Space Engineers

Space Engineers

Advanced Designator Turret
90 Comments
Harbinger Ace  [author] 3 Mar @ 7:18pm 
@Xythlord
Vanilla+ does not conflict with vanilla weapons.
Xythlord 11 Feb @ 11:13am 
does this work with Vanilla+?
Leozingameplays 8 Nov, 2024 @ 4:30pm 
Thanks. I tried it out and it sorta do, but the range became messed up and sometimes it can work, sometimes it simply set itself to 4 meters range. I gave up on WC unfortunately, lots of things don't work with it. A shame, since I really wanted to use the energy shields mod too
Kittamaru 4 Nov, 2024 @ 4:57am 
@Leozingameplays - unfortunately, WCs turret mechanics are fundamentally incompatible with vanilla turret mechanics, which is why WHAM/LAMP don't work with WC turrets. If you load this alongside WC, I'd be very surprised if this turret is able to function at all.
Leozingameplays 2 Nov, 2024 @ 5:41pm 
I have a question. This is clearly stated as non wc, but it breaks if wc is loaded? Cause I very much like wc, but I really want to shoot missiles at longer ranges with LAMP and, while a wc mod that I use add a RADAR like turret, it doesn't work for LAMP. My hope is that yours will work sisnce is non wc, but I'm afraid wc will mess with it anyways.
BooseOG 15 Oct, 2024 @ 5:12am 
What ammo gies in designator
Emiricol4Rl 4 Feb, 2024 @ 6:27am 
Can each turret have its own designator? I'd like to merge my player-made turrets with these for redundancy.
TigersFangs 5 Sep, 2023 @ 1:53pm 
@Polski_Sebek1 In a word, no. This doesn't alter vanilla weapons or their ranges as far as I know.

Think of it like a radar dish or a set of eyes. All it does is see things. The designator turret itself can see things up to 5km away. But that doesn't mean that turrets or weapons can reach that target.

It is up to the player to do something with that information through the use of the programmable block and in-game scripts as mentioned in the description like Whip's Turret AI Slaving, Rdav's Easy Auto Turret, Diamond Dome Defense, WHAM, Rdav's Guided Missile, or various radar scripts like Whip's Turret Based Radar and LiDAR Mapping.
Polski_Sebek1 5 Sep, 2023 @ 10:25am 
So in very simple way of putting it, with this advanced designator turret any assembled weapon (like gatling turret) range can go up to 5 km ?
RenardPolaire 17 Aug, 2023 @ 3:53am 
Is it capable of designate targets up to 5kms for AWP weapons turrets or only for custom builds turrets ?
Harbinger Ace  [author] 29 Jun, 2023 @ 11:12am 
@Sworn A mod script and an in-game script are two different things. A script which slaves turrets to another turret is an in-game script.

An example of a mod script would be Modular Encounters Systems.
Sworn 29 Jun, 2023 @ 10:02am 
ok, so then it is just misleading, I don't mind a fancy writing for immersion, but make it clear.

No mod scripts used! Unless Keen changes how weapons work, this mod will never break!

but then it useless if you don't use any targeting script....
Harbinger Ace  [author] 29 Jun, 2023 @ 9:45am 
@Rupture No.

@Sworn Please read the description.
Sworn 29 Jun, 2023 @ 9:07am 
hmm What am I missing? I don't really gets how it is supposed to work. Does it make all turrets lock at a target from a max of 5km? or it is itself a turret that just function as a normal turret and, for now, don't know how to use the conveyor system, so you have to manually supply it with ammo....

From the description, since you mention a paint gun, I would assume this turret shot at something, and upon impact it would case a grid lock on it, is that it? Or my small Gatling turret will try to fire at 3km range?
Rupture 19 May, 2023 @ 4:57am 
Will you ever make a weapon core version of this mod?
Harbinger Ace  [author] 16 Apr, 2023 @ 11:21am 
@Sundae This is mentioned in the description. I used to prevent this by limiting the bullet's maximum range, but this workaround broke tracking once Automatons dropped.
Sundae 16 Apr, 2023 @ 4:03am 
The turret is firing at the target.although there was no damage, but it looked strange
Harbinger Ace  [author] 14 Apr, 2023 @ 10:57am 
All targeting issues are fixed.

Automatons changed something about how turrets target; seems max projectile range is now part of the calculation. Previously, max projectile range had no influence.
TheWatchingEye 14 Apr, 2023 @ 10:11am 
yeah the mod seems to be broken as of the automatons update.
Senomega 14 Apr, 2023 @ 5:23am 
Is it possible that this Mod is not working any longer since 1.202?
Ranch 19 Mar, 2023 @ 10:44pm 
Why doesnt the turret fire upon enemies? I want to use it for an early warning detection system to activate timer blocks but it won't work unless the turret fires. It wont even aim at them. any help is appreciated
GenStone 18 Jan, 2023 @ 11:00pm 
Since we're doing the inverted camera (love the random movement off by default by the way) can we do the same for sideways cameras so those are less disorienting to use as well?

Though, I don't know what side would be decided on as the "correct" side for top-down. Personally, I orient the control panel down as that makes it easier to load on most ships, save for ones where that designator is placed really low to the ground.

Also, the icon for the designator turret cluster is the gatling turret+ instead of a designator turret+
Nothing major, just notable.
Novum33 18 Jan, 2023 @ 2:39pm 
Suggestion: Making another block with the same functionality of the custom turret controller for but with a long range for other detection options or less scripts needed
Harbinger Ace  [author] 18 Jan, 2023 @ 2:30pm 
@BROTHERHOOD Sure.
BROTHERHOOD 17 Jan, 2023 @ 3:17pm 
Hi harbinger I was wondering if it would be possible to make a flipped version camera so it can be put on the bottom of ships or on a ceiling so it could be used as a security camera or a scouting camera the way the 30mm chaingun for the controls
Sub-Zero 28 Nov, 2022 @ 6:55am 
Hi harbinger, indeed weapon core but also paragon's countermeasures cause the designator to crash. Thanks for the info and keep up the good work
Harbinger Ace  [author] 27 Nov, 2022 @ 8:01pm 
@Sub-Zero Remove WeaponCore and all WeaponCore-dependent mods. This is confirmed to fix all range bugs.
Sub-Zero 27 Nov, 2022 @ 7:41am 
hello, small problem with the range, impossible to exceed 4m. a solution to offer me please?
Perryax 17 Nov, 2022 @ 2:34pm 
do you plan on creating a Weapon Core version of this mod?
jperk354 17 Aug, 2022 @ 11:13pm 
Trying to add this as a camera or tool to a custom turret controller, but it doesn't recognize it. Is that intentional or am I missing something? Thanks
Harbinger Ace  [author] 8 Jun, 2022 @ 11:35pm 
@SingingCrazyMeteor I believe Copy Target's range is related to projectile ranges. Advanced Designator Turret's projectile only travels one meter, so it might not work with Copy Target.

I could update it with an increased range, but that will lead to some funky behavior.
PledgeDefense 7 Jun, 2022 @ 2:45pm 
Any idea if copy target is supposed to work? I get target out of range message.
ninjawizard 19 May, 2022 @ 10:23am 
i was struggling with it for hours than i realise it needs a fake ammo to work like all turrets haha, still this thing is a game changer man, very nice work ! u got a sub/liked/favor
SaltySeabisc 27 Mar, 2022 @ 1:24am 
Turret now targets specified block type so thats good, but the re targeting problem still persists, standard turrets also re target but only after about 30 seconds have passed or more, not multiple times a second. might be a variable somewhere thats set extremely low causing it?
Harbinger Ace  [author] 27 Mar, 2022 @ 1:08am 
Now faces the correct direction when used as a designator, and I've attempted to fix the rapid re-targeting issue, but it still seems to exist. No clue if adding the new WFII weapon strings at least fixes issues related to mod API usage.
Harbinger Ace  [author] 26 Mar, 2022 @ 11:07pm 
I just got done with finals, so I'll take a look and see if I can fix what's going on.
SaltySeabisc 21 Mar, 2022 @ 6:59pm 
Turret seems to be rapidly re-targeting blocks on the targeted grid, causing any turrets using this as designator to flail around wildly trying to follow the target, is there some way to fix this?
WheelChock 21 Feb, 2022 @ 9:28pm 
After the recent Warfare 2 update, and updates to WeaponCore, this stopped working if you also used WeaponCore and WeaponCore - Replace Vanilla Weapons. To get it working again, just need to add the following lines to the CubeBlocks file at the end of both definitions:

<TargetingGroups>
<string>Weapons</string>
</TargetingGroups>

It doesn't turn to face the target but it still designates.
Spencer 12 Feb, 2022 @ 10:33pm 
Turret doesn't target anything. I've adjusted it every way I can to try to get it to lock onto something but it simply wont.
G43 mai waifu 18 Dec, 2021 @ 12:33am 
Alright then...
Harbinger Ace  [author] 17 Dec, 2021 @ 5:16am 
@濕濕娘 I have no idea. This is something I've actively been trying to solve. The designator still works fine, regardless.
G43 mai waifu 16 Dec, 2021 @ 11:54pm 
Why does it aim at enemy with backside?Or the side with blue cameras wasn't the frontside?
SepticStorm 10 Aug, 2021 @ 4:23pm 
Id like to second that Mod.io request. I still have one 1 buddy that has yet to jump to PC for SE and it is holding the rest of us back. lol
nbp 24 May, 2021 @ 3:18pm 
hi can you plz upload this mod to mod.io plz oh plz
Harbinger Ace  [author] 3 May, 2021 @ 7:35pm 
Yes, it can!
SevenofThr4wn 3 May, 2021 @ 2:07pm 
Can this be used with Whip's Turret Based Radar Script?
Kaito 30 Apr, 2021 @ 10:54am 
Actually, Froid's WC Rotor Turret script now supports using vanilla guns as designators (was broken, is fixed now), for anyone interested.
Kaito 26 Apr, 2021 @ 5:54pm 
+1 for a weaponcore version
Harbinger Ace  [author] 22 Apr, 2021 @ 1:28pm 
@Boludo96 You also have to add the mod to your world via the world settings.

As a general note to everyone, this mod still works as of the Warfare 1 update.
lucaswolf0206 22 Apr, 2021 @ 7:49am 
hmmm