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The Overview Scanner is a complete item overview and operation panel for all items around you, including your enemies, gang members, and your drones.
Selecting Items
When you click on anything in the Overview section, that item is displayed in the Selected Items section, and there you can click on any of the action buttons associated with that item. For instance, if you click on a ship, you can click on approach, orbit, maintain distance, look at, target, convo, and so on.
The options are different for each item category you click on so you should familiarize yourself with each one.
The Overview displays what is in the approximate area around your ship, like other players' ships, cargo containers, etc. It can also display things that are far away, like Complex Beacons, Stargates, Stations, etc.
Overview - Add and Remove Items
To control which items are displayed, you can click on the five bars in front of Overview and select Type Selector. From there you select from a range of items you want to display. You can also right mouse click on items in space and items in your Overview display, then select Remove from Overview. Using the same technique, you can right mouse click on items in space and select Add xx to Overview.
Indicators
The overview display uses a new set of indicators that give you much better sense of what is happening around you. Here is a list of what each means:
| Indicator | Meaning
|
| White brackets | A player's ship.
|
| Yellow blinking | The entity has targeted you.
|
| Red blinking brackets | The entity is firing at you.
|
| White blinking > < | You have targeted the item and it is the selected item.
|
| White non-blinking > < | You have targeted the item and it is not the selected item.
|
| Yellow Background | The owner has a negative standing but you cannot freely attack him or her.
|
| Red Background | Very negative standings, but not free to attack unless it's blinking red.
|
| Blinking Red Background | The owner is either an outlaw or has committed a crime, and may be freely attacked.
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| White crosses | A non-hostile NPC ship.
|
| Red crosses | A hostile NPC ship. The size of the cross determines which class of ship that NPC is flying.
|
This shows you who is in your gang. Clicking on a gang member will activate a number of gang features in the Selected Items category.
Drones Window
Gives you access to your drones, both in your drone bay and those in space.
Launching Drones
- To launch all of your drones, right click on the Drones in Bay header and select launch drones. To selectively launch each drone, first expand the Drones in Bay, then right click on each drone and select Launch.
Commanding Drones
- Right click on the Drones in Space header and select the proper command you want to issue, or expand the window and operate each drone individually.
Setup Guide
Filters
Filters -> Types: This will block out the different types of things from your overview. It does not distinguish between friends or foes. Below will be a breakdown of each section and some of its uses.
- Station: Brings up any stations on your overview. It is system wide.
- Celestial: Some are self-explanatory, others not so much. Biomass is any corpses which is handy if you are a covert ops pilot approaching a cloaked gate. Force Field will tell you if a force field is on, while a force field array (under structures) will simply tell you if there is a force field array present but not activated. Beacon is for deadspace complexes and cynosural fields which are also system wide.
- NPC: As far as I know, this is only for non-mission NPCs. This would include then, belt pirates, concord ships, etc.
- Entity: Large list but pretty self explanatory. Mostly mission stuff however. If you want to just go after the overseer and warp out, you can filter that through here.
- Asteroid: Very useful if you are targeting to only mine one type of asteroid or would like to get an idea of how much of a particular asteroid is out there.
- Ship: Very useful if you have a specific role in battle. Want to take out the most likely tacklers, then just click on frigates and elite frigates. Elite means a tech II ship.
- Deployable: Self-explanatory. Mostly POS stuff. Good if you want to scout a moon to see what type of POS is up and its defenses or lack there-of.
Filters -> States: This is where things get interesting. Here you can get even more specific with the types with respect to the person flying the ship. Here you can remove your alliance or enemies or certain security status players from the overview. Keep in mind, this completely filters out a player if they meet the requirement from the overview. Therefore if your war enemy has a bounty and you uncheck bounty, then he will not show up. Same goes with security status filters.
- EXAMPLE: If you want to view any players with bounties on your overview but not corpmates, then you can simply uncheck “pilot is in your corporation” and check “pilot has bounty on him.”
- EXAMPLE: If you check “pilot is in your alliance” and uncheck “pilot is in your corporation” then any corpmate in your alliance will not show up since that pilot does not meet the requirement.
Appearance
Appearance -> Colortags:
Now, once you have decided what you want to show up on your overview, the appearance tab will help you identify with more certainty what you see on your overview. Furthermore, this will also filter out the appearance of the faces/names in local and in space. Remember, the filter tab DOES NOT filter out space nor local, just the overview. The appearance tab affects the overview (if not filtered), space and local. You can also prioritize your appearances, so that if a pilot shares two of the appearances, the highest one takes priority first. You can also add blinking to the tags or change their color.
- EXAMPLE: You do not care if a pilot is in your corp, just that he is part of your alliance. You simply check on “pilot is in your alliance” and uncheck “pilot is in your corp,” OR you can keep them both checked and simply move “pilot is in your alliance” above “pilot is in your corp.”
- EXAMPLE: I generally move all poor standings, bad standing, and war targets up above as that is the first thing I want to show up for those types of pilots. This also goes for having my corpmates, alliance mates, and good standing pilots above the bounty symbol.
- EXAMPLE: Crap, you entered Jita and you got to see if a war target is in the bunch. Aside from the fact that local makes it easy to do this, you can also have that little red war target colortag blink so that you can distinguish between a war target and simply someone with low standing.
Appearance -> Background:
This will help organize those every so useful backgrounds. Personally, the best use I have for this is notifying me of war targets via the blinking. It works just like the colortags. You can list by priority if a pilot exhibits both of the appearance requirements. Furthermore you can toggle the blinking or change the color.
- EXAMPLE: You can still have that useful -5 security status flashing red on at all times without having your corpmates show up as -5 pirates, you simply move your corpmate above the -5 flashing red. You can then set up the appearance so that only war targets and neutrals with -5 show up as red blinking and thus alerting your senses in a much quicker manner.
- EXAMPLE: You can also mix and match colortags with different color appearances if you would like to. For example you can have your corpmate with an alliance colortag but his background will be green so you can distinguish between a corpmate or just an alliance mate.
Advanced Columns
- Icon: These icons can be a huge help for “on the fly” check of what type of ship you are up against, turrets, stations, planets, etc. For NPCs, the symbol is represented by a red cross. The smallest cross is a frigate and the cross gets bigger and thicker the higher in ship class you go. For players, the symbol is represented by an incomplete square, with four corners but the sides are not connected. Similar to NPCs, the square gets larger as you progress up in ship classes, with the smallest again being frigates. [I will be describing ALL symbols in time, but for now this should suffice].
- Distance: The distance you are from the object. Very useful for locking range and range of your different ship systems.
- Name: The name of the object. For player ships, the name is chosen by the player.
- Tag: Allows a gang leader to tag an object to notify the gang. Very useful for fleet battles where a leader can call primary or for running missions / complexes with buddies.
- Corp: The corporation the object is in.
- Ally: Whether or not the object is an ally or not.
- Size: The size of the object. Measured in meters (m) or kilometers (km). My guess is it is a diameter measure, but that would assume a perfect sphere. It may also be wingspan or just the distance between the two longest points in the ship.
- Velocity: The velocity of the object. Useful when following a ship or to know how quickly a ship is approaching you.
- Radial Velocity: A measure of your radial velocity. “Radial velocity is basically the speed at which you are approaching or moving away from target. When you have perfect orbit, your radial velocity is 0.” “Radial velocity takes transversal velocity and factors in distance. For example, if a target is at the transversal at 10km and at 100km, the target at 100km will have a much lower radial velocity and will be easier to hit.” This is useful if you want to see how steady your orbit is or together with your transversal velocity, you can control your approach to target while keeping transversal up to reduce your opponents chance of tracking your ship.
- Transversal Velocity: “Transversal velocity is the velocity that an object has relative to their horizontal and vertical movement to you. In other words, it is how fast they are moving up, down, left, or right not towards you.” Basically transversal is really only important for gunnery pilots. A gun’s hit or miss rate is determined by three numbers: the distance from the object, the transversal velocity of the object, and the signature radius of the object. One of the biggest limiting factors of a ship’s targeting is its transversal velocity. At an extremely high transversal velocity, a gunnery turret will not be able to hit a target depending on the pilot’s tracking skills, the turret weapon, and the fitting.
- Angular Velocity: “Angular velocity is basically your transversal velocity divided by distance between you and target. So if you have fast transversal but you are far from target, you'll have no problem tracking.” Angular tracking is weird. In my opinion, it is near worthless to have on your overview. In theory, if the tracking of your weapon is higher than the angular velocity of the object, you should hit it almost all the time. However this is not the case.
Example Setups
War Overview
Filters -> Types
- Stations – none
- Celestial – beacon and force field – allows you to see cyno fields and to see if a POS has a force field.
- Drone – none
- NPC – pirate NPC – allows you to see belt rats
- Entity – none
- Asteroid – none
- Ship – all checked
- Deployable – all checked
- Structure – control tower
Filters -> States (only check the following)
- Pilot is at war with you
- Pilot has a security status below -5
- Pilot has a security status below 0
- Pilot has bad standing
- Pilot has a bounty on him
- Pilot has horrible standing
- Pilot has neutral standing
Appearances -> Colortag (only check the following and move in this order)
- Pilot is at war with you (toggle the blinking)
- Pilot has horrible standing
- Pilot has bad standing
- Pilot is in your gang
- Pilot is in your corporation
- Pilot is in your alliance
- Pilot has high standing
- Pilot has good standing
- Pilot has a security status below -5
- Pilot has bounty on him
Appearances -> Background (only check the following and move in this order)
- Pilot is at war with you (toggle the blinking)
- Pilot has horrible standing
- Pilot has bad standing
- Pilot is in your gang
- Pilot is in your corporation
- Pilot is in your alliance
- Pilot has high standing
- Pilot has good standing
- Pilot has a security status below -5
- Pilot has neutral standing
What this will do is give a background similar to the colortags both on overview and in space.
An overview setting for miners
Filters -> Types
- Stations – none
- Celestial – cargo container and beceaon (in case a cyno activates)
- Drone – none
- NPC – pirate NPC – allows you to see belt rats
- Entity – none
- Asteroid – whatever you are hoping to mine
- Ship – all checked
- Deployable – all checked
- Structure – none
Filters -> States (only check the following)
- Pilot is at war with you
- Pilot has a security status below -5
- Pilot has a security status below 0
- Pilot has bad standing
- Pilot has a bounty on him
- Pilot has horrible standing
- Pilot has neutral standing
Appearances -> Colortag (only check the following and move in this order)
- Pilot is at war with you (toggle the blinking)
- Pilot has horrible standing (toggle the blinking)
- Pilot has bad standing (toggle the blinking)
- Pilot is in your gang
- Pilot is in your corporation
- Pilot is in your alliance
- Pilot has high standing
- Pilot has good standing
- Pilot has a security status below -5 (toggle the blinking)
- Pilot has neutral standing (toggle the blinking)
Appearances -> Background (only check the following and move in this order)
- Pilot is at war with you (red and blinking)
- Pilot has bad standing
- Pilot has horrible standing
- Pilot has a security status below -5 (toggle the blinking)
- Pilot has neutral standing
This will allow you to know via local if a potential unfriendly shows up in the system via the blinking of anything that is not blue. Furthermore, if it shows up in your vicinity and in your overview, it will show up in its proper color. If you really want to, you can change all backgrounds to red and blinking. However, that may confuse you with other settings so its up to your discretion.
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