Space Engineers

Space Engineers

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BlueG Radar - Modified for the GFCS
   
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Type: Mod
Mod category: Script
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168.711 KB
18.10.2015 klo 14.25
7.4.2016 klo 14.31
3 muutosilmoitusta ( näytä )

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BlueG Radar - Modified for the GFCS

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Now fixed after the March ModAPI changes.

This is a modified version of the BlueG_Radar mod by BlueG.

This version is meant to be used with the Gun Fire Control System script, but you can still use it on its own. Only use the original BlueG Radar mod or this modified version in the same world, not both.

I made the following changes:
  • Grids without reactors, batteries or spaceballs are ignored. This reduces the detection clutter from ship debris.
  • In 'g' mode (GPS coordinates), the sensors return the mass and radius of detected ships. Right now it doesn't do anything, but I'll be using this information in future versions of the GFCS script.

I take credit for nothing but these small changes.

License / Credits

This mod is a modification of the BlueG_Radar mod by BlueG.

The BlueG_Radar Mod is the product of Bradley Regula.

(c)2015 by Bradley A. Regula

BlueG_Radar Mod by Bradley Regula is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.

This is in addition to rights and licenses resulting from the publication of the BlueG_Radar Mod on Steam's Workshop.
18 kommenttia
games.alex.dorsett 12.10.2024 klo 20.13 
How to show on a screen?
ThePropheticWarrior 14.9.2020 klo 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 20.5.2017 klo 10.09 
"future versions"?
Salty Slothy 1.9.2016 klo 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 15.8.2016 klo 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) 13.8.2016 klo 21.31 
Currently in Dev build of SE your custom RadarG doesn't work.
Deese Nutz 3.8.2016 klo 15.22 
The script isn't showing up on my modlist. Help?
Gryphon 27.2.2016 klo 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 26.2.2016 klo 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  [tekijä] 18.1.2016 klo 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.