Space Engineers

Space Engineers

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Graphical Radar Mark III
   
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Nov 11, 2017 @ 1:42am
Feb 5, 2018 @ 4:53pm
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Graphical Radar Mark III

Description
────────────────────────────────────────────
          Graphical Radar Script Mark III
                In-Game Script

IMPORTANT: READ THE LIMITATIONS.
Credits to sysigy for large amounts of backend logic.


This script is a rebuild of Graphical Radar Script Mark II by alex-thatradarguy. It uses sensors and cameras on a rotor to detect targets - up to all four directions - and outputs them to any available radar displays.

The original script used a remote control's GetFreeDestination() - a function which was removed.

This script replaces it with a camera's Raycast() function. Advantages of this include slightly easier implementation and the ability to see anything with collision (ships, terrain, trees, spiders, players, etc.). Disadvantages include a scan delay proportional to scan range, and the ability to see anything with collision (like the ship it's attached to!).

Features
All of the features of the original, and more!

Detectors
Sensor support - One sensor per direction is supported.
Camera support - Can support an infinite amount of cameras per direction! This allows for less delay between scans, and thus higher detail at range - at the cost of high overhead.

Automated configuration - The script automatically detects and sets up everything necessary except for what sensors pick up.
It is possible to have only a sensor in one direction, and only a camera in another.

Displays
Monospace colour support - Updated monospace colours courtesy of Whiplash141. The original visuals are also available.
Multiple displays - Can render to any display with the appropriate name tag - including large displays.
Enemy ID - Distinguishes between hostile and non-hostile targets.

Status display - Outputs formatted GPS coordinates of hits.
Adjustable resolution - Minimum of 40x, maximum of 160x. Large displays use 2x the set resolution.
Large displays - Can spread a single display's contents over four displays.
Multiple radar support - Change radar search tag in settings.

Backend
Argument handling - Configure camera range and rotor RPM through arguments.
Adjustable refresh rate - Higher rate => higher overhead.

Limitations
Excessive amounts of any:
- LCDs
- LCD resolution
- Cameras
- Things in the general area
can cause the game to freeze - especially in combination. Use with caution.
(if anyone can tell me a way to fix this that would be appreciated ^_^)

Cameras use raycasts - i.e. will return the first thing directly in front if it. This means the camera array will only detect things in a flat-ish (dependent on the shape of the array) circle. It also means if any parts of the ship are on that circle, that's what the camera will see.

The multi-screen mode runs at 2x normal resolution. This may cause problems at high resolutions.

User Manual

Required blocks
- 1 Rotor [Radar - Rotor]
- 1 Sensor [Radar - Sensor Front] OR 1 Camera [Radar - Camera Front]
- 1 LCD [See Optional Blocks for possible LCDs] (text panels are also LCDs)
- 1 Programming Block with this code
- 1 Power Source

Optional blocks
- 1-4 Sensors
  • Radar - Sensor Front
  • Radar - Sensor Back
  • Radar - Sensor Left
  • Radar - Sensor Right
- Multiple Cameras [Radar - Camera <Front/Back/Left/Right>...]
  • Radar - Camera Front 1
  • Radar - Camera Back 1
  • Radar - Camera Left 1
  • Radar - Camera Right 1
  • Radar - Camera Front 2
  • Radar - Camera Back 2
  • etc...
- Multiple LCDs [Radar - <type> (position)...]
  • Radar - Display
  • Radar - Status
  • Radar - Multi NW
  • Radar - Multi NE
  • Radar - Multi SW
  • Radar - Multi SE

Rotor Setup
- Place rotor with name tag [Radar - Rotor].
- Place something to mount the sensors/cameras on the rotor.
If the rotor is upside-down relative to the display, change the appropriate variable in the script.

LCD Setup
- Place LCDs with any name tag:
  • Radar - Display
  • Radar - Status
  • Radar - Multi NW
  • Radar - Multi NE
  • Radar - Multi SW
  • Radar - Multi SE
Display is the single-screen radar display.
Multi is four-screen radar display - Multi NW is top-left, Multi NE is top-right, Multi SW is bottom-left, Multi SE is bottom-right.
Status is GPS position of detected objects.

Detector Setup
- On rotor, place sensors with any name tag:
  • Radar - Sensor Front
  • Radar - Sensor Back
  • Radar - Sensor Left
  • Radar - Sensor Right
At most one for each direction.
- On rotor, place cameras with any name tag:
  • Radar - Camera Front 1
  • Radar - Camera Back 1
  • Radar - Camera Left 1
  • Radar - Camera Right 1
  • Radar - Camera Front 2
  • Radar - Camera Back 2
  • etc...
No limit for any direction apart from what your computer can take.
At 0 degrees, Front is up on any radar display, and the other directions at 90 degree increments.

Available Arguments
- inc c : increase camera range
- dec c : decrease camera range
- inc r : increase rotor RPM
- dec r : decrease rotor RPM

Special Thanks
[alex-thatradarguy] Graphical Radar Script Mark II
[sysigy] Graphical Radar
[Whiplash141] Artifical Horizon
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189 Comments
LordBUM Jul 7 @ 11:43pm 
nvm i figured it out
LordBUM Jul 7 @ 10:57pm 
how do i increase rotor rpm?
RMC May 15, 2019 @ 10:16am 
too much lag
dagriefaa  [author] Apr 18, 2019 @ 3:50pm 
If it doesn't work already, it probably won't be updated to do so.
Korvatus Klok Apr 18, 2019 @ 9:27am 
Any chance you could update this to work on cockpits?
dagriefaa  [author] Mar 23, 2019 @ 4:53pm 
There might be a variable in the script you need to change to enable the multi display.
JoshAdamik Mar 23, 2019 @ 8:57am 
Radar - Multi NW Not working I tagged them correctly none of them are working only Display
dagriefaa  [author] Mar 17, 2019 @ 2:51pm 
With multiple scripts, sure :^)
Celestite Mar 17, 2019 @ 1:09pm 
@dagriefaa is it possible to have multiple radar systems?
dagriefaa  [author] Mar 1, 2019 @ 12:51am 
No. More like 1 camera for 200, 4 cameras for 400, 9 cameras for 600, etc. all pointing in one direction to preserve the same scanning resolution.