Space Engineers

Space Engineers

LiDAR Mapping Script
1,065 Comments
Strategic Developments May 18 @ 2:08pm 
Is there any way we could take a look at a non-minified version of the script?
Strategic Developments May 12 @ 9:34am 
Found it all and adjusted it - no worries 👍
jTurp  [author] May 11 @ 7:58am 
The cap has always been there, for performance reasons. Without it you can easily wreck the sim speed on a game, especially near planets.

I don't provide the information for bypassing it, but if you know what you're doing you'll find it.
Strategic Developments May 4 @ 1:03pm 
It seems like there's a hard cap written into the 10KM range, which might not have been there last time I messed around with it? Regardless, how might I go about bypassing this?
Strategic Developments May 4 @ 12:55pm 
Hey - sent you a friend request to ask the specifics of range increases with the Lidar Mapping Script and accompanying missile script. I've done so in the past, but i'm having some difficulty with getting it to work at 100KM .

i do remember i got it to previously work at 25KM or so, but I just wanted to reach out and see what your thoughts on the matter were.
jTurp  [author] Mar 22 @ 8:05am 
@moaoka

Shoot me the link to your blueprint and I’ll run a test with it
moaoka Mar 21 @ 6:35am 
Hello, As I add lot of camera on it the program block show Script too complex. Is that any way to fix it thank you
jTurp  [author] Apr 15, 2024 @ 4:58pm 
[VII] Aquamarine Intangible

I'm taking a look now - I will comment on your workshop page with further information :)
MTF Nu-5 Δ Apr 13, 2024 @ 7:40am 
@jTurp Hi, I hope you're well. My grid is not displaying on the lcd the grids I set to enemy. They're all grouped under Lidar System, and I've added a couple of custom turrets to try and automatically track targets, but nothing changed following recompile.

I'd be really grateful if you could have a look at the small large grid I have made (1) with all sufficient blocks included as per the script's demands. The reason I have made my own is I am trying to learn and understand how to implement it in my own designs starting with the basics. I just don't quite understand why it's not working whereas yours is.

I hope I have given credit correctly in the description. Thank you!

1) https://steamcommunity.com/sharedfiles/filedetails/?id=3221217939
jTurp  [author] Feb 5, 2024 @ 8:25am 
@Tandemkriegselefant

Ahh, yes planetary use forces restrictions due to the impact raycast has in a gravity well (I force it to work slower).

As for precise targeting, the script doesn't "know" where certain blocks are (that would require a mod vs a PB script) but you can use the Manual Target camera to aim wherever you want at a target and use the "Manual Target" command to raycast where you want them to go.
Tandemkriegselefant Feb 5, 2024 @ 1:44am 
@jTurp I think the issue was something with the targeting. I was testing with a planetary station and a LOT of cameras, however it was kinda messi finding targets. As soon as I installed a modded Sensor to the station, the missiles did work as expected, thanks for your help!

But I still have a question: When I enable precise targeting, can I actually decide if the missile should target thrusters or batteries and stuff?
jTurp  [author] Feb 1, 2024 @ 2:50pm 
@Tandem

Easiest if you can share the bp so I can you around with it
Tandemkriegselefant Feb 1, 2024 @ 4:09am 
I just tested around with self build stuff and figured, as soon as I enable the firring order and add the [M:1] tag to the missiles Name or/and name, missiles no longer launch. before I did set the firingorder=true, single launching missiles did work fine. As soon as I set firingorder=true, missiles no longer launching (even if I revert the change to not use the firingorder anymore) Is there something I'm missing to use the firingorder? I add a Multilauncher projection with 4 missiles, projector projecting the whole grid including 4 missiles, missile pb have the [M:x] tag added, in base pb firingoder=true is set.
Pilotsilent Jan 27, 2024 @ 11:21pm 
yea i think i found the problem the server i am on has the weapon core mod, and several other scripts have a report saying that it breaks with wc is installed
jTurp  [author] Jan 27, 2024 @ 10:14am 
I just loaded up my test world and it's working just fine for me. Assembly Not Found usually means you need to take ownership of the block and then recompile.
Pilotsilent Jan 27, 2024 @ 6:29am 
thats odd then because all i am doing is installing it and it wont even start
jTurp  [author] Jan 26, 2024 @ 2:33pm 
@Pilotsilent

That sounds like a different problem entirely. The script is still valid
Pilotsilent Jan 26, 2024 @ 1:40pm 
is this scrip no longer working? i try to use it and the block just says assembly not found
jTurp  [author] Jan 25, 2024 @ 7:04pm 
Outside of making sure Safety Lock isn’t enabled and checking that you selected the proper missile type to be fired, I would need to see it.

For the missile type, it’s something you set in the missile pb script
Tandemkriegselefant Jan 25, 2024 @ 5:33am 
Thank you so much! Just looking for that little thing like 2 days.. actually there was one little block not properly build. Now the missiles are recognized, shows in the LCD, I can select a target but the running PB with the "Launch" argument does not work, rotor is still spinning, missile not launching. Do you have an Idea?
jTurp  [author] Jan 25, 2024 @ 4:56am 
@Tandem

Check the projection to make sure all blocks are built. That’s what the script uses to see if missiles are ready for use. I usually have a few random armor blocks that didn’t get welded up when that happens to me
Tandemkriegselefant Jan 25, 2024 @ 4:35am 
Hi, I'm trying to use the mapping script together with your guided missile script. For some reason, the mapping script does not recognize the missles on the missile cluster (have 4 missles on one projector). Missles are getting build, but the Display does not show my explosive missiles available (or kinetik, whatever I try). Launch command also does not work, if a target is selected. Missile PB and mapping PB both dont show any errors. Any Idea, what I'm missing?
jTurp  [author] Dec 11, 2023 @ 6:36pm 
Ahh, well the raycast should still work unless WC changes it somehow. I've not tested it, though.
HATE|DeathKnight/ALLKEYSHOP Dec 3, 2023 @ 11:23am 
i wanted to know if it works when you have the weaponcore mod also in the world because most scripts that use raycasting for targeting arent working
jTurp  [author] Dec 1, 2023 @ 7:42am 
Not sure what you mean? I don't have anything allowing WC missiles if that's what you're asking - this is pretty old now, and not much room to add things unfortunately (due to the character limit in game)
HATE|DeathKnight/ALLKEYSHOP Nov 18, 2023 @ 10:34am 
Hi, dose this script work with weponcore when using the camera raycasting ?
jTurp  [author] Jun 6, 2023 @ 3:34pm 
Either is fine
Shoku 'Jetwash' Silverfall Jun 5, 2023 @ 3:05pm 
@jTurp well it's my main base. Do you want a BP or a world save?
jTurp  [author] Jun 1, 2023 @ 5:56pm 
@Shoku

I just tested someone else's blueprint and got everything working as intended. Their issue was that they included rotors in the block group for their "normal" facing cameras.

If you are still having issues, please send me your BP. Thanks!
jTurp  [author] May 30, 2023 @ 9:20pm 
@Shoku

You can send me your BP and I'll take a look
Shoku 'Jetwash' Silverfall May 30, 2023 @ 6:43pm 
@JTurp I turned on debug draw, but I'm not seeing any casts at all. No errors in the console and I have my 7x7x7 cube of cameras in the "Lidar System" group, along with a remote controller reference. Any idea what I might be doing wrong?
Novius Apr 20, 2023 @ 4:19am 
Hi,
I was wondering if there's a git anywhere for this. I can see the code is minified to allow for more space, I'd just like to make some adjustments for my needs.
cosmo Apr 8, 2023 @ 11:12am 
thank you, I really hope I can get this working effectively
jTurp  [author] Apr 8, 2023 @ 10:09am 
@COSMO

The script will display all detected grids (assuming you have the display set to do so). The issue with cameras is that they have to actually 'detect' those grids, first. Check out the Raycast for dummies discussion thread for full details on how that works.

If you want to see it in action, you can enable debug draw from the F11 menu and you'll see the raycasts being drawn as well as when they "hit" something
cosmo Mar 16, 2023 @ 12:07pm 
This seems like a very nice script, I was able to get it working with minimal effort. However an issue I encountered is dealing with multiple grids. I spawned in a few friendly grids and one enemy grid and it was only able to see the one enemy grid and one friendly. The grids were spaced apart a fair bit (500 meters or more).

I was wondering if there was a way to have the script display all detected grids, not just one of each. (I don't believe this is a camera blind-spot issue, I can send you more info if needed)
jTurp  [author] Feb 24, 2023 @ 4:13pm 
@Big Pipe

You can use the "Manual Target" command to raycast from a designated targeting camera (set this in the custom data config). If the ray hits an object, it will add it to the map and attempt to track it.
Acid Feb 24, 2023 @ 3:42pm 
Is there any way to utilize a "bore sight" type locking mechanism to lock a target that is directly in front of you? Like that used on LAMP & WHAM or Easy Lidar Homing? I want to adapt this script for a missile platform using a LIDAR array on a rotor and hinge turret controlled by a player to lock a target and then keep track of that target.
jTurp  [author] Dec 21, 2022 @ 4:31pm 
Hinges probably won't work given they only go back and forth and the script is trying to turn it like a rotor.

Beyond that, the rotor cams are only meant to track stuff in the blind spots, not to follow them indefinitely. There should be cameras in each of the 6 axis to track those sections of space
Correction Needed Dec 21, 2022 @ 2:26pm 
@jTurp
I have a rotor cam with a Hinge Elevation component. It seems to track sections of the sky fine, but it doesn't attempt to maintain lock on the hovered target. Are Hinge components supported?
jTurp  [author] Dec 21, 2022 @ 7:17am 
@Geneva Suggestion

When you select a target, the script does attempt to maintain lock with the assumption that you may fire a missile at it.
Correction Needed Dec 20, 2022 @ 11:10pm 
Is there anyway to get a camera to track the currently selected target? I know that there is a way to get them to track any new targets, but I specifically want the current target.
jTurp  [author] Nov 27, 2022 @ 6:30pm 
dnSpy or ILSpy
Noble Nov 27, 2022 @ 6:25pm 
@jTurp
What decompiler? From my searches couldn't see one. Can you send me link on pv or here?
jTurp  [author] Nov 27, 2022 @ 5:27pm 
Best thing to do is use a decompiler. It's minified due to the character length restriction for PB
Noble Nov 27, 2022 @ 5:25pm 
I really like this script. Trying to get int SE scripting and i wanna poke around and understand your work. But when i open script its all bunched up together to save space, as well as it having bunch of irregular characters.
How do i go about on "decompiling" your script?
grizli Nov 22, 2022 @ 2:32pm 
and if I feel I 'm playing on my own server and performance is not the main thing for me ? is it possible to expand the zone ?
jTurp  [author] Nov 22, 2022 @ 2:19pm 
@grizli

10km is the max for performance reasons
grizli Nov 22, 2022 @ 4:56am 
Is it possible to somehow increase the analysis distance?
jTurp  [author] Oct 6, 2022 @ 10:46am 
@Devlah

It's all vanilla, and there isn't any room left to make any big updates like that.
Devlah Oct 6, 2022 @ 10:13am 
Does this script support WeaponCore? They have a particular target designation system, and I'm wondering if the script can designate targets for WeaponCore weapons.