Space Engineers

Space Engineers

10 km and 5 km Sensors - Mk 2 - ( Elite Level )
43 Comments
Skallabjorn  [author] 11 Feb @ 6:23am 
Please see above, this is modded for range and NO Voxel detection.
shootermangabe 10 Feb @ 10:16pm 
The reason I ask is because I’m trying to make nukes that detonate 250m above the ground.
shootermangabe 10 Feb @ 10:15pm 
What’s the max range for voxel detection? Or do I have to enable that?
Captain Phantom 27 Oct, 2024 @ 1:55pm 
Is there a way to edit it to where I don't need several nuclear reactors on my plane to have a functional radar?
Skallabjorn  [author] 27 Feb, 2024 @ 4:45am 
working fine on my server
ATF_Coldblooded Carebear || 26 Feb, 2024 @ 9:42pm 
i seem to have run up a bug... i have set up the SG sensor for 250mm on all side to detect my large grid ship and station and have it turn down the shield ... and nothing, then try it on spotlight just in case it had issue with mods and still nothing

LG work as intended
Skallabjorn  [author] 26 May, 2023 @ 11:47am 
That will require scripting and is not a native function of a sensor / programable block interaction. Maybe one of the new blocks can help as well.
Revan 26 May, 2023 @ 11:08am 
to trigger when it detects enemys and once more to give an all clear.
So in basic to trigger a block when it detects and when it cant detect anymore
Skallabjorn  [author] 26 May, 2023 @ 8:58am 
Trigger in what way?
Revan 25 May, 2023 @ 11:00pm 
I cant get the sensor to trigger programable blocks any help with how I can fix that?
I have a red alart script on the programable block and would love for the sensor to activate that block and maybe the shields in the future
Skallabjorn  [author] 21 Nov, 2022 @ 6:04am 
Yes
Inquisitor 20 Nov, 2022 @ 7:10pm 
are the action triggers in the same order as the vanilla sensors?
Skallabjorn  [author] 20 Nov, 2022 @ 6:25am 
Work fine in my tests on my servers.
Inquisitor 19 Nov, 2022 @ 8:27pm 
Doesn't seem to work for me
Skallabjorn  [author] 12 Nov, 2022 @ 6:57am 
Thats a keen code in game thing and out of my control
Kherianda 10 Nov, 2022 @ 10:09am 
It would be awesome if the sensor could distinguish between static and ship grids.
Skallabjorn  [author] 3 Jun, 2022 @ 11:45pm 
Exactly, thats the script pictured in the images above.
ATF_Coldblooded Carebear || 3 Jun, 2022 @ 8:25pm 
@Taco__ you could use Whip’s Turret base radar in conjunction with this sensor that will give you a situation awareness displayed on a Lcd.
Taco__ 3 Jun, 2022 @ 8:16pm 
How can I display this on an LCD or cockpit screen, I don't see an option.
ATF_Coldblooded Carebear || 28 Apr, 2021 @ 2:16pm 
Had to ask .

Thanks for the quick reply ;D
Skallabjorn  [author] 28 Apr, 2021 @ 2:10pm 
That would require scripting skills beyond what I know / have.

Sensor on its own wont do that.
ATF_Coldblooded Carebear || 28 Apr, 2021 @ 2:05pm 
Been a while so here a other question.
Would it be possible to have/create a sensor that detect gravity field
Probably independent of this mod???
Skallabjorn  [author] 4 Feb, 2021 @ 5:50am 
Correct
ATF_Coldblooded Carebear || 3 Feb, 2021 @ 6:18pm 
ok had to ask .... i'm guessing that the same for negative value then?
Skallabjorn  [author] 3 Feb, 2021 @ 5:38pm 
Not possible on sensors in keens code
ATF_Coldblooded Carebear || 3 Feb, 2021 @ 2:11pm 
sorry to bother you once more but i do wanted ask you if it's posbile to add Offset value in the sensor so when you have multiple sensor there won't be overlaping sensor zones and considering that one is setup for activating guns and shield and the other one is for turning them off as a energy saving option.
Skallabjorn  [author] 7 Jan, 2021 @ 10:34am 
no these wont work with that, see the above description, cant detect voxels but you can give it a try, keen made some code changes and "asteroids" does appear in the detect settings
ATF_Coldblooded Carebear || 7 Jan, 2021 @ 10:25am 
I’m guessing that the same goes for P.A.M. (Path auto miner by Keks)?
Since you have not mentioned this one
Skallabjorn  [author] 7 Jan, 2021 @ 9:23am 
lol no worries....
ATF_Coldblooded Carebear || 7 Jan, 2021 @ 9:20am 
I apologize for being blind ... i went directly to comment without checking the description..that my bad sorry.

This md will be terrific for me and the bane for my enemies

Was going for a 4 sensor setup
1) range 10km turn on additional energy generator (14 modded engine that give me 1944 GW of power)
2) range 9.5km activation of shield up
3) range 5km activate all gun turret
4) no more enemie, turn off step 1 to 3) go on stand-by mode.
Skallabjorn  [author] 7 Jan, 2021 @ 9:03am 
to quote whips mod info page
"Now supports displaying targets locked with WHAM or LAMP
Now supports displaying objects detected via sensor.
A ship controller is no longer required so you can make really cheap relays."
Skallabjorn  [author] 7 Jan, 2021 @ 9:02am 
Yes, whips turret radar now supports this, see the notes and instrtuctions I keyed in above the other day.
ATF_Coldblooded Carebear || 7 Jan, 2021 @ 9:01am 
Just to confirm something so i can try it once i get back home...
Will Whip's radar script recognizing this as viable source?
Skallabjorn  [author] 5 Jan, 2021 @ 7:26am 
audible alert is just the sensors own beep. I have found sensors work better when triggering a timer, that goes for any sensor, vanilla etc
Someone 4 Jan, 2021 @ 8:23pm 
Odd. Any suggestions for troubleshoot? I have set to "audible alert" and "enemy" and bound to action "play" on sound block and it doesn't trigger on enemy approach.
Skallabjorn  [author] 4 Jan, 2021 @ 3:36pm 
Yes enemy is any hostile grid. Working fin in my same uses ( perimeter detections )
Someone 4 Jan, 2021 @ 1:26pm 
Trying to use as a simple Proximity alert for enemies, set to detect Enemy (nothing else) within 8km, set to trigger a Sound block. But doesn't seem to be working. Does 'enemy' apply to any grid in a hostile faction?
ATF_Coldblooded Carebear || 30 Dec, 2020 @ 11:15am 
Cool
Skallabjorn  [author] 30 Dec, 2020 @ 10:50am 
Slider bar for ranges on the options yes, just like any sensor in the game.
ATF_Coldblooded Carebear || 30 Dec, 2020 @ 10:29am 
Can we select the range and type.
The premise for my question is this: when detecting a enemy at a certain altitude would activate a timer block that will link set action of powering up both the shield and turrets and a second sensor with same range but below the top one turn them off...
In your opinion would it function that way?
Skallabjorn  [author] 7 Dec, 2020 @ 9:03am 
No , as it says above, it wont detect voxels. This was done as that on many machines, because of keens code, if you detect voxels to the maximum range of these sensors, 99 % of the time SE will crash as SE eats all your ram trying to process the data.
SOBEK 7 Dec, 2020 @ 2:19am 
Stay save.
SOBEK 7 Dec, 2020 @ 2:19am 
Hi. This can by use with autominers scripts like PAM ?