Space Engineers

Space Engineers

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Space Scanner (outdated, because of removal of GFD)
   
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Type: Blueprint
File Size
Posted
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356.594 KB
20 Dec, 2015 @ 7:52am
25 Apr, 2016 @ 4:24pm
5 Change Notes ( view )

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Space Scanner (outdated, because of removal of GFD)

Description
This space scanner is an incredibly powerful way to gain intel. It uses the GetFreeDestination function of the remote control block. I just updated it to be MUCH faster. There should now never really be a reason to change the number of GFD calls. It will scan the entire server in a matter of seconds even with only 3 beams per tick.

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How to use:
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I made 2 progblock buttons you can use in the cockpit. The first one starts the search, the second one resets the search (and also starts it anew)

If you want it to stop permanently, turn off the timer block (3). This will preserve the lists, but stops their updating. Just remember to turn it on again if you want to search.

I also added a light to shine on the LCDs in case the sun is not helping you (press 4)

The 3 panels work as follows:

Left: Asteroids
Middle: Grids (= large and small ships)
Right: Information on the target closest to your target reticule. Including two arrows to help you point at it.

Some issues to know about:

1) There is a value called "beam width" in the top of the script. This is set to 1000 currently. This means you cannot scan if you are within 1000m of an object. So get away from stuff if you want to scan. However, if you have no choice and have to stay there, just lower the value. It will scan more slowly though.

2) I currently have no way to scroll through long lists. If there are dozens of ships out there, you can only see the first 10 that have been found in the middle panel. If you go inside the LCD panel, you can see the rest, but it will ask you to truncate the text. The panel on the right always works, even with many targets (just be sure to aim correctly)

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How to set up the script on your own ship:
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If you look inside the script at the top you will find the following information:

int max_GFD = 3;

This is the maximum number of GFD calls per tick. You should probably not change it. You could do that, but it will definitely tax your computer or the server you are on. 3 should be enough. Don't set it less than 3.

int max_targets = 100;

This does not do anything for now. I was planning on making a max target setting, but I didn't get around to it.

int asteroid_check = 18000; .

Asteroids usually don't disappear, so there is no need to check on them, but just to be safe, the script checks every 15 minutes to see if they're still there and if not, they disappear from the list. You can change this to a higher number (18000 means 18000 ticks = 15 minutes.

float max_dist = 130000;

This is how far the scanner will scan: 130 km in this case. Set it lower or higher, it doesn't really matter usually. If you're in a server with planets and you want to detect stuff hundreds of km. away, just set it higher. It scans through planets actually. It just doesn't scan through rocks, if they are spawned.

double max_v = 120;

you probably shouldn't change this number unless you modded the speedlimit (though... this entire script may not work right on modded servers)

double max_acc = 10; // This number is the maximum acceleration a ship is expected to have. Any higher than this
//and the lock may be lost when making a quick velocity change in the transverse direction.

change this value if you think ships accelerate faster than 10 m/s^2, you may lose them if they accelerate faster than this value. However, the higher you set it, the more GFD calls will be spent tracking instead of searching.

int max_loop = 100;

this is a safety measure to prevent the "complex script" error. You probably shouldnt change it.

float max_beam_width = 1000;

This is a very important number. Basically, this sets the size it sees targets as. If you set it to 1000, all targets (no matter the size) will be detected as 1000 m + whatever size they are. They will appear bigger and thus, are easier to detect. If you set it lower, it will take more time to find them, but the script will work closer to other grids. If you are alone, far from everything else, it will work at 1000. If you are over 5 km from anything, you could set it to 5000 and scan even faster. If you are 100m from another grid and cant move away, it needs to be set under 100m or the scan wont work at all. Just determine what you want it to be, or keep it at 1000.

void Main(string argument)
{
if (argument == "reset") Storage = "";
var gts = GridTerminalSystem;
IMyRemoteControl rc = (IMyRemoteControl)gts.GetBlockWithName("Tracker Remote");
IMyTextPanel asteroid_panel = (IMyTextPanel)gts.GetBlockWithName("Asteroid LCD");
IMyTextPanel grid_panel = (IMyTextPanel)gts.GetBlockWithName("Grid LCD");
IMyTextPanel target_panel = (IMyTextPanel)gts.GetBlockWithName("Target LCD");
IMyTimerBlock timer = (IMyTimerBlock)gts.GetBlockWithName("Tracker Timer");
IMyCockpit cockpit = (IMyCockpit)gts.GetBlockWithName("Cockpit");

This part is basically the way your blocks need to be set up. So set up 3 LCDs, a RC, a timer and a cockpit and make sure timer triggers the progblock. Fiddle around with the LCD font size and "display public text". You can always look at the blueprint and how that is set up, just copy the way I did it and you should be fine.
80 Comments
Briareus 2 Apr, 2020 @ 12:33am 
он уже не работает
mifodi89 20 Mar, 2019 @ 3:02am 
Чет я не пойму как им пользоваться
Innoble  [author] 8 Apr, 2017 @ 3:53am 
Done
Deflect 30 Mar, 2017 @ 3:02am 
Could you add to the name, Decommissioned, or outdated. or even GFD. thanks
Innoble  [author] 26 Dec, 2016 @ 2:10am 
if they deleted the GFD function then there is no replacement. It was the only way to do this. Unless you try mods (my holo projector mod might still work).
Jakesnake5 24 Dec, 2016 @ 8:04pm 
Has anybody made a replacement of this since they deleted the GFD function?
Innoble  [author] 2 Dec, 2016 @ 11:53am 
hi cookins. Yea there are tons of ways to improve and I am a much better coder now, than I was when i started it. Anyone who wants to may improve and rerelease the scanner code. Some already have, if you check the keen forums. I moved on to working on mods after releasing this. After making the holo projector mod I moved on to working with unity to try and make my own stuff, so I don't have time to work on this script anymore. Still happy to see people are liking it though!
amessiah 2 Dec, 2016 @ 3:11am 
it could be nice if there filter for grid sizes..
still great! love you!
Who the Fok 30 Aug, 2016 @ 4:09pm 
works pretty good, i found grids over 800km away. It would be great if it was easier to copy the gps in but its managable
Sniper184 19 Aug, 2016 @ 1:36pm 
It worked thanks. It would be cool if this would work with rdavs fleet command.