Space Engineers

Space Engineers

Graphical 3D Radar Script
220 Comments
anzellott 13 Oct, 2024 @ 5:46pm 
This 3d radar is cool asf I wish there was a modernized version :steamsad:
Rusted Droid 13 Feb, 2021 @ 6:59pm 
@Gun2275 That script is from 25 Nov, 2016 (4 years old)
I am surprised it did not crash the game
Gun2275 13 Feb, 2021 @ 5:34pm 
is it just me or is this script too dated to work right, bc when it does starts the display is unreadable, but most of the time the code just brakes down and quits
ninjakitty7 28 Dec, 2020 @ 7:42pm 
For some reason, exiting the cockpit and deleting one of the targets totally freezes the radar script and the only way to restart it is to go into the programming block, edit, save, and re trigger the timer block. This was pretty annoying for me while I was trying to get this thing working well. The system as a whole also seems pretty slow at acquiring targets sometimes but this behavior is hard to reproduce. I'm using the advanced sensor mod which is just a normal sensor with a 1500m max range.
Bear 16 Dec, 2020 @ 8:05am 
Shit script doesn't work.
Nick The Duck King 2 Sep, 2020 @ 3:58pm 
how to make this thing work
Meganton 30 Jun, 2019 @ 2:29am 
am i the only one having trouble with the radar after the new update? i need help. it gives me a lot of errors when i try to compile the script
S.S.Mogeko 25 Dec, 2018 @ 1:50pm 
Can you by perchance update this mod? and if so, can you make it so the rotors are not needed?
gindrack 17 Sep, 2018 @ 4:11pm 
for me all worke but no dot on the lcd????
SavageShark 20 Aug, 2018 @ 8:25pm 
I got it going, but hte screen keeps flashing back and forth between teh radar and the ONLINE screen of the LCD
Phoenix5117 2 Jun, 2018 @ 7:31pm 
hey, how can I fix the LCD so it doesnt flash between the radar and when it says "Online" at the top?
Michael 19 Feb, 2018 @ 10:20am 
Can someone help me, haven't been able to get this working since new update. Every time I check scripts it says something about "colorOrientationDot = blue" not being used
blankfinger 19 Dec, 2017 @ 6:44pm 
Script works really well! The only problem is the limited range without mods. Is it possible to have this run using cameras or a remote control block to extend the range like some of the other non 3D radar scrips?
Mors Invictus 20 Nov, 2017 @ 2:15pm 
Works great, except for two issues: All targets are shown in the inner ring (range set to 10000 and using the super sensor mod, a target at 10 km appears at the outer range of the inner ring) and the display is mirrored (left and right, up and down; it gets forward an backward right). The latter issue could be solved by adding a hidden cockpit upside down for reference.
Thanks for the great script!
Maliciousfiber 16 Oct, 2017 @ 2:36am 
Implemented and its working thank you and amazing program. I have to turn this into a comment //char colorOrientationDot = blue; to get a clean compilation though. @Fatsheep make sure you named everything correctly. At first I only had it displaying grey background. Was because I didn't rename forward block variable to my pilot seat. Don't use the " " on your names for the display, sensor or forward block.
blittleton 14 Oct, 2017 @ 2:49pm 
I am getting an error when trying to run it: Caught Exception during execution of script: Index was outside the bound of the array
flori1994 13 Oct, 2017 @ 12:57am 
i have used it yesterday and it worked perfectly.
Fatsheep 12 Oct, 2017 @ 5:13pm 
Not sure if this works anymore, can someone else confirm, or am i just stupid and doing it wrong?
Rusted Droid 23 Aug, 2017 @ 6:10am 
Nice script. It there posibility to make just hidden sensor towers (Without rotors) around your base (planet) and make the battle map on base lcd where dots will represent the the towers and detection change the dot color. As Sensors on large grids can do 500m now
GrandBravo 22 Aug, 2017 @ 3:53am 
@Germany, You might have the one of the items not named correctly.
flori1994 18 Aug, 2017 @ 8:25am 
Could you add a good visible Line where forward is?
lordgrey 18 Aug, 2017 @ 3:12am 
It would be cool if you could use the radar dish from the holographic Radar (605086856) as sensor input for this display. Is there a way to do that for users or is a change in the script neccessary?
Genosse_Cookkiieezz 14 Jul, 2017 @ 1:19pm 
For me, this error always comes: Object reference not set to an instance of an object, can anyone help me?
Church.exe 10 Jul, 2017 @ 2:11pm 
ok thank you for this but my sensors dont seem to work for me i have one on a rotator but no matter what i do i guess my sensor is just not working that or no dots are apearing so the script just isnt getting the info right
Lander1 25 May, 2017 @ 5:18pm 
Hi, I love this script and have used it often. I would like a modification of it however. I am looking for a way to make a scalable space or ground sector map using captured GPS coordinates. would this be possible to do? I know MMaster has a script that can capture the waypoints to text panel so that may help.
aTTaX420 16 May, 2017 @ 7:08pm 
@gaminngtoast something like a cockpit
GrandBravo 9 May, 2017 @ 6:20am 
Hi alex-thatradarguy,

first of all, I like the 3D radar script. I used the super senor mod that goes up to 10km and it displays well. Its a little buggy like, sometimes it needs time to see the target and the distance is not really accurate (off by a few meters up to a km) but you can add the imagination that these ships first avoid the radar for a while before they get detected.

I find a few math faults in 213 and 242, also I've got a few questions about the script relating to how it exactly works and optimalizing rotor speed and sensor ranges. Next to that I also wonder if its possible to tweak the script in a way that you just have to place the displayRange in the title of the LCD screen (not thename) so that you have a long range and short range LCD.

Plz sent me a friend request on steam so we can chat in private and maybe making this script even better! ;)

Manny thanks! GB
GamingToast 17 Apr, 2017 @ 8:21am 
what do you mean with forwardblockname ? what block?
Omega 14 Mar, 2017 @ 1:48pm 
Same Here At least this one Shows Screen
ALTAR 1 Feb, 2017 @ 7:21pm 
Hello, all creator radars do not work, it's the fourth script I use, the previous ones do not work, this script works on screen, but it does not detect the sensors. That is to say, sensors detect, which is not scripted and does not show on the screens what the sensors detect.
Mazen IIXIS 28 Jan, 2017 @ 6:28pm 
@alex-thatradarguy I've made several changes to the radar script but for some reason I was unable to get the graphical thing to work. It misplaced the coordinates and I'm not sure why it did that. I'm a bit stumped about it.
gallant12 5 Jan, 2017 @ 1:37pm 
hello, im no scripter and i was wondering if there is a possibility to tweak this script to utilize a laser antenna, not sure if its possible , practicale or either but just curious
Blitzjaeger 30 Dec, 2016 @ 12:11am 
does this script require a rotor or can i just mount sensors around the ship?
Adam_Schadow 25 Dec, 2016 @ 1:11pm 
Does it work without sensors or does it need at least one?
Mazen IIXIS 25 Dec, 2016 @ 1:53am 
Question about the range [range in meters] does it correspond to the sensor's range or it's independent? Like I set my sensor to something like 1000 and the displayRange is set to 50?
Lystent 23 Dec, 2016 @ 12:59pm 
I was asking because the RC unit didn't use rotors.
Captain Robertson 23 Dec, 2016 @ 12:55pm 
@Lystent Not since Keen got rid of the GFD (GetFreeDestination) function... Although In theory you could replace the sensor or remote control block with a camera (or multiple cameras) and use the new raycast feature to detect grids instead - DerLaCroix has already done something similar to this with his Camera long range scanner script and Alysuis with his Easy LIDAR guided missiles... The annoying part would be rewriting huge parts of the code to take advantage of these changes, which would then need to be tested, tweaked 'etc', all of which takes up a ridiculous amount of time and effort.
Lystent 21 Dec, 2016 @ 2:45pm 
Is using a RC block as a radar component still a thing?
Divine 13 Dec, 2016 @ 6:52pm 
Hello, i get a error

Program(197,2): Error: The type or namespace name MyDetectedEntityInfo could not be found
Your Pal Deebs 8 Dec, 2016 @ 10:44pm 
What about the raycast features in cameras?
alex  [author] 7 Dec, 2016 @ 5:37am 
@PandoraWiggle I agree, that would be awesome. I'm looking in the API, but unfortunately it doesn't seem like i have access to getting any useful info from antenna blocks from ingame scripts. I can only access the range value, and toggle show ship names on/off, and toggle broadcasting on/off. Pretty useless. One would probably have to add features by creating an actual mod in that case.
VikkelEekhorn 2 Dec, 2016 @ 7:36pm 
Question: Would it be possible to make a version of this that operates, instead of on sensors, on the antennae blocks? Registering signals from neutral, friendly, and enemy antennas/beacons. I know that, in theory, this would be a bit superfluous, but in practice it'd still be a pretty cool thing to have, especially for play with the interface turned off.

Anyway, otherwise, great script. Shame it's confined by the limitations of the blocks and engine it's got to work with.
alex  [author] 30 Nov, 2016 @ 8:38am 
@lordgrey Alright. Nope.
lordgrey 30 Nov, 2016 @ 3:46am 
Right, it is. Of course it is Entity, Sorry. Also got now why it doesn't work. The stable version isn't as far as 1.162. So I hope it will run in a further update. Or should this be able to also run with 1.158?
alex  [author] 29 Nov, 2016 @ 11:19pm 
@lordgrey That's your typo on "MyDetectedEbtityInfo" right? I can't find that typo in my code. By the way, i think you can only expect this to work on the development branch at this point.
lordgrey 29 Nov, 2016 @ 10:38am 
Sadly it is broken again:
Program (197,2): Error: The type or namespace name 'MyDetectedEbtityInfo' could not be found (are you missing a using directive or an assembly reference?)
alex  [author] 25 Nov, 2016 @ 3:39am 
Updated. It should work on the 1.162 / 1.163 dev branch now.
alex  [author] 23 Nov, 2016 @ 5:46pm 
Yeah i assume all my radar scripts are completely broken with the new changes, and i knew this would happen. I haven't had the time to rebuild it yet, but i want to, because the new api looks fun.
Cmdr. DoomForge™ 19 Nov, 2016 @ 7:24pm 
Getting this error each time I click the "check code" button:

"Program(225,31): Error: Cannot implicitly convert type
'Sandbox.ModAPI.Ingame.MyDetectedEntityInfo' to
VRage.Game.ModAPI.Ingame.IMyEntity' "

Playing in Dev Branch by the way.
flori1994 11 Nov, 2016 @ 7:03am 
does this still work?