Space Engineers

Space Engineers

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Active Radar Update
   
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Type: Mod
Mod category: Block, Script
Tags: hud
File Size
Posted
Updated
2.452 MB
28 Sep, 2017 @ 12:58pm
19 Aug, 2018 @ 4:16pm
11 Change Notes ( view )

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Active Radar Update

Description
OBSOLETE: NEW VERSION AT https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1684690258


An update on Tyrsis' mod at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=444539430

Changes:

* Code optimization; the radar now updates every 3 seconds instead of every 10, this is done client side so there should be no extra overhead for a dedicated server.

* Radar dome models from Cheetah's Radar.

* Size is now shown as a number rather than a vector.

* Distance is now shown on the LCD panel as well as on the HUD.

* All the options that used to go in the block name, now go in Custom Data. Put each option in its own line.

* Three new options.

Options (Case sensitive!) are:

NoAsteroids - Do not show voxels (also NoRoids)
NoCharacters - Do not show lifeforms (astronauts, critters) (also NoLifeforms)
NoStations - Do not show static grids
NoShips - Do not show movable grids
NoHud - Do not show GPS-based HUD in cockpits
PassengerHud - Do show GPS-based HUD in cockpits that are not being controlled (Using both only shows HUD to passengers, useful for a navigator's console)
MinimumSize:(integer) - Only show blocks bigger than X, useful to not display debris. For reference, an astronaut is size 2. The default for this is 2: to get size 1 and 0 objects, specify it. Note that lifeforms will always show unless specified not to. (Also MinSize).
MinimumDistance:(integer) - Ignore anything within X meters of the radar. (Also MinDist or MinDistance)
OutputLCD:(lcd name) - Show list on LCD.
TriggerSoundName:(sound block) - Play sound when something has been detected.
OnlyPowered - Only show grids if they have power. Useful to reduce debris spam. (Also NoUnpowered)

If the target grid has an antenna or beacon, you will get their name (even if the antenna range is less than the radar range), otherwise you will get their grid identifier, if it's known.

Remember, the radar is a beacon, if you can see them - they can see you.



Want to see my real life robots, lasers, and space engineering stuff? it's at http://www.robots-everywhere.com

Want to see my free RPG and boardgame stuff? it's at http://www.emlia.org
162 Comments
spiritplumber  [author] 16 Mar, 2019 @ 10:00am 
spiritplumber  [author] 11 Mar, 2019 @ 11:15am 
I'm trying to fix it, but I can't find the issue as of yet. Will mess with it more tomorrow
John Wack 11 Mar, 2019 @ 7:43am 
is it fixed?
Emperor Zelevas 4 Mar, 2019 @ 1:34pm 
Is this going to be updated?
MrFox 4 Feb, 2019 @ 10:57am 
or is there a way to preset these for player?
MrFox 3 Feb, 2019 @ 3:14pm 
Request: have 2 versions of this. 1st limited to 5K 2nd version limited to the normal 50km
spiritplumber  [author] 30 Jan, 2019 @ 7:47pm 
I'm waiting until the new SE patch hits before fixing my mods.
--Kaos-- 30 Jan, 2019 @ 1:17pm 
Any chance of an update,

ive also got the issue where ships dont appear over 3KM
spiritplumber  [author] 26 Jan, 2019 @ 1:30am 
Sounds like I need to update this, yeah.
Exelsiar 25 Jan, 2019 @ 11:06pm 
@Axel, as far as I'm aware that's a world/server setting issue, related to view distance.

However it does need an update, some of the functions have just stopped working entirely. I'm down to just using NoShips, NoStations, NoAsteroids, NoHud, and OutputLCD, anything else is essentially their all that work.