Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
still great! love you!
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.
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.
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...
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?
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.
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?
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.
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)?
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.
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.
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).