Space Engineers

Space Engineers

Radio Detection and Ranging (Radar)
Xero Jun 14, 2019 @ 8:53am
Suggestions
I see this on a larger scale, but I am not sure of it's performance impact yet.

TL;DR (but you prob should read it)

1: upgrade distance to higher range for more power and slower and lower accuracy updates
2: ignore grids in safe zones
3: disable scans within planetary gravity wells so it doesn't ruin everyone's day


Suggestion 1:
So say you upgrade the radar to go 250km max distance.
You now broadcast yourself 250km, but see a grid 200km away from you, and head toward it.
Once you get closer, the gps point updates slowly to account for the range increase.

I would also add a slightly offset gps to account for radars being inaccurate at long range.
(Think of each grid having a big bubble, and this bubble goes out 10km, so the gps is off by at least 10km in a random direction).

So basic idea: your own position gets broadcasted constantly, like an antenna or gps location.
However, scanned sources come back, and at longer 100km+ ranges the radar cannot pinpoint exact locations. So instead of directly showing player at x gps, it just says there's a grid at x gps area, which needs to be randomized somehow.


Suggestion 2:
Adding an ignore option for grids in safe zones by default.
I would say this would be better as a config option... So admins can enable/disable if they want.

This is to work in tandem with the faction safe zones mod, so players cannot be found when they are offline.


Suggestion 3:
Disable or limit scans on planets... otherwise if a player goes to space, comes back with a war ship, they can terrorize any new players and that just ruins the game for a lot of people.

idea on how to do this is to take the planets centers as a sort of gps point, then any grid within a certain range (within the gravity well) just ignore the location in all radar scans near the planet.

(This also gives reason to go to a planet... to hide :p)


edit: SIde-note for these suggestions are to enable server-usability. otherwise it's going to be grief heaven for ... griefers.
Last edited by Xero; Jun 14, 2019 @ 9:09am
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Showing 1-11 of 11 comments
Kamikaze  [developer] Jun 14, 2019 @ 9:19am 
lol i have plans for all those features....

1) sonar mode - haven't figured all the details yet but i'm thinking of basing this mode on your power to extend how far the scan will go. Also this scan will 'flicker" gps points around the area of the entity. Hopefully fast enough so the distance value isn't readable (but doesn't really matter) but slow enough to see it happen. Then as u get closer, u can do an active scan 50KM to get more details about the entity. Also, all enemy grids dont' show exact location, i randomize an offset point from their position (which is configurable by admin).

2) There is already in option to omit offline grids or to omit offline grids using sonar mode, but the option isn't implemented yet :P

3) I have written this feature down in my notes but forgot to add it in the Future features planned section lol. So i do plan to check if scanned entity is in gravity or not. (Config option)
Xero Jun 14, 2019 @ 9:39am 
Sounds good to me.
That's all I have for now before I can put it on my server.
Auto is one of my mods.
Might I suggest having the random offset be scaled by the distance from the radar? At default settings it's telling me grids within a few meters of me are actually over a kilometer away, frequently in the complete opposite direction.
Kamikaze  [developer] Jun 16, 2019 @ 5:47pm 
@snow, yea I noticed that during my testing and I didn't like it, so I plan to do just like u said. Scale the offset based on distance. I'm working on another project, but I'll be back to working on this when it's done
Vindros Jul 1, 2019 @ 9:40pm 
Suggestion: I always like radar LCD in multiple places - use KEYWORK tag instead of SELECT AN LCD ; user can enter the KEYWORD in Custom Data. Use same principal for turning a set of lights RED if something detected ... GREEN if not. Nice for base alerting ...
Kamikaze  [developer] Jul 1, 2019 @ 9:47pm 
@Vindros, why get rid of the my version? I done away with the name tagging nonsense as i figured my way was so much simplier? Are u wanting to use a pb script with it or something? I can't see why you would want to go back to using the keyword name tagging. I suppose you want to use more than one LCD? What if i allowed you to select more than once in the list?
Last edited by Kamikaze; Jul 1, 2019 @ 9:49pm
Vindros Jul 2, 2019 @ 2:30pm 
I sort of like the name tagging; for example I can name tag all the lights that change color when something is detected by putting RADAR_LIGHT in the name... but at the end of the day if there is a way to pick more than one name ordered then I guess thats cool also. I have to run your version WITH Sprit's version because something in the core programming throws an error ( lots of the same one ) in the LCD output. (reported in BUGS) Don't take this as criticism ;) I want to see you get this rock solid ! I like the option of skipping friendly grids and passive vs active. Excited to use it when I can get it to be happier ;) To answer your other question; I wrote a script ( on Steam ) that parses the GPS: line and allows you to exclude targets by name match and displays targets in a more easy to read format. No xyz etc. My yet to be published new version also implements changing the lights to RED or GREEN based on detection. Radar outputs to an LCD (small one hidden away) The program block reads the text off that every few seconds and then parses that text; excluding names from the program blocks ' custom data '. Any that go unfiltered get written to the Display LCD with a timestamp at the top ... Keep up the good work !
UNU Feb 29, 2020 @ 10:21am 
What about a Sound Blocks and lights to add so if enenmy is detected alarm starts!
Taterbits Apr 13, 2020 @ 6:50am 
Agree with UNU below. The key feature MISSING for me is ALERTS when a new object is detected.

Say you are doing something in your base and an enemy approaches. Right now, there is no way to be alerted. I would suggest adding three things, in addition to the option "Broadcast to LCD". Allow only one of them to be selected for the block (eg. list drop down):
1. Broadcast using Antennas options - for when you want all new scans to appear within your antenna range.
2. Activate a Timer block / Activate a block - like a sensor block, allow one block action to be triggered once the radar detects an object. Limit this trigger frequency to like once every 5 seconds..
3. Run a Programming block - like a button panel, run the selected programming block and pass the scan results on to that block. Limit the frequency to like 5 seconds..

Originally posted by UNU_OFFICIAL:
What about a Sound Blocks and lights to add so if enenmy is detected alarm starts!
Kamikaze  [developer] Apr 13, 2020 @ 4:48pm 
All good suggestions... i'll have something implemented in my new rewrite
AndiStar Feb 5, 2021 @ 12:44pm 
I really like taterbits' timeblock activation idea
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