Space Engineers

Space Engineers

Telemetry Plus
97 Comments
TechCoder  [author] 12 Mar @ 3:33pm 
@RougeSable - Not sure what your post is - obviously some error, but what happened to cause it (which would help identify the horribly non-informative, yet horribly common 'reference not set' message...) - though it is MOST LIKELY that you didn't install a needed item (see Description), though your post is, sadly, also non-informative about if this is a base or a ship, what you did to double-check all things are installed, what you then did when you see the error, etc...

I.e., if you help me, I can help you, but "It don't work" sort of things just are no help.
RougeSable 12 Mar @ 1:50pm 
> TelemetryPlus vTC1.2.1 <

E: (2) Run(UpdateAdvertise): Object
reference not set to an instance of
an object.
I: Started ...
I: Visual text size changed to: 0.45
TechCoder  [author] 9 Feb @ 6:12am 
hmmm.... - looks like you didn't install one of the LCDs (that typically people using this script do, as this is the first time someone's said anything about it...) and I missed catching if it isn't there.

Note the different names and one was NOT found, while the other was...

Not where I can look at the code right now, but my guess is the [TelemetryGPS] (see full instructions link).

If you can check that and the instructions and let me know, I can fix that in a few days. Also, the Discord is best if you need to chat about something.
Spencer 9 Feb @ 5:24am 
I decided to give this one a try. After ironing out the setup, all seemed to be going well, and it did find my LCD and projector, but then the script broke.
Projector was found
LCD not found.
Please check block name and recompile.
LCD Panel was found
Caught exception during execution of script:Object reference not set to an instance of an object.
at Program..ctor()
TechCoder  [author] 19 Sep, 2024 @ 7:17am 
I did see you joined and I'll send you the post I am talking about via Discord. Sadly, it isn't a link I can post on Steam because only those that are in the Discord can see it...
TheCiscoKid 18 Sep, 2024 @ 4:58pm 
Joined your channel. theciscokid.
TheCiscoKid 18 Sep, 2024 @ 4:54pm 
Will do. Appreciate it. Can you provide a link to the specific answer over on Discord? Or who posted it? Thanks
TechCoder  [author] 18 Sep, 2024 @ 1:57pm 
@TheCiscoKid - I'll reference you to the post I made earlier today..... - same 'answer' - basically anything "special" that you want on displays is _moderately_ simple (if you are open to some real "engineering", and if you are in this game, you 'should' be....) though it does take some time/effort on your part to get everything you want.

It is really hard to make a script that is 'everything to everyone' and that is why there are other 'helper' type scripts out there - and the person on my Discord did a really cool job of grabbing various data and displaying only what was needed, you should check it out....
TheCiscoKid 18 Sep, 2024 @ 9:46am 
Just started using this script and it's quite nice and powerful. Wondering if the data sent/received could be more modular. What I'm using this for is having the tx on remote bases (up to 20km away) that are doing automated drilling and refining. Looking to have the ore/ingot level in the container transmitted so I have a list of 'which bases are running out and need to move the drilling rig' at the main base. Any plans or thoughts to have it more 'selectable' as to what data can be sent? Instead of just a total/% of all the cargo capacity.
TechCoder  [author] 18 Sep, 2024 @ 7:06am 
There is no support for cockpit screens (and none planned) - they are too small to display the data. That said, there are ways (i.e., scripts) that will read the TP screens and break down the data so you can display varied info. This is not for the 'newbie' though one of the advanced people on my Discord has done this with very interesting success, so I suggest you look there for the posts and ask questions of that user if you plan to pursue this 'engineering'
Into 17 Sep, 2024 @ 7:25am 
How do I display this script in a cockpit?
TechCoder  [author] 17 Aug, 2024 @ 2:17pm 
Thanks to @debstar1234 for finding and helping to fix an issue with multiple LCDs (see 'channel' in Settings. New version now online.
TechCoder  [author] 2 May, 2024 @ 8:54am 
are you using modified parts? That's my first suspicion as it is _possible_ (and, sadly, too common) that someone made a modified part and didn't label them properly so that standard scripts can read the data as per the API.

My _guess_ (and, again, unless you give some DETAIL, I can't help much!) is that the one ship that is showing the fault has one of these parts.

Look for that and if you need more help, consider going to my Discord as it is much simpler to discuss in detail what you have in that ship, etc.
Miroskes 2 May, 2024 @ 6:16am 
Also, in the CORE fault, it says that "C:0%", however, my ship has no problems
Miroskes 2 May, 2024 @ 6:14am 
Thanks! the error is gone! it was in fact the name of the ship, however, the scrip says that one of my ships has a CORE fault but that doesn´t show on the Alerts LCD, any idea why?
TechCoder  [author] 2 May, 2024 @ 4:48am 
Check the Ship Names being sent - you must use "legal" characters, which, as the error shows, does NOT include a 'space' character. This is one of the more typical issues - but without DETAILS of what you are doing, it is only a guess.

As the error says, though, you are sending something 'illegal', like the characters shown in the error - check all ships naming.
Miroskes 1 May, 2024 @ 3:43am 
Hi! i cant seem to get this script to work... i folowed the steps in the discription, but the PB on my station that is set to collect gives me this error:
"I: Started...
E_ Loading error: Key contains illegal characters (\r, \n, l, =, ,)"

The ships show up on the lcd with Vtelemetry tag but they dont report damage... any help?
Sorry if im doing something wrong
TheRagingSniper 11 Apr, 2024 @ 3:30am 
Not sure you realize how useful of a script this is. I'm currently using it as a foundation for a complex automated system.
Rewrote the code for my specific purposes. You can modify this script to interact with other grids. You've even put in the ability to Write to Sub_grid panels which you can then use to Store temporary information and Use another programming block to parse that information and run it's own functions base off that information.

Great work. I'll be building an array of scripts off this to run an automated armada, production & Assembly, tracking, automated interstellar defense, ect.
TechCoder  [author] 19 Nov, 2023 @ 5:35pm 
@jgreen302 - not sure what you mean "forced text display" - nothing is "forced" in SE, you have control over everything... Be sure you have the LCD tagged properly (see the Description) before you compile the program (if you add the LCD after you compile, it might not be seen - click the 'Recompile' button in the PB). If you continue to have issues, join us on my Discord so we can talk with screenshots and such - we'll get you going fast, I'm sure.
SirPoopyPants 19 Nov, 2023 @ 4:04pm 
Any chance you could add a command switch in the code (player editable) for turning off the forced text display so we can apply the telemetry plus lcd image to the screen?
xxmanofmemesxx 6 Nov, 2023 @ 6:49am 
Thank you for the reply, recompiling did fix it. I had recently altered and added parts to the vehicle so it is possible that the report is caused due to unsaved changes to the grid.
TechCoder  [author] 6 Nov, 2023 @ 4:00am 
"core" looks for faults, in this order:
+ "GasTank" as defined by the game (O2/H2 Large/Small) https://github.com/malware-dev/MDK-SE/wiki/Sandbox.ModAPI.Ingame.IMyGasTank
+ "BatteryBlock" (same link change to IMyBatteryBlock)
+ "Thrust" (same link, IMyThrust)

If no core fault (MISSING from the original check when you Compiled TP), then we check for 'integrity' of the blocks and that is the 'Damage' and likely to cause a 'Mayday'.

It is not possible to be a 'false report' - though if you did not recompile TP after you made a core change, there certainly will be a report (TP has to store the 'core' info when you start it so there is something to compare later when some damage happens - even if the damage is you changing the layout of the ship!)
xxmanofmemesxx 5 Nov, 2023 @ 12:52pm 
One of my vehicles is marked with a core fault that I can't find in order to fix. I checked tanks batteries, thrusters, wheels, batteries, and program blocks. What other components are marked as core components, and is it possible that it is a false report?
TechCoder  [author] 13 Aug, 2023 @ 6:27am 
@Spazztard VR1 Thanks for following up on Discord (MUCH easier to chat!). I pinned your response so others can see what you found was causing this on your server.

For anyone readying here, this was caused by the Defense Shields mod shutting down antenna communications when raising shields!.
Spazztard VR1 11 Aug, 2023 @ 9:40am 
Does this still work? Followed the instructions and can't get it to detect any of my ships. Not to mention, the ones I installed it on a while ago are no longer functioning.
xxmanofmemesxx 7 Aug, 2023 @ 8:05pm 
Got it, thanks for the responses.
Phoenix 31 Jul, 2023 @ 4:55am 
@xxmanofmemesxx I personally just add an extra telemetry pb to any grid that needs to also be a collector (capital ships, etc). It's not efficient on the PCU side but it works.
TechCoder  [author] 31 Jul, 2023 @ 4:53am 
Not sure what you mean by 'blue force tracker' though, yes, it is quite 'intentional' (spelled "that is how the software was written and documented...") that only a "collector" PB will COLLECT information on the ships. The other ones are the 'senders' - ya gotta have both kinds to get Telemetry, y'know....
xxmanofmemesxx 31 Jul, 2023 @ 12:02am 
I was hoping to use this as sort of blue force tracker on my ships and vehicles, but the visual data seems to be only available to "collector" flagged grids. Is it intentional that data is only available to the collectors?
TechCoder  [author] 30 Jun, 2023 @ 6:36am 
all I can suggest is to re-read the instructions and make sure you didn't skip a step. Oftentimes something as simple as an upper/lower case mistype will cause things to not work. Also, make sure you are using a standard LCD - the others aren't supported (yet... - sadly, an LCD is not an LCD in the SE world and so supporting others is "on the list" as we say...)

If you continue to have trouble, I suggest you get on my Discord - much simpler to communicate and there's lots of folks there to chat with about all sorts of SE stuff. https://discord.gg/f2FmxjyPNu
zfadarkness 30 Jun, 2023 @ 6:09am 
trying to get the screen to show the circles thing on my lcd not sure what im doing wrong
Tyrope 1 Jan, 2023 @ 11:15am 
@TechCoder No worries, happy new year! :)
TechCoder  [author] 1 Jan, 2023 @ 10:27am 
I like it! Thanks for taking the time to make a 'spec' that everyone can take a look at and evaluate if maybe something else/different would also fit.

I'm booked pretty solid until later in the month and only have a few hours here/ there that I've allotted for gaming - and most of that time, well, I'm planning on GAMING, not more programming! So it will be a bit before I get to this, but I really do see it as a nice value add and appreciate the feedback!
Tyrope 31 Dec, 2022 @ 10:38am 
@TechCoder The way I was thinking is:
1) Tag timer block(s) with the configured "alert_panel_tag" (Which could optionally be renamed to alert_tag)
2) In the timer block's Custom Data, configure the minimum alerts required to activate (default: 1)
3) Alerts >= min_alerts → Start; Alerts < min_alerts → Stop.

This way, even if a player wants a light in all 30 rooms of the mother ship, your script will only need to trigger 1 block.
TechCoder  [author] 31 Dec, 2022 @ 9:20am 
@Tyrope - that is a great idea! I've also been toying with the idea of an 'automatic abandoned' time (take the ship off the screen if it has been missing for X time) though I'm not sure that is a good thing/not. However, a timer trigger seems reasonable. As you have put more thought to it than I have, what would you think should happen (kicking a single trigger for any ship seems simpler and less 'tic' drain than one for each ship, though it would be nice to have an option..... - not sure what the code might be for that, which is why I need feedback from users like you that have these great ideas!)
Tyrope 31 Dec, 2022 @ 8:58am 
Can we get the ability to trigger timer/sound blocks when an alert is active? I was building my base, and when I came back to the control room for energy I looked over to the TelemetryAlert screen and noticed one of my drone miners had been AWOL for 40+ minutes...
TechCoder  [author] 31 Dec, 2022 @ 2:49am 
basically TP does a 'system log' check when the script is initialized (you don't have to rebuild the PB, just go in, Check Code and if not compile errors, click OK), then every 'tic' TP gets from the server/PC (these are small, but 'enough'...), it does a 'scan' of the "core" (tanks, batteries, etc. that are turned on in the Terminal), then the rest of the ship that is available to the API.

If anything is found different than the 'log', it reports it.

Very straightforward and _should_ work on any ship that has 'standards conforming' blocks (some mods don't follow the rules and can then make those mods/scripts that do not work well..)
TechCoder  [author] 31 Dec, 2022 @ 2:43am 
I took a review of the code and even added TP to one new ship I have for testing - as expected, it came up green..... I have a 'finish by the end of the year' IRL issue (yeah today only... - and I have a NYE party at a fancy hotel tonight - - - well, no time to mess with TP today... :)
Next week I will have a bit of time and will re-review, but really I don't know why you would have issues and a few thousand others that subscribed to this script don't....

My only suggestion is that you publish your 'Kevin' either to the workshop or on my Discord and when I can next week(year!) I will take a look at it.

Maybe you are using mods that are causing it?
4 foxes in a hole 30 Dec, 2022 @ 4:57pm 
After some checking I figured that the collector is not having any issues. Something's wrong with the senders.
4 foxes in a hole 30 Dec, 2022 @ 3:21pm 
I have read that. Kevin (the green ship) is set about 250 meters away. Hauler is 60 and miner is 13. Kevin turned red after I grinded fully the programmable block, put it again and turned the script on. I did the same with base and other ships.
TechCoder  [author] 30 Dec, 2022 @ 1:43pm 
Sounds like you didn't read the (very important) NOTE....

NOTE: YOUR SHIP MUST NOT BE CONNECTED TO A BASE WHEN INSTALLING THIS CODE FOR 'DAMAGE' TO WORK PROPERLY!

Otherwise, replacing the PB would have done what would be expected (though should not really be required...) - it would read the ship and record the 'scan', then the vtelemetry would be green (as it is new and has no damage, etc...)

If you initialize the script when connected to a base, the only time it could possibly be green is if the ship would be connected to that same base - and nothing changed......
4 foxes in a hole 30 Dec, 2022 @ 10:15am 
NOW EVEN THE GREEN ONE IS RED, AAAAAAAAAAA
4 foxes in a hole 30 Dec, 2022 @ 9:54am 
I need help. The LCDs show every ship (except Bob, Bob has no coordinates for some reason), but only one is marked Green. I checked two other ships for damages with Automatic LCDs 2 and manually, didn't find any. I tried destroying and placing all programmable blocks, it DID NOT WORK. Pls send help
Lunatricky 10 Dec, 2022 @ 4:08pm 
Thanks for taking the time to reply both here and on discord. Keep it up!
TechCoder  [author] 20 Nov, 2022 @ 7:46am 
@Lunatricky - glad you enjoy the script - it is a 'keeper' that is worth having!

On your request - I am not sure I understand just what you are wanting, and more importantly, why/how you would expect to use it.

Seems like you want to take GPS points (like ore you found or something, not a 'broadcasting' sort of thing like a ship/base) and plot on the vtelemetry screen? While that would be possible, you'd have to manually put them into the script as the API doesn't give scripts access to GPS (talk to Keen!) Then, you'd likely want a place to maintain them (update/delete??) - that's a big project...

And, the reason you want it is to 'replace' the HUD (which can give things like SAM a way to navigate) with an LCD (that only can get you 'sort of' close to the point)?

Drop on my Discord and I'm happy to discuss more details, I just don't see it yet.
Lunatricky 20 Nov, 2022 @ 6:42am 
Thank for maintaining this wonderful script!
Would it be possible to add the ability to store fixed gps locations too , not just the grids with the script?
Would be a great way to play without signas as you could see marked locations on the lcd to navigate around?
TechCoder  [author] 5 Nov, 2022 @ 12:26pm 
Well, I had some 'extra' time and I got into this - NEW VERSION now available for download!

LOTS of new things (GPS on a new screen, even ALIASES - and more!) - too much to list in the Description above (they only give us 8000 characters.... :( so there is now a new GUIDE to show all the use/configuration!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884830645
Phoenix 3 Nov, 2022 @ 2:19pm 
"It's an old alias, Sir, but it checks out."
I'll keep brainstorming o7
TechCoder  [author] 3 Nov, 2022 @ 2:01pm 
......... except, with that, the 'bad guys' can fake names.........

OK, well, it is still a nice idea for the display on the collector - - - - gotta consider it with that in mind and see what it might take to put a (potentially long) list in the collector.

doing it in the collector also gives you a way to name your 'friend' ships and maybe just 'MX' for miners and such.....

I do like the idea - just gotta find a way to implement it (and schedule for working on an update is pretty far off right now - holidays and IRL projects...) - so keep the ideas flowing and we'll have a great next version - when it can come out!
Phoenix 3 Nov, 2022 @ 1:53pm 
Having the ships pass their alias along definitely sounds easier than having the collector manage everything. It also means multiple collectors don't have to manage their own lists. Anyway, I'm glad the idea's got potential.