Space Engineers

Space Engineers

Space Scanner (outdated, because of removal of GFD)
80 Comments
Briareus 2 Apr, 2020 @ 12:33am 
он уже не работает
mifodi89 20 Mar, 2019 @ 3:02am 
Чет я не пойму как им пользоваться
Innoble  [author] 8 Apr, 2017 @ 3:53am 
Done
Deflect 30 Mar, 2017 @ 3:02am 
Could you add to the name, Decommissioned, or outdated. or even GFD. thanks
Innoble  [author] 26 Dec, 2016 @ 2:10am 
if they deleted the GFD function then there is no replacement. It was the only way to do this. Unless you try mods (my holo projector mod might still work).
Jakesnake5 24 Dec, 2016 @ 8:04pm 
Has anybody made a replacement of this since they deleted the GFD function?
Innoble  [author] 2 Dec, 2016 @ 11:53am 
hi cookins. Yea there are tons of ways to improve and I am a much better coder now, than I was when i started it. Anyone who wants to may improve and rerelease the scanner code. Some already have, if you check the keen forums. I moved on to working on mods after releasing this. After making the holo projector mod I moved on to working with unity to try and make my own stuff, so I don't have time to work on this script anymore. Still happy to see people are liking it though!
amessiah 2 Dec, 2016 @ 3:11am 
it could be nice if there filter for grid sizes..
still great! love you!
Who the Fok 30 Aug, 2016 @ 4:09pm 
works pretty good, i found grids over 800km away. It would be great if it was easier to copy the gps in but its managable
Sniper184 19 Aug, 2016 @ 1:36pm 
It worked thanks. It would be cool if this would work with rdavs fleet command.
Innoble  [author] 19 Aug, 2016 @ 2:51am 
No it has nothing to do with the cockpit.

Sniper: Do the following:

- Turn the timer block on if you have not yet done this
- Move away from all objects. There is a variable in the program that is set to 1000 m, which makes it scan very fast, but which also makes it so that it can't be within 1000 m of another grid (max_beam_width = 1000). You can set it lower if you go in the program.

Ignore the warnings when you check the program or delete the offending lines. It does not matter. Also ignore the fact that it says reset in the argument. It does not use that argument when you run the program through the toolbar.
Sniper184 18 Aug, 2016 @ 3:57pm 
i spawn it in and get in. when i try to start it up nothing happens. when i tries checking the program and i hit the check button it said something was missing. and the programmable block was running the reset argument
Innoble  [author] 18 Aug, 2016 @ 3:48pm 
dont know what you mean sniper. I tried it a few hrs ago, after the patch and it worked. You need to be more specific.
Sniper184 18 Aug, 2016 @ 3:10pm 
I tried it out but it wouldn't work. I checked it and it said there was code missing
MerlinCheater 18 Aug, 2016 @ 11:25am 
This is yours script. ok np.
Innoble  [author] 18 Aug, 2016 @ 8:49am 
I don't look at other scripts though. Please make a script request on the keen forums in the programming section. Good chance someone will help you. You can post code there as well.
MerlinCheater 17 Aug, 2016 @ 3:39pm 
hm... some txt file can i send it to you?
Innoble  [author] 17 Aug, 2016 @ 3:04pm 
don't know what you mean, sorry.
MerlinCheater 16 Aug, 2016 @ 4:40am 
Hello. It's me ... Again. Can you have a look at the script code it's same yours cose it was made by yours code, but just can you have a look plise? i will give a privat link to you.
Innoble  [author] 12 Aug, 2016 @ 3:53pm 
awesome, you're welcome :)
MerlinCheater 12 Aug, 2016 @ 3:38pm 
Yes some how i don't know i chang - stable to beta - and stable and it's working)) thx)
Innoble  [author] 12 Aug, 2016 @ 3:31pm 
Merlin go to Space engineers in your steam library, look at "properties" (right click) and go to the BETA tab. if it says development, then that is your problem. It should be NONE, if you want this script to work.
Innoble  [author] 12 Aug, 2016 @ 2:45pm 
are you playing on stable or on dev mode?

I just tested the ship (on stable) and it worked. It should not give you that Object reference error unless you are playing in dev mode.
Innoble  [author] 12 Aug, 2016 @ 11:55am 
it is still working. You are probably playing on dev instead of stable. Either that or you're doing something wrong. I'm going to need more information to know what it is:)
MerlinCheater 12 Aug, 2016 @ 10:14am 
no working ( can you fex it Plise?
FPC 3 Jun, 2016 @ 12:29pm 
Very cool!! Sadly our server we host is vanilla. Will check it out in creative for fun however.
Innoble  [author] 3 Jun, 2016 @ 12:08pm 
Yea it does have problems in MP. Not because the script is bad, but because even a single call of GFD will give problems with many objects in range. I only use 3 calls per tick (as opposed to many other GFD users), but even that might be too much with hundreds of grids and other stuff.

I don't think the scan range matters that much, at least others have said it doesn't. According to them, the GFD function will cycle through all entities even when they are not in range. That means the performance will be bad in MP no matter what you do.

I am working on a mod that might have better performance and has way more potential. It might be a bit slow still, but it is already very cool. Try it if you want:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=693510164

Of course that one is a mod and not a script...
FPC 3 Jun, 2016 @ 11:17am 
Amazing script! Absolutely destroys MP servers however, even with many of the settings tweaked heavily for performance (ie scan range at 50).
Innoble  [author] 30 May, 2016 @ 12:19pm 
To Kri: Yes it will. It will not actually be behind you if you blow it up by 1000m. You wil be inside its boundary, leaving no safe path for GFD to return.
Manazuz 30 May, 2016 @ 10:11am 
great script, thank you for sharing
Kri 30 May, 2016 @ 2:00am 
So to clarify one thing about beam width (I know I should test it myself anyhow - just bit lazy right now :) )

If beamwidth is set to something high (ie. 1000) and some other ship is BEHIND my ship and I use GFD pointing FORWARD, will it also get jammed by that other ship if it is close enough?
Kri 29 May, 2016 @ 3:05am 
Wilco
Innoble  [author] 29 May, 2016 @ 3:04am 
That is exactly right.

Perhaps you could modify it to automatically lower the beamwidth if something is too close. If you do, please let me know. I could modify the base version to include it, if it is a general enough modification.
Kri 29 May, 2016 @ 3:00am 
Thanks for the explanation it makes much more sense now. I think I'll rewrite this script I may take the Lock3GFD function and some helper functions tho.

So, if I have beam set to 1000 does it mean that if any ship gets close enough (let's say 100-200m) to my radar will it block/jam it completely by being seen a 1000m larger - hence making my ship technically "inside" it?
Innoble  [author] 29 May, 2016 @ 1:08am 
I actually designed a base with 4 remote control blocks at the edges. I can use multiple grids inside the base if I set the beam width low. The RC block that gets chosen to "beam" at the random spot, is the one that is closest to the target. That way, grids inside the base can't block the beam. However, I still can't set a high beamwidth that way. Anything over 50m or so and the grids inside the base will get bloated to a size larger than the base itself and then the issue crops up again.
Innoble  [author] 29 May, 2016 @ 1:06am 
a merge block is not a problem since it makes everything into 1 grid. Multiple grids is a problem. The problem is that the script uses GetFreeDestination which is an autopilot functionality. Basically, when you use GetFreeDestination it checks whether the path of the "beam" is clear of objects. The "beamwidth" option (actually called shipradius) makes targets seem bigger (occupy more space). This option is useful in an autompilot to make sure your ship has enough room to move around the target.

Setting it to 1000 means all targets seem 1000m larger than they actually are, which means you are *inside* the object you are next to. Then the scan will not work. 100 m does indeed mean the detection chance is lower. However, once you have detected something, it doesn't matter because then the script knows where it is.
Kri 28 May, 2016 @ 6:51pm 
Ok, I'm onto something :)

Lowering max_beam_width from 1000 to 100 seems to have fixed the issue... What's the drawback of doing it? Lowering chance that the radar will pick targets (especially far away)?
Kri 28 May, 2016 @ 6:24pm 
Ahhh probably the second thing then. Since I had your ship spawned next to it and it was working fine but mine wasnt - probably because connected missile via merge block.. Why is this a problem?
Innoble  [author] 28 May, 2016 @ 5:15pm 
Two possibilities:

1) you are too near other grids. It has a static at the bottom called beamwidth (if I am not mistaken). That number controls how fast it is scanning. However, other grids can't be within this radius or the scan won't work at all.

2) your ship consists of multiple grids. That would be the case if you are using pistons or rotors or have connected ships.
Kri 28 May, 2016 @ 12:29pm 
This ship blieprint works well, but when I'm trying to re-use the script from it on something I've built it doesn't seem to work. All blocks are assigned to me, I have timer, remote, LCDs, cockpit all named properly as per what script expects.. I see (when adding a bit of debugging on an extra LCD) that the script ticks away just fine, it scans in random directions etc but it never finds anything (the update_targetlist is never called). Any hints on what I may be doing wrong or any "gotchas"?
Innoble  [author] 25 Apr, 2016 @ 4:25pm 
Added some lines to the script to refresh the text panels. Keen introduced a bug that stops the panels from refreshing by themselves.
Innoble  [author] 11 Apr, 2016 @ 2:26pm 
Good suggestion, but I don't know if I have the time to add it.

I mainly see this script as a base script that I can use in other projects, like my cruise missile world and gravity bomber worlds

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=560726179
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=594432387

Watch the video's in those links to see what is possible.
lonsvghrt 11 Apr, 2016 @ 6:56am 
It would be great if you could have the scanner screens sort by distance.
Innoble  [author] 19 Mar, 2016 @ 12:57pm 
thanks!
DaMightyMage 19 Mar, 2016 @ 11:28am 
Remarkable. I've been working on an AESA radar like this for months! Magnificent work!
Innoble  [author] 13 Mar, 2016 @ 2:07pm 
good to hear!
Archandriel 12 Mar, 2016 @ 4:51pm 
Ive bene using it as you say 20-50km, but when Im alone :P I go all out. Evryone is amazed how easily I find people :P hahah I love it !
Innoble  [author] 12 Mar, 2016 @ 12:20pm 
The scan distance doesn't affect scan speed. Its only use is to limit the distance of the GFD beams. If you find your computer lagging from using the scanner, it helps to set it lower, so it doesn't see too many objects. The sim lag from scanning scales linearly with the number of objects in range of the scanner.

If you're on single player, it will probably not matter and you can set it to however far you want. In MP it might be problematic if there are 100+ objects to scan. Then you'd be better off to set it to a few km or maybe 20 km so that some objects go out of range (and cause no lag).
Archandriel 12 Mar, 2016 @ 10:25am 
Distance is important. And making sure lcds are set to public. Hey Innoble. What is the maximum scan distance :p If I set it to 500,000 meters it will take longer to see something further is that correct?
Innoble  [author] 12 Mar, 2016 @ 6:12am 
Just remember it will scan slightly slower at long range when you set it to a lower value. It still tracks equally well, but finding new targets is slower at a lower beam setting.