Space Engineers

Space Engineers

BlueG Radar - Modified for the GFCS
18 kommentarer
games.alex.dorsett 12. okt. 2024 kl. 20:13 
How to show on a screen?
ThePropheticWarrior 14. sep. 2020 kl. 18:30 
I would love to use multiple (perhaps 4 or 5) sensors on a rotating rotor and/or rotating dish, like in real world! It would also be awesome to have the option of selecting one directional sector at a time (different radar consoles looking at different sectors, like Fighters use) - and main for (all sectors) general viewing, as well as passive/active modes - like in the real world! It would also be nice to implement this in planet/wall maps! I'm going to also suggest this in the other radar mods - perhaps some cooperation can be done between the Modders - and the Community!
jackik 20. maj 2017 kl. 10:09 
"future versions"?
Salty Slothy 1. sep. 2016 kl. 7:53 
@vas I usually have a debris defense setting. If it detected objects moving over certain speeds any block that blows off the ship will trigger the radar and give false feedback.
Vas 15. aug. 2016 kl. 9:57 
Just out of curiosity, if this ignores grids without reactors or batteries, how does it detect if someone launches a hunk of metal at you? Like a ball or spear of heavy armor. I'd suggest having it track objects that are moving beyond a certain speed too. Just a thought. :P
FallOut(eX) 13. aug. 2016 kl. 21:31 
Currently in Dev build of SE your custom RadarG doesn't work.
Deese Nutz 3. aug. 2016 kl. 15:22 
The script isn't showing up on my modlist. Help?
Gryphon 27. feb. 2016 kl. 0:20 
I get the same problem. Properly named standard sensors and/or super sensors arent producing the desired results, and when im trying to use gfcs that causes issues
力量型英雄 26. feb. 2016 kl. 8:39 
last update have broken this again. This time no error log is shown but the sensor with proper name simple does not produce a result. BlueG is missing for long for his reason, so I am posting it here for help
imivi  [ophavsmand] 18. jan. 2016 kl. 15:42 
@silentdeth
Thanks for telling me! It should be fixed now. For some reason Keen moved the MyRelationsBetweenPlayerAndBlock enum from Sandbox.Common to VRage.Game.
silentdeth 17. jan. 2016 kl. 15:28 
Latest update seems to have broken this:
MOD_ERROR: \AppData\Roaming\SpaceEngineers\Mods\537689481.sbm_BlueG_Radar GFCS Version, in file: \AppData\Roaming\SpaceEngineers\Mods\537689481.sbm_BlueG_Radar GFCS Version
\AppData\Local\Temp\mpvtjn1a.0.cs(375,22) : error CS0103: The name 'MyRelationsBetweenPlayerAndBlock' does not exist in the current context
Aquilux 24. nov. 2015 kl. 11:28 
Would it be possible for this block to generate a 3D map item for use with the holographic projector that displays radar data in real time similar to those in star citizen or elite: dangerous, for example?
herichimo 19. nov. 2015 kl. 1:31 
I'd have to say; the point of a radar is to see targets that are out there.

Granted on a planet, you aren't in the air unless
1: You have power
or 2: You're crashing

But in space it's different, there isn't a gigantic visual aid, commonly known as the ground, to help you avoid immobile terrain or obstacles.

Speed and size gates (radar speak: means conditions on which a track is displayed) are a definate thing.
Vas 5. nov. 2015 kl. 13:14 
If only we could just toggle whether the script targets powerless grids or not. :P

Perhaps, you can detect if it is going above a certain speed?
Or on an impact course? Though that one may take too much calculations. Especially on a mobile thing like a large ship instead of a station.

Also, if the game would stop using energy only for thrusters... We'd be able to make rockets that have no powergrid, and just thrust in a straight line till impact or fuel is gone. :P
imivi  [ophavsmand] 5. nov. 2015 kl. 1:56 
I guess I could make an exception for object over a certain mass, but powerless ball projectiles are bit of a corner case, I think. :P

Usually missiles rely on artificial mass (or a space ball, which is the same but doesn't require power) to launch via gravity generators, hence the exceptions I made. I suppose you can always use the original BlueG Radar mod if powerless grids are a concern.
Vas 31. okt. 2015 kl. 7:56 
It might be bad to ignore grids without a power source. I've been out for a year so, I don't know what "space ball" is.

If someone launches a ball of metal though with no power grid on it, towards your station and your automated guns ignore it because no power grid. That might be bad. :P
imivi  [ophavsmand] 20. okt. 2015 kl. 23:48 
Read the description of the original BlueG Radar mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=369578004

In short, it basically extends sensor range up to 50km. It checks each sensor's detection settings, looks for a matching object, and adds its coordinates to the sensor's name. My GFCS script uses this for target tracking.
Captain_Nova_117 20. okt. 2015 kl. 15:43 
What does it do?