Thanks for the suggestions! There's a couple of issues though:
- terrain occlusion requires me to, I believe, include 4 maps per map (light, assault, mech, heavy); this is not feasible due to storage (a lot of tile images) and simply how much work it takes to create just a single map (you can also see that for most islands I didn't even separate the layers). Scan1app was created in a time where you could simply export the entire map with one command; the client will now crash due to sheer size of export. This means I need to take screenshots and stitch them together, stripping the UI and such, etc.
- same goes for zooming; it's not possible to simply 'blow up' tiles in Google Maps, so you need to go in and export tiles for every zoom level. That is just a bit too much on storage space (I wouldn't say I'm cheap, just on a budget). The scan circles can be turned off selectively, so it shouldn't be a 'real' issue.
- the 'best guess' option is a nice piece of code in Scap1app.. I wouldn't even have the foggiest (lol) to replicate that in the simple javascript app that's mine. I'd say, eyeball where the scan circles overlap, although, if you're serious about artifacting, you'd get the T4 geoscanner ASAP, which can be had for very little on TMA, for example.
Knowing a thing or two about cognitive psychology (some idiot decided it to be known by the name of UX design, or something), I know the tool does somewhat impose limits depending on how you use it. But, as opposed to using way more than 3 charges per artifact, I'd say 'deal with it'
Nah, but seriously, if you take a couple of scans on well chosen positions, the tool will just churn out solid coordinates. Or simple increase the radii by a few dozen meters, so they overlap properly, at which point the tool usually is dead accurate (always within 20-30 m). Also, in my experience, if you can artifact properly (without the tool), combining those skills with this tool, makes artifacting a bliss. IMO it's still one of the most amusing activities in the game.