Space Engineers

Space Engineers

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Graphical Radar Mark III
   
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11 Nov, 2017 @ 1:42am
5 Feb, 2018 @ 4:53pm
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Graphical Radar Mark III

Description
────────────────────────────────────────────
          Graphical Radar Script Mark III
               In-Game Script

⚠ This script is out of support - no new features or fixes will be added.

IMPORTANT: READ THE LIMITATIONS.
Credits to sysigy for large amounts of backend logic.


This script is a rebuild of Graphical Radar Script Mark II by alex-thatradarguy. It uses sensors and cameras on a rotor to detect targets - up to all four directions - and outputs them to any available radar displays.

The original script used a remote control's GetFreeDestination() - a function which was removed.

This script replaces it with a camera's Raycast() function. Advantages of this include slightly easier implementation and the ability to see anything with collision (ships, terrain, trees, spiders, players, etc.). Disadvantages include a scan delay proportional to scan range, and the ability to see anything with collision (like the ship it's attached to!).

Features
All of the features of the original, and more!

Detectors
Sensor support - One sensor per direction is supported.
Camera support - Can support an infinite amount of cameras per direction! This allows for less delay between scans, and thus higher detail at range - at the cost of high overhead.

Automated configuration - The script automatically detects and sets up everything necessary except for what sensors pick up.
It is possible to have only a sensor in one direction, and only a camera in another.

Displays
Monospace colour support - Updated monospace colours courtesy of Whiplash141. The original visuals are also available.
Multiple displays - Can render to any display with the appropriate name tag - including large displays.
Enemy ID - Distinguishes between hostile and non-hostile targets.

Status display - Outputs formatted GPS coordinates of hits.
Adjustable resolution - Minimum of 40x, maximum of 160x. Large displays use 2x the set resolution.
Large displays - Can spread a single display's contents over four displays.
Multiple radar support - Change radar search tag in settings.

Backend
Argument handling - Configure camera range and rotor RPM through arguments.
Adjustable refresh rate - Higher rate => higher overhead.

Limitations
Excessive amounts of any:
- LCDs
- LCD resolution
- Cameras
- Things in the general area
can cause the game to freeze - especially in combination. Use with caution.

Cameras use raycasts - i.e. will return the first thing directly in front if it. This means the camera array will only detect things in a flat-ish (dependent on the shape of the array) circle. It also means if any parts of the ship are on that circle, that's what the camera will see.

The multi-screen mode runs at 2x normal resolution. This may cause problems at high resolutions.

User Manual

Required blocks
- 1 Rotor [Radar - Rotor]
- 1 Sensor [Radar - Sensor Front] OR 1 Camera [Radar - Camera Front]
- 1 LCD [See Optional Blocks for possible LCDs] (text panels are also LCDs)
- 1 Programming Block with this code
- 1 Power Source

Optional blocks
- 1-4 Sensors
  • Radar - Sensor Front
  • Radar - Sensor Back
  • Radar - Sensor Left
  • Radar - Sensor Right
- Multiple Cameras [Radar - Camera <Front/Back/Left/Right>...]
  • Radar - Camera Front 1
  • Radar - Camera Back 1
  • Radar - Camera Left 1
  • Radar - Camera Right 1
  • Radar - Camera Front 2
  • Radar - Camera Back 2
  • etc...
- Multiple LCDs [Radar - <type> (position)...]
  • Radar - Display
  • Radar - Status
  • Radar - Multi NW
  • Radar - Multi NE
  • Radar - Multi SW
  • Radar - Multi SE

Rotor Setup
- Place rotor with name tag [Radar - Rotor].
- Place something to mount the sensors/cameras on the rotor.
If the rotor is upside-down relative to the display, change the appropriate variable in the script.

LCD Setup
- Place LCDs with any name tag:
  • Radar - Display
  • Radar - Status
  • Radar - Multi NW
  • Radar - Multi NE
  • Radar - Multi SW
  • Radar - Multi SE
Display is the single-screen radar display.
Multi is four-screen radar display - Multi NW is top-left, Multi NE is top-right, Multi SW is bottom-left, Multi SE is bottom-right.
Status is GPS position of detected objects.

Detector Setup
- On rotor, place sensors with any name tag:
  • Radar - Sensor Front
  • Radar - Sensor Back
  • Radar - Sensor Left
  • Radar - Sensor Right
At most one for each direction.
- On rotor, place cameras with any name tag:
  • Radar - Camera Front 1
  • Radar - Camera Back 1
  • Radar - Camera Left 1
  • Radar - Camera Right 1
  • Radar - Camera Front 2
  • Radar - Camera Back 2
  • etc...
No limit for any direction apart from what your computer can take.
At 0 degrees, Front is up on any radar display, and the other directions at 90 degree increments.

Available Arguments
- inc c : increase camera range
- dec c : decrease camera range
- inc r : increase rotor RPM
- dec r : decrease rotor RPM

Special Thanks
[alex-thatradarguy] Graphical Radar Script Mark II
[sysigy] Graphical Radar
[Whiplash141] Artifical Horizon
208 Comments
zer.gzz 29 Jul, 2023 @ 7:33pm 
whats the max range it can detect?.. our server had 39k m for passive radar
and the aryx doppler radar and weapons that can reach 2km, 4km, 5km, 10km, 15km
- wonder if its compatible
LoneWolf_Soldado 12 Mar, 2023 @ 11:35am 
This script still works and works quite well. I got it up and working on my space station just fine.
Puppet 13 Dec, 2022 @ 9:15pm 
I have run into a problem, I used multidisplay and its working except for when i change the resilution, it breaks and doesnt fit right, they dont line up right, How do i fix?
sCumbag 30 Dec, 2021 @ 2:40pm 
I get a bunch of errors about LCDs when trying to check the coce, guess it doesn't work anymore.
AkulaArius 13 Dec, 2021 @ 10:35pm 
my lcd display can`t show radar graph, but some diamond with a question mark inside
i`m using chinese language, after i change it to english, the display works
so it might be a encoding bug?
Prince of Württemberg 19 Sep, 2021 @ 11:10am 
So i tried using the Multi Display settings for this mod but i couldn't get the displays to update showing the radar screen
dagriefaa  [author] 29 Jul, 2021 @ 8:17pm 
if you can't get it to work out of the box, then no
it's a super old script
Saltered8 29 Jul, 2021 @ 10:07am 
is there a way for this to work in a cockpit not and lcd?
Typhon Plume 24 Jun, 2021 @ 8:01pm 
Thank you for posting this, works great. I was trying the MK2 but all the insructions on how to set it up where missing or set to private.
DragoF1sh 27 Jan, 2021 @ 10:50pm 
Hey, I am trying to use your script to create a radar that can track in 3 dimensions. I can send an image of my settup (it is very conceptual). I was wondering if there was a way to make it so the cameras are always scanning for long range detection. I noticed that the cameras are set to detect on a 20 tick buffer delay and was wondering if that was the reason for it not detecting anything that was far out.