Space Engineers

Space Engineers

LiDAR Mapping Script
 This topic has been pinned, so it's probably important
jTurp  [developer] 28 Nov, 2017 @ 6:13am
Feature Requests
Want to see additional functionality? Feel free to share your idea in as much detail as possible. If feasible, I'll do my best to get it added to the script!
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Showing 1-15 of 144 comments
☭Android☭ 15 Jan, 2018 @ 11:15am 
By the way, in the next update add the ability to activate the timer when an enemy is detected.
Teemo 16 Jan, 2018 @ 12:48pm 
I agree with Android, activating some kind of warning lights or timers is very good idea.
jTurp  [developer] 16 Jan, 2018 @ 2:08pm 
Consider this a green light for the next version (not too far off, I might add!) I will add a line to run an external Timer, which can do whatever you want it to (run another PB, change lights, play sounds, etc.)
☭Android☭ 16 Jan, 2018 @ 3:23pm 
Another good idea would be to prioritize rockets. For example, the ability to know the size of the target, and proceeding from this, start up a predetermined number of missiles
☭Android☭ 18 Jan, 2018 @ 7:13am 
it would be nice to add to the radar control function rotary turrets (to direct them at a target and shoot at them)or the calculation of the lead targets and adjust the fire single turret
Renz 20 Jan, 2018 @ 8:16am 
Please support missile targeting for specific areas of a ship as I'd like to use the manual targeting option to send the missile to lets say the enemy bridge when used with your Lidar Missile Script
☭Android☭ 23 Jan, 2018 @ 7:43am 
Try to make a separate script for homing missiles (a missile with its own radar, without a mother ship)
☭Android☭ 25 Jan, 2018 @ 7:35am 
Add colorable radar pls (i want green and red)
jTurp  [developer] 3 Feb, 2018 @ 4:41pm 
PSA: Precision targeting has been integrated and is working like a charm :)

I'll look into adding turret override to the next version

I'll also look into adding a little AI to the missile system, no promises on that one tho

Hoping to release this update in the next day or two
Vaethas 20 Feb, 2018 @ 10:05pm 
Would it be possible to make this script prioritize scanning in the general direction of previously detected ships? Directing raycasts more efficiently may help compensate for their limitations, and it would be useful to have more frequent updates on objects which are capable of moving. If you were able to allocate perhaps half of the cameras in the array facing the appropriate direction to raycasting at and around the last known location of a ship, you might even be able to estimate its speed and direction and allow the script to sort of interpolate between raycast hits and update its location on the display accordingly.
Last edited by Vaethas; 20 Feb, 2018 @ 10:06pm
jTurp  [developer] 24 Feb, 2018 @ 2:55pm 
@Vaethas/H3 - Sorry for the delayed response.

I have reworked the raycasting considerably for the next version - to include portioning off some of the cameras to be dedicated to tracking known objects. I have also added in rotor mounted setups, that will aim themselves at the grid's blind spots (the corners of the BoundingBox are the biggest ones). These rotor cams will also swivel within a certain radius of it's calculated center, and seem to greatly reduce the number of "misses" from targets moving into one of the blind spots.

As for directing them toward a previously "known" object location - that would lead to missing anything in the areas it isn't aiming at. The script already uses several kinematic equations to predict where an object will be in a given time, but it isn't perfect..

As well, I have to limit the number of raycasts per tick, or it would drop servers to their knees, unfortunately (raycasting is ridiculous on performance). If you're using it in Single Player, you can remove the governor and allow it to raycast to your heart's content, if you know where to look. I don't plan on providing an explanation on how to do this, however, because people would be dumb about it, sorry.

As for updating the map more frequently, I have increased the max number of instructions per run by a couple hundred, which has cut the time between map refreshes nearly in half - there isn't a whole lot more I can do without producing large runtimes. I can't do anything to update locations on the map any faster than this, however. I literally have it to set start refreshing the map as soon as it finishes a refresh.
Last edited by jTurp; 24 Feb, 2018 @ 7:37pm
jTurp  [developer] 27 Mar, 2018 @ 8:39pm 
@H3 What do you mean? If it's code, you can do

[code]
<type here>[/code]

Otherwise, you can try to explain the changes :)
Last edited by jTurp; 27 Mar, 2018 @ 8:42pm
Phat 31 Mar, 2018 @ 8:16pm 
A tactical Autolaunch hybrid would be nice. Where you still have The auto launch turned on as a Counter measure for other missles yet still being able to launch missles at a marked, painted specific target.
jTurp  [developer] 31 Mar, 2018 @ 9:04pm 
@NotPhat I think that is feasible. I'll see if I can get something working next time I get a chance to do some coding.
jTurp  [developer] 1 Apr, 2018 @ 6:31am 
@H3 you can list your changes here, or copy the script into something like pastebin, and drop the link here. I didn't see much different in the screenshot you posted, other than some formatting of the info LCD output.

As for the rotor issue, that is normal. Each rotor "Top" is considered a different grid, therefore two rotors and a ship = 3 objects. Nothing I can do about it.
Last edited by jTurp; 1 Apr, 2018 @ 6:32am
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