In Star Citizen Alpha 4.2.1, ship scanning and subtargeting have improved with better range and interface but remain buggy, especially when multiple ships are nearby, often requiring close proximity and precise aiming for accurate identification. While scanning works well from navigation and manned turrets, it does not function from remote turrets, and scanned data is only shared within individual battle groups, highlighting ongoing challenges in combat and radar mechanics.
In Star Citizen Alpha 4.2.1, the ship scanning and subtargeting functions have seen some improvements, though they remain somewhat buggy, especially in areas with multiple ships. The video demonstrates these scanning functions during an ERT mission on Herson, highlighting the challenges of scanning specific ships when several enemies are nearby. Scanning can be done in both navigation and SEM modes, and players must ensure their radar has power allocated; otherwise, scanning will not work. Additionally, players need to hold down the left mouse button to initiate a scan, which can display ship details on the Multi-Function Display (MFD).
One notable issue is that when multiple ships are in proximity, the scanner sometimes misidentifies ships, showing incorrect names or mixing up scanned data. For example, a hammerhead might be incorrectly identified as an Anvil Hurricane if another ship is nearby. The video shows that to get accurate scans, players often need to get very close to the target ship and maintain precise aim. The scan angle, which can be adjusted with the mouse wheel between 2° and 90°, affects scanning accuracy and range, with smaller angles improving precision but requiring closer proximity.
Scanning reveals detailed information about the target ship, including its owner, faction, cargo, and passengers. This information is useful for tactical decisions during combat or missions. The scanner can detect ships at long distances, up to around 15 kilometers, but the presence of multiple ships still complicates accurate identification. The video also points out that scanned ship names are only shared within one battle group on a ship, meaning that if multiple players are involved, each must scan the target themselves to see its details.
The video further explores scanning capabilities from different ship positions, such as remote and manned turrets. While players can ping enemies from remote turrets, scanning from these positions is currently not functional. However, scanning and pinging work well from manned turrets as long as the player has access to an MFD. This allows for greater tactical awareness during combat, enabling gunners to acquire and share target information effectively.
Overall, while the scanning system in Alpha 4.2.1 has improved, particularly in terms of range and interface, it still faces significant challenges when multiple ships are present. Accurate scanning requires close proximity, precise aiming, and power management for radar systems. The video concludes with a combat scenario where the player’s ship is quickly destroyed, underscoring the ongoing challenges of combat and scanning mechanics in the current build.