Space Engineers

Space Engineers

Graphical Sensor Radar
225 Comments
BinaryKiller Recoded 11 Jan, 2021 @ 12:35pm 
Massive Error code....... Can't use this script......
THE GHOST 29 Dec, 2020 @ 1:51pm 
can confirm this is broken...shame
BinaryKiller Recoded 5 Dec, 2020 @ 9:50pm 
How long is the range? I wanna test something out with your script, see how correct it is, because I have a turret aiming somewheres and I am not quite sure what it is aiming at
[I.L]Methidox 12 Jun, 2020 @ 10:25am 
By chance has this, (and its counter part listed in "Update 4") been updated to working order? I finally got the game, and had my mind on this script
sysigy 16 Aug, 2017 @ 4:44pm 
If anyone is interested... I have fixed the script and it is now working in SE v1.182.x

You can download the fixed version here

alex-thatradarguy , let me know if you are not happy for me to host this fix.
Neo_ 22 Jan, 2017 @ 10:00am 
Does not working anymore.
sysigy 31 Oct, 2016 @ 7:40am 
Previously I commented stating this script is broken, however, I was mistaken. This script works fine once a single line of code has been changed relating to the IMyEntity interface. If cast IMyEntity to the VRage version the script seems to fire up and work correctly.

All you have to do is replace the line:

var entity = sensor.LastDetectedEntity;

with:

var entity = (sensor.LastDetectedEntity as VRage.Game.ModAPI.Ingame.IMyEntity);

I take no credit for this fix, I found it on a forum. :steamhappy:
Bobisback 13 Oct, 2016 @ 8:11pm 
ya pretty much every radar script is broken for a couple of months now. They where all using what the game dev considers an exploit. You can still use sensors for radar but any mod that had support for the remote control block is now broken. THe latest version of SE does add the ability to detect things with a camera now. Which is interesting.
The Joker 9 Oct, 2016 @ 9:39pm 
ok i don't know if im doing somthing rong but i get an error saying "assembly not found please compile script" and when i check code it says "program 53,4 error the type or member 'imyentity' is prohibited" there are some outher errors there but thay are just for unused code i know next to nothing about c++ and most coding langwiges in genral please help me to get this working the only radar script i got to work lags the game badly.
KagedDaemon 7 Sep, 2016 @ 7:25am 
reminds me of when i was in the Navy, i stared at the radar display almost every day for almost 5 years
Bobisback 19 Aug, 2016 @ 3:13pm 
Anyone know if this script still works with the new update?
E-Man720 12 May, 2016 @ 9:34pm 
Is there somewhere in the script I change to make the LR RC mode only detect hostiles?
Autowar 6 May, 2016 @ 11:00pm 
hello alex-thatradarguy, may i ask you a technical question about space engineers through this chat, or do you have a preferred way for people to message you? i just want to ask a simple block behavior question, but i feel way too discouraged to post a thread in the general discussion forum.
Wazoo117 29 Mar, 2016 @ 7:53pm 
ohhhhhhhh whoops thanks
alex  [author] 28 Mar, 2016 @ 1:13pm 
@Wazoo117 You did a mistake on step 6. Choose "Trigger Now" when you add it to the timers list of actions, not "Start".
Wazoo117 27 Mar, 2016 @ 11:32pm 
so i set up a radar station using this script but when i turn it on the radar "sweep" on the lcd only updates when the timer block triggers the programming block (every 1 second)

halp
💗ARKSHIP🔥 5 Mar, 2016 @ 3:54pm 
:steamhappy:
owman1 17 Feb, 2016 @ 3:59am 
Ah, i see. That may be the cause of my issue then :P
alex  [author] 16 Feb, 2016 @ 6:41pm 
@"owman1" Yeah, but that's mostly a problem, especially with the remote control block that stops working completely for many reasons, depending on where you place it. And when the sensors detect its own grid, it's not going to detect anything else. So i can't think of a situation when it's a good thing. But if you set the sensors to not detect its own grid type, i think they work pretty well.
owman1 16 Feb, 2016 @ 4:08pm 
Awesome, can the radar detect the rest of your ship? for example if it's attatched to a large grid can it detect what it's connected to?
alex  [author] 16 Feb, 2016 @ 3:21pm 
@"owman1" The display scales automatically depending on the range setting. So if you have a modded sensor, and set the range to 40km, then the display shows 40km. If you set the remote control scanning range to 100km, the display shows 100km. It should also re-scale when you use "increase" and "decrease" script arguments.
owman1 16 Feb, 2016 @ 12:04pm 
What's the max range of the visual display? Is it the 50m offered by the sensor or can it show detected objects further out?
Etyneo 13 Feb, 2016 @ 4:25pm 
I was using Trigger Now from the start. For whatever reason, the time setting mattered.
alex  [author] 13 Feb, 2016 @ 3:01pm 
@"Etyneo" No no, TriggerNow ignores that setting and triggers immidately without 1 or 10 seconds delay. It needs to do that in order to run 60 times / second, to work properly.
Etyneo 13 Feb, 2016 @ 2:58pm 
Derp...I'm so used to setting the timers to 1 second I did so automatically. The timer needs to be set to 10 seconds to work properly.
alex  [author] 13 Feb, 2016 @ 2:57pm 
@"Etyneo" I hope you loop with "TriggerNow" instead of "Start". Because one second delay looping is still too slow.
Etyneo 13 Feb, 2016 @ 2:54pm 
I'm actually trying it with a timer now, and getting the same results. (the [Repeat] has been taken out of the programming block name)
alex  [author] 13 Feb, 2016 @ 2:45pm 
@"FakeFox" Yes, @"Yodon" No. The ore detector is pretty useless for scripts at this point.
alex  [author] 13 Feb, 2016 @ 2:44pm 
@"Etyneo" I think it's much slower and much worse detection than it should be, because Digi's loop mod adds another delay ontop of the one you set in the script. My script is not really compatible with Digi's mod.
Etyneo 13 Feb, 2016 @ 2:39pm 
Hmm, it works, but is rather slow, even after setting the refresh rate to 60. Also had to set the rotor RPM to 1-2 instead of 10-20. In any event, the line doesn't move as quickly as in the animated gifs (which I presume are realtime).

I'm not using a timer, instead I've got a script that allows scripts to repeat just by adding [Repeat] to the name of the programming block. The script is Loop Computers, by Digi. I've had no issues running Freya and AutoLCDs with it
Battery 12 Feb, 2016 @ 11:35pm 
could it be possable to add a ore detector into the code to make it display ore deposits under ground (I don't know how the coding works in SE so im not sure)
FakeFox 11 Feb, 2016 @ 5:35pm 
Does the script only work with a singe display?
alex  [author] 10 Feb, 2016 @ 10:36am 
@Chuckleluck No, i really hate that error, because it never helps me. I could have made a mistake somewhere in the Init() function in my script, because it usually has to do with the script not finding the blocks it needs.
Chuckles 10 Feb, 2016 @ 8:57am 
@alex I tried that but no luck. Is there a way to find what line the error is coming from?
GameЯ 9 Feb, 2016 @ 10:14pm 
Thank you this is very RP like mod and its a really good example of how cool SE coding can be.
alex  [author] 9 Feb, 2016 @ 9:31pm 
@"Chuckleluck" Try placing a remote control block on your grid. Maybe i made a mistake so it's not optional after all.
Chuckles 9 Feb, 2016 @ 5:20pm 
When I try to run the script in the programmable block I get the error "Caught exception during execution of script:Object reference not set to an instance of an object." I'd give more information but I can't find a way to find on what line the error occured :/
Blockdude 9 Feb, 2016 @ 3:46pm 
@alex too bad, hopefully there will be a way to do it in the future, thanks for all your help!
alex  [author] 9 Feb, 2016 @ 3:42pm 
@"Blockdude" It's not good at scanning the y axis at all, unfortunately.
Blockdude 9 Feb, 2016 @ 3:28pm 
@alex Thank you for the quick reply, I take it that it just scans infront of it or is there somting else I must change to implement a y-axis?
alex  [author] 9 Feb, 2016 @ 3:19pm 
@"Blockdude" You know what, i'm an idiot, just change "int iRPM = 10;" to "double iRPM = 0.625;" and it should work. It shouldn't be an "int" in the first place.
alex  [author] 9 Feb, 2016 @ 3:11pm 
@"Blockdude" Ah yes, i changed it so the remote mode uses another simulated virtual rotor. You need to set the iRPM setting in the script now. It can't do less than 1 rpm, though, sorry. I will see if i can make it go slower than 1.0 in my next patch.
Blockdude 9 Feb, 2016 @ 2:40pm 
@alex could you make it so that there is a Y axis so that you can do multiple altitude scanning? Also, I cant get the remote mode to use the rotor settings for rotaion anymore, any idea why? (I need my to go at 0.625 rmp)
Will.i.Aim 9 Feb, 2016 @ 11:31am 
how do i make it to show up on muliple Screens at the same time?
alex  [author] 9 Feb, 2016 @ 8:18am 
@"Pennywise" Thank you. Great job on the gfd() stuff. I hope i'm not using it too wrong, i still don't fully understand it.
Pennywise 9 Feb, 2016 @ 7:44am 
Wow, cool thing! I think, there are much string operations for such screen output.
Wonder, how much it will affect update rate. Will test it.
NixFaux 8 Feb, 2016 @ 11:35pm 
Anyone else having the problem of it not showing up on the lcd?
alex  [author] 8 Feb, 2016 @ 9:48pm 
@"wolf3500" The autopilot in the remote control block has a feature to detect obstacles. With a bit of math witchcraft we can use that feature to detect the distance to the obstacle. This is useful because it has capacity for insane distances, probably more than 100km. But i don't think my script is accurate enough to scan that far. Maybe a couple of km's.
Ghost2070 8 Feb, 2016 @ 9:15pm 
How does a remote control block help it scan?
makino 8 Feb, 2016 @ 8:52pm 
nice