Space Engineers

Space Engineers

Whip's Turret Based Radar WC Addon
103 Comments
Vaygrim 16 May @ 7:26am 
Unfortunately SFCS takes complete control of gyroscopic systems, making it very incompatible with any other mod or script that wants to interact with the gyros. I'd rather have just radar, that just works.
Olympus304 11 Mar @ 6:45pm 
run the original radar script with the script below on a different block and the radar works. this dude programmed WC support into it and it runs as of time of writing:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2232655829&searchtext=flight+control
Ace 27 Nov, 2024 @ 12:01am 
Totally broken.
Nighthunter 23 Nov, 2024 @ 4:35pm 
@Sigmund Froid could you update the script please? it seems to be broken right now.
Vorg 20 Apr, 2024 @ 5:47pm 
So that's why I can't get it to work :(
Const 17 Apr, 2024 @ 12:11am 
been broken for a bit
used to work fine on my airfield, then stopped working somewhere down the line
Inquisitor Emalleso_Ordo Malleus 8 Apr, 2024 @ 11:25am 
How do i utilize this, exactly? I have it running alongside whips radar and it doesn't seem to do anything. What exactly am i doing wrong?
RedCrafterHD 24 Mar, 2024 @ 7:32am 
Hey could you please edit the code so it works with LAMP and WHAM? would be greatly appriciated!
Based_Stickman 21 Jan, 2024 @ 9:21pm 
Can this script also be used to allow for turret mode on lamp to be used in weapcore?
Great Value Mo1stCritikal 12 Dec, 2023 @ 1:04am 
does this still work it doesnt recognize lynx radar or northwinds or wc turrets from arxy
FlyingWolf 11 Nov, 2023 @ 6:01pm 
it seems to not recognize northwind weapons
ATF_Coldblooded Carebear || 2 Nov, 2023 @ 7:18am 
@CamperCombo there is a way to use radar script without the addon but required a mod called 10km and 5km sensors mk2 (elite level) and you just set the sensor up at max range with the sensor filter (LG, SG, friendly, neutral, enemy…) So the script will be using sensor instead of turrets for enemies detection
CamperCombo 2 Nov, 2023 @ 1:55am 
Im not getting this script to show up on my LCD which is named Radar why?
Klause the Combustible 7 Jul, 2023 @ 4:15pm 
Question - I am running WC, and the "Replace vanilla weapons" mod. Will the standard gatling gun or rocket launcher work as a weapon core weapon for the purposes of this mod/radar?

If so, I have to figure out where I've buggered myself, cause its not working, lol
MoreLoong_Dragon 17 Jun, 2023 @ 9:50pm 
Good work!
Suggestion: Adding a "range <meters>" argument would be super helpful, letting us manually set (reduce) the scale to take a closer look at nearer targets, and another argument like "range default" for switching back to default auto-scaling :D
Stuxnet Victim 9 Mar, 2023 @ 8:48pm 
kinngrimm: This is an addon for Whip's Turret Based Radar, a vanilla script, to make it work with WeaponCore. You can just download that base mod (linked on this page as a required item) and not use this addon if you don't want WeaponCore.
kinngrimm 9 Mar, 2023 @ 6:27pm 
Is there a vanilla (none-weapon core version) to this?
Sigmund Froid  [author] 4 Mar, 2023 @ 5:17am 
LAMp should pick it up though admittedly I haven't tested that really
alexthekiller846 3 Mar, 2023 @ 11:37pm 
Can this potentially feed information to LAMP?
76561198040172855 27 Feb, 2023 @ 12:19pm 
Yeah, I'm having issues on my end as well with the Northwind Weapon Pack mod not being detected. I'm unsure what else I could do to fix this so I decided to let you know, Froid!
Sigmund Froid  [author] 13 Feb, 2023 @ 3:33pm 
It should support it, I think...
NightWolf 13 Feb, 2023 @ 2:53pm 
Does this script support connection via laser antennas?
Daniel. 14 Jan, 2023 @ 5:07am 
the script doesnt detect any of my weaponcore weapons, using northwind modpack (500mm cannons)
TwinChops 7 Jan, 2023 @ 2:27pm 
After writing this i checked my other ships, everything is working fine there, atleast that explains why i get the enemy signal on my radar ... that just made my problem 100 times more confusing.
TwinChops 7 Jan, 2023 @ 2:24pm 
I think a Weaponcore update broke this, not quite sure however, the Radar Script itself is working, this one is working on its own to, but when Both are running whips Script just dies, and since both of you didnt updated anything i think its a weaponcore update.
But, i noticed that i get an Enemy signal on the my Radar screen even without your script, wich should not be possible because its over 6km away and i only use weaponcore weapons. Maybe they included whatever your script does into WC itself now?
Sorry i have no idea about Scripting, just writing what i think lol.
NightWolf 25 Dec, 2022 @ 3:34pm 
Alrighty, thanks for the notice
Sigmund Froid  [author] 25 Dec, 2022 @ 5:33am 
The reset to 1km is expected, it should increase once a target is spotted outside that range. About weapon detection: make sure you have both a WC weapon and a Cockpit on your main grid as that is required for WeaponCore to initialize.
NightWolf 24 Dec, 2022 @ 7:23am 
Also one more thing is that it doesn't seem to detect most of my weapons, just two (I don't know which two, probably the two vanilla ones)
NightWolf 24 Dec, 2022 @ 7:11am 
This script seems to reset the radar to 1km maximum range even when I use the override. I have a 5km turret (Three of them, covering every angle) and it just resets it to 1km. Please help
Sigmund Froid  [author] 19 Nov, 2022 @ 3:40am 
OK. New update is out. Should fix your issues with the targeting range and includes now automatic range adjustment to the farthest target detected (Might need some adjustment still)
Black Tortoise 18 Nov, 2022 @ 2:56pm 
Yeah thanks Feral Wolf I found that too, just decided to stop commenting. Still doesnt work with my WC mods though ;-). But I did manually set the Radar block's custom data override to 30,000 (how far my mod's best turrets can see, also experimented with lower numbers) and I couldnt register anything on the radar map while the jturp minimap displayed several things (it uses antennae data).
Feral Wolf 18 Nov, 2022 @ 8:54am 
Now how do you get it to play ball with Whips Lamp
Feral Wolf 18 Nov, 2022 @ 8:47am 
Found a quick fix, whips radar pb under custom data override the range and set to true
Sigmund Froid  [author] 18 Nov, 2022 @ 8:25am 
I'll have to check those issues later, it might be changes in the API...
I'll look into it
Feral Wolf 18 Nov, 2022 @ 8:22am 
Seeing the 1 Meter range as well, playing on Dead Space > sigma draconis
Black Tortoise 18 Nov, 2022 @ 5:04am 
I had also installed vanilla weapon turrets alongside WC and Aryx, and the radar still only reads "1 meter" even if I use the vanilla artillery turret.
Black Tortoise 18 Nov, 2022 @ 5:03am 
Unfortunately this does not work with turrets from other weaponcore mods either (I did not try uninstalling Aryx). Oh well, Whips Radar was like my 2nd or 3rd fav mod ever, RIP
Black Tortoise 18 Nov, 2022 @ 3:20am 
Indeed, I cant get this script to work with Aryx weapons, one of the most popular WC mods (and probably the most popular one currently).

I guess I can try and install Okim Grand Weapons for the targeting turret and just not use any of the other blocks in my game, and see if that works ;-)
Crixtl 30 Oct, 2022 @ 11:14am 
Does it works with Aryx Weapons?, i cant make it work :c
Deapri 21 Jun, 2022 @ 8:25pm 
Tested and it's working though limited by the turret range and the range override as noted does not function.
Inviz 22 May, 2022 @ 5:36am 
Either I don't understand how this FIX script works, or it doesn't work.

I play on the Sentis Project project, I installed a radar and this script, but the turrets do not want to show the enemy in any way.

I imagine the world in which I tested these scripts
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2784928403
Sigmund Froid  [author] 7 May, 2022 @ 2:03pm 
@yuya.38426
It's all good, at least you gave a very detailed report, so it was easy to figure out!
And rather one report more than less, to be honest!
yuyu.38426 7 May, 2022 @ 1:43pm 
@Sigmund Froid

Ah! that's why the radar didn't detect weaker targets. I'm sorry for my wrong report.
Sigmund Froid  [author] 7 May, 2022 @ 11:17am 
@yuyu.38426
In my testing it works fine. Are you sure you have set the minimumThreat variable as described on the page? The default value will only show ships with an equal or higher Threat value aka. sgrids that are stronger relative to the grid the PB is on.
yuyu.38426 7 May, 2022 @ 5:06am 
@Sigmund Froid

I also tested other turrets as a radar unit such as BR-RT7 "Punisher" Burst Cannon and AC54 Chord from Aryx Weapon mod, Autocannon turret from WeaponCore - Replace Vanilla Weapons, XP1 - Laser Turret from MWI - Weapon Collection 2. No difference from Maxwell Radar unit was observed.

I tested weapons; Aryx Weapon Enterprises, MWI homing weaponry, Paragon industries Blaster Pack, MWI Weapon collection 2, WeaponCore - Replace Vanilla Weapons, MA weaponCore Weapons, and I reproduced the problem. Adding other different weapons to the same grid usually broke the radar system, but sometimes made it worked.

This bug seems complicated but I hope you could fix it...
yuyu.38426 7 May, 2022 @ 5:05am 
@Sigmund Froid

I probably identified the problem. The reproduction of the problem was really hard to find.
I also checked the scripts and other mods I used, but they were not related to the bug.

When I tested in Creative mode with WC(ver 2.2), Defense shields(2.0), Aryx Weapon Enterprises, I reproduced the problem. The world I reproduced this problem is available here
I used Maxwell Radar unit from Aryx Weapon mod as a radar(turret), LCD, Battery, 2 Programmable blocks for whip's script and this addon. After setting up, I tried to add some weapons or to change the turret used as a radar unit.

If you put 2 or more different WC weapons on the same grid, the radar will be broken as I previously described after copying the grid, reloading world, or simply when the grid is reloaded.
Sigmund Froid  [author] 5 May, 2022 @ 8:18am 
@yuyu.38426
Thanks for the detailed report, I'll check it out later!
yuyu.38426 5 May, 2022 @ 7:51am 
@Sigmund Froid
Hi

Bug report
I'm not sure if it is because of my environment or something. I'm using WeaponCore mods like "Aryx Weapon Enterprises" and "MWI homing weaponry" mods. in Creative mode, I set up a radar using Maxwell radar in Aryx Weapon mod according to installation. it seemed working, but I noticed the radar started to detect only friendly ships with the radar script after I attached the other WC weapons. no enemy and no friendly without the radar were detected. This always happens when I copy a ship with a radar and WC weapons.

I hope this will be helpful.
Kittamaru 13 Mar, 2022 @ 8:28pm 
Derp... nvm... I was changing the wrong number for minimum threat level >_>
Kittamaru 13 Mar, 2022 @ 8:26pm 
Does this work with Warfare 2 and the CoreSystems update (from WeaponCore)? I can't seem to get this to work with things like the LYNX Industries Designator Turret