ID 3.
Now it is easy to loop through all channels with a clock. The only messy bit is skipping channels you aren't interested in. If you want to scan only channels 7, 23 and 42 then you have some work to do to generating those IDs in a loop. Or just use 3 radars/antenna.
The thing is that with a radar that has multiple channels you can write a mod that has scanning radars and non-scanning antennas and set their power requirements any way you like. It's easy to disable the GUI popup for the radar so the antenna part can't be used in it if the prototype has no way to disable it in the first place.mmmPI wrote: βMon Mar 18, 2024 10:11 am
Casual player if they don't use multiplexer would be handed a feature that has strong incentive to create "ugly contraption" filled with radars. Just adding channel ID without changing the radar itself is not enough i think, its the "fix" that doesn't "fix" as well as the concept of antennas or dedicated entity designed only for that purpose that would be more adapted than the current 3x3-scanning-tile-power-hungry-radar.
Not sure what you refer to by hardcore, i'm not casual because i use combinators a lot, but that doesn't mean i'm super skilled with them, and regularly other user show me how to improve my things, for me it would make making large contraption with combinators ugly, compared to using modded smaller entity that wouldn't draw large amount of power or scan tile or be 3x3, when trying to design things only with combinators in editor mode. That may be hardcore, in such case the suggested feature is not usable enough, it would sit in between and force me to use clunky entity that seem not designed for the purpose i''d be using them. "too much for normal gameplay" "too little for editor mode gameplay". When it could be split into antenna and radar, if that was really the concern. Multi channel radar without any other change to me is the worst compared to full commitment to wireless signal with dedicated antennas, or curent minimalist approach that mimic the logistic network with only 1 channel per surface similar to 1 channel per logistic network.
A radar with channels gets you what you want, although with some modding, while a radar without channels will not get you channels no matter what. I know what I want. Let the game devs work on channels and some modder can make you your separate antennas in an hour. Surely the existing wireless mods will jump at using the new radar to implement their mods if it's capable enough.