Space Engineers

Space Engineers

Whip's Turret Based Radar
 This topic has been pinned, so it's probably important
Whiplash141  [developer] 8 Apr, 2019 @ 11:26am
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Last edited by Whiplash141; 8 Apr, 2019 @ 11:26am
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Showing 1-15 of 91 comments
WASP103 9 Apr, 2019 @ 2:26am 
Not really an Issue but when you bump the Range up to 10k the Range Text spans across a big portion of the display. Easily fixed that by formatting to
" {Range/1000f:0.#}k"
and
" {(Range/1000f) * 0.5f:0.#}k"
in
DrawRadarPlane()
Doge 9 Apr, 2019 @ 2:49am 
hi there i love it but isnt working :(

const string VERSION = "30.5.2";
const string DATE = "04/08/2019";

i have followed the instruction u wrote, set Radar name in a couple of vanilla lcd screen and a control station. there are gatlings missiles and interior turrets (all vanilla)

what i can see is only the radar grid with radius 800-400 or if i enable the antenna to lile 20000 it shows 20000 and 10000 circle. 0 targets

i have 2 ships of mine with antenna on brodcasting like at 150 .200 mt so even the turret should detect em but no result.

What i have noticed that the custom data on the programmable block is different from the one u show in the guide (i paste it below here):

[Radar - General]
Share own position=true
Share targets=true
Use radar range override=false
Radar range override (m)=1000
Radar projection angle in degrees (0 is flat)=60

;Colors are defined with RGBAlpha color codes where
;values can range from 0,0,0,0 [transparent] to 255,255,255,255 [white].
[Radar - Colors]
Text=255, 100, 0, 100
Background=0, 0, 0, 255
Radar lines=255, 100, 0, 50
Radar plane=100, 30, 0, 5
Enemy icon=150, 0, 0, 255
Enemy elevation=75, 0, 0, 255
Neutral icon=150, 150, 0, 255
Neutral elevation=75, 75, 0, 255
Friendly icon=0, 50, 150, 255
Friendly elevation=0, 25, 75, 255
Last edited by Doge; 9 Apr, 2019 @ 2:50am
Whiplash141  [developer] 9 Apr, 2019 @ 5:34am 
Originally posted by Doge:
hi there i love it but isnt working :(

i have followed the instruction u wrote, set Radar name in a couple of vanilla lcd screen and a control station. there are gatlings missiles and interior turrets (all vanilla)

what i can see is only the radar grid with radius 800-400 or if i enable the antenna to lile 20000 it shows 20000 and 10000 circle. 0 targets

i have 2 ships of mine with antenna on brodcasting like at 150 .200 mt so even the turret should detect em but no result.
Those ships need to also have the radar to show up on the screen.
Whiplash141  [developer] 9 Apr, 2019 @ 6:04am 
Originally posted by WASP103:
Not really an Issue but when you bump the Range up to 10k the Range Text spans across a big portion of the display. Easily fixed that by formatting to
" {Range/1000f:0.#}k"
and
" {(Range/1000f) * 0.5f:0.#}k"
in
DrawRadarPlane()
That only works for km which means the same issue will occur at larger scales. I'll implement a more generalized method.
Vor 9 Apr, 2019 @ 10:15am 
i can't get it to work i dont get the dots and the other ship to test it also has the radar but the ship doenst detect it what can i do to fix it
Whiplash141  [developer] 9 Apr, 2019 @ 10:54am 
Originally posted by Supreme Commander Vor:
i can't get it to work i dont get the dots and the other ship to test it also has the radar but the ship doenst detect it what can i do to fix it
First ensure that the code is running. If you go to the terminal and look at the programmable block you should see some status text about the program. Is the program reporting any errors?
SteelAngel 9 Apr, 2019 @ 6:15pm 
I just installed this, and I cannot detect any friendlies or enemies. I have 6 friendly drones within 2 km of the main ship, and I set the override to True, and set the range to 2000m.

Each drone also has the script running (for a sensor network). The script does not seem to recognize their remote controls as "command seats".
Whiplash141  [developer] 9 Apr, 2019 @ 7:10pm 
Originally posted by SteelAngel:
I just installed this, and I cannot detect any friendlies or enemies. I have 6 friendly drones within 2 km of the main ship, and I set the override to True, and set the range to 2000m.

Each drone also has the script running (for a sensor network). The script does not seem to recognize their remote controls as "command seats".
Just tested, definitely works with vanilla remote controls. Are the drones broadcasting at a large enough range to be seen by the main ship?
Copper 9 Apr, 2019 @ 8:34pm 
I sometimes find that the LCD's return to their "Online" text state, and only a recompile fixes this. Hard to track down the reasoning though.
SteelAngel 9 Apr, 2019 @ 9:03pm 
@whiplash They are definitely broadcasting in range. I reloaded my world and reloaded the script on each drone and on the main ship and no voosh. The only mod I'm running right now is just Automatic LCDs2.
Whiplash141  [developer] 9 Apr, 2019 @ 10:58pm 
Originally posted by Wizard Lizard:
I sometimes find that the LCD's return to their "Online" text state, and only a recompile fixes this. Hard to track down the reasoning though.
Is this in multiplayer? There are some issues with MP screen sync.
Whiplash141  [developer] 9 Apr, 2019 @ 10:59pm 
Originally posted by SteelAngel:
@whiplash They are definitely broadcasting in range. I reloaded my world and reloaded the script on each drone and on the main ship and no voosh. The only mod I'm running right now is just Automatic LCDs2.
Have a BP or world that I can see this issue occurring with? I made a quick mock-up and was unable to reproduce this.
Yadro 9 Apr, 2019 @ 11:38pm 
@Whiplash141
Ok so. I have a ship, it has a turret, mod works... I think?

The Ship has a Turret, the ship can detect other ships in real time! So far so good!

BUT:
It doesn't seem to detect Neutral Ships (EDIT: yes it can, just need to shoot them XD)
It doesn't seem to detect Friendly Ships who are not using the same script on board

It only seems to detect:
~Friendly Ships using the same script.
~Enemy Ships in direct line of sight (Turret's fault I think)

EDIT:
I understand this is by design, and that you understand this. I was curious if there were plans to make it see friendly ships regardless of their onboard scripts (Or is it the turret's fault?)

And how do I get it to detect Neutral ships?
Last edited by Yadro; 9 Apr, 2019 @ 11:51pm
Whiplash141  [developer] 9 Apr, 2019 @ 11:51pm 
Originally posted by Yadro:
@Whiplash141
Ok so. I have a ship, it has a turret, mod works... I think?

The Ship has a Turret, the ship can detect other ships in real time! So far so good!

BUT:
It doesn't seem to detect Neutral Ships
It doesn't seem to detect Friendly Ships who are not using the same script on board

It only seems to detect:
~Friendly Ships using the same script.
~Enemy Ships in direct line of sight (Turret's fault I think)

EDIT:
I understand this is by design, and that you understand this. I was curious if there were plans to make it see friendly ships regardless of their onboard scripts (Or is it the turret's fault?)

And how do I get it to detect Neutral ships?
All that is indeed by design. Since this is turret based, and there is no other feasible way to scan volumes in vanilla, if friendlies are not using this script, they simply won't show up.

Also just set the turret to target neutral :P
Last edited by Whiplash141; 9 Apr, 2019 @ 11:52pm
Yadro 9 Apr, 2019 @ 11:52pm 
@Whiplash141

Thank you ♥ It's fixed now!!!
Last edited by Yadro; 9 Apr, 2019 @ 11:52pm
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