Space Engineers

Space Engineers

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Racing Display Setup
By avaness
Setup Guide for Racing Display.
   
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Nodes and Checkpoints
To mark out a track, beacons are used. All beacons must be placed on grids that are stations. In this guide, I will use the term "node" to refer to the beacons used for Racing Display. There are a few settings in the control panel that can be configured:
  • The "Enabled" checkbox will add the node to the race.
  • The "Checkpoint" checkbox. If this is checked, the node will require racers to pass through the grid of the beacon in order to continue the race. The first node is always a checkpoint, even if it does not say so in the control panel.
  • The "Grid Positioning" setting changes what the mod uses as the node position. If it is checked, the mod will use the center of the grid instead of the block position.
  • The "Number" setting designates the position of the node along the track. Numbers should increase along the track. The number can technically be anything, even non-integer numbers.
If you do not see any settings, check and make sure the grid is static.
Map Settings
There are 4 settings that may need to be configured for the track. All of these settings can be modified in the Alt+F10 admin menu (on the left) or via commands.

Laps
/rcd laps <count>
This one is straight forward, this is the number of laps in the race. For races with more than 1 lap, the race is always looped.

Looped
/rcd looped
This one is also simple. If this is on, the last node will connect to the first node, forming a loop. If there is more than 1 lap, this is always on.

Mode
/rcd mode
The mode of the track specifies how the display will sort the current racers and how the position will be displayed.

Strict Start
/rcd strictstart
If this is on, then racers must be off of the track in order to join. This is highly recommended in order to prevent cheating. If you have to turn this off in order to join your race at all, then something is wrong with the way you set up your nodes.
Placing Nodes
When creating nodes, it may be helpful to use debug view. The debug view can be toggled by entering /rcd debug in the chat. You should see a red area around all checkpoints, and a white line connecting each node. If needed, you can make the environment darker so that the shapes are easier to see.

Debug view of an ideal (timed) map:
Map by Wolfman85a
In this picture, you may notice that the start also has a line segment going into it, completing the loop. This can be enabled in settings, and is automatically enabled for tracks with more than 1 lap.

Start and Finish Line
  1. Make sure you actually have a starting line (and finish line). Players must be able to go through it.
  2. Do not attach the start and finish line to any other structure
  3. Make sure the start and finish line are separate grids
  4. Make sure the track goes straight after the start line and doesn't curve too much. In the debug view, the first line segment must be perpendicular to the start line.
If the track is looped, "finish line" in this list refers to the last node before the finish.
Start Timers
One feature that may be particularly useful for starting races is the start timers. Any timer that has a name starting with [racetimer] will be triggered when /rcd timers is used in chat. For example, if you have lights at the start of the race, you could use this feature to trigger them via a command.

If you enjoy this feature and want to see more, consider using the Admin Timers mod.
5 Comments
Herr Doktor Dec 13, 2021 @ 2:59pm 
Is there anyway to get a slider for the grid bounds? Something like how the sensor check area would be fantastic. if I make one for space for example, the grid bounds expand past the checkpoint, so they technically don't need to go through it, just bump into it or graze the outside. https://i.imgur.com/fFIWgHy.png
Shas'Ui Demotana Jul 9, 2020 @ 6:36am 
Now this is pod racing
sand hanitizer Jun 10, 2020 @ 9:32am 
go
sand hanitizer Jun 10, 2020 @ 9:32am 
fast
glorfenork Jun 3, 2020 @ 12:30pm 
Neat