Space Engineers

Space Engineers

BlueG Radar - Modified for the GFCS
17 Comments
ThePropheticWarrior 14 Sep, 2020 @ 6:30pm 
I would love to use multiple (perhaps 4 or 5) sensors on a rotating rotor and/or rotating dish, like in real world! It would also be awesome to have the option of selecting one directional sector at a time (different radar consoles looking at different sectors, like Fighters use) - and main for (all sectors) general viewing, as well as passive/active modes - like in the real world! It would also be nice to implement this in planet/wall maps! I'm going to also suggest this in the other radar mods - perhaps some cooperation can be done between the Modders - and the Community!
jackik 20 May, 2017 @ 10:09am 
"future versions"?
Salty Slothy 1 Sep, 2016 @ 7:53am 
@vas I usually have a debris defense setting. If it detected objects moving over certain speeds any block that blows off the ship will trigger the radar and give false feedback.
Vas 15 Aug, 2016 @ 9:57am 
Just out of curiosity, if this ignores grids without reactors or batteries, how does it detect if someone launches a hunk of metal at you? Like a ball or spear of heavy armor. I'd suggest having it track objects that are moving beyond a certain speed too. Just a thought. :P
FallOut(eX) 13 Aug, 2016 @ 9:31pm 
Currently in Dev build of SE your custom RadarG doesn't work.
Deese Nutz 3 Aug, 2016 @ 3:22pm 
The script isn't showing up on my modlist. Help?
Gryphon 27 Feb, 2016 @ 12:20am 
I get the same problem. Properly named standard sensors and/or super sensors arent producing the desired results, and when im trying to use gfcs that causes issues
力量型英雄 26 Feb, 2016 @ 8:39am 
last update have broken this again. This time no error log is shown but the sensor with proper name simple does not produce a result. BlueG is missing for long for his reason, so I am posting it here for help
imivi  [author] 18 Jan, 2016 @ 3:42pm 
@silentdeth
Thanks for telling me! It should be fixed now. For some reason Keen moved the MyRelationsBetweenPlayerAndBlock enum from Sandbox.Common to VRage.Game.
silentdeth 17 Jan, 2016 @ 3:28pm 
Latest update seems to have broken this:
MOD_ERROR: \AppData\Roaming\SpaceEngineers\Mods\537689481.sbm_BlueG_Radar GFCS Version, in file: \AppData\Roaming\SpaceEngineers\Mods\537689481.sbm_BlueG_Radar GFCS Version
\AppData\Local\Temp\mpvtjn1a.0.cs(375,22) : error CS0103: The name 'MyRelationsBetweenPlayerAndBlock' does not exist in the current context
Aquilux 24 Nov, 2015 @ 11:28am 
Would it be possible for this block to generate a 3D map item for use with the holographic projector that displays radar data in real time similar to those in star citizen or elite: dangerous, for example?
herichimo 19 Nov, 2015 @ 1:31am 
I'd have to say; the point of a radar is to see targets that are out there.

Granted on a planet, you aren't in the air unless
1: You have power
or 2: You're crashing

But in space it's different, there isn't a gigantic visual aid, commonly known as the ground, to help you avoid immobile terrain or obstacles.

Speed and size gates (radar speak: means conditions on which a track is displayed) are a definate thing.
Vas 5 Nov, 2015 @ 1:14pm 
If only we could just toggle whether the script targets powerless grids or not. :P

Perhaps, you can detect if it is going above a certain speed?
Or on an impact course? Though that one may take too much calculations. Especially on a mobile thing like a large ship instead of a station.

Also, if the game would stop using energy only for thrusters... We'd be able to make rockets that have no powergrid, and just thrust in a straight line till impact or fuel is gone. :P
imivi  [author] 5 Nov, 2015 @ 1:56am 
I guess I could make an exception for object over a certain mass, but powerless ball projectiles are bit of a corner case, I think. :P

Usually missiles rely on artificial mass (or a space ball, which is the same but doesn't require power) to launch via gravity generators, hence the exceptions I made. I suppose you can always use the original BlueG Radar mod if powerless grids are a concern.
Vas 31 Oct, 2015 @ 7:56am 
It might be bad to ignore grids without a power source. I've been out for a year so, I don't know what "space ball" is.

If someone launches a ball of metal though with no power grid on it, towards your station and your automated guns ignore it because no power grid. That might be bad. :P
imivi  [author] 20 Oct, 2015 @ 11:48pm 
Read the description of the original BlueG Radar mod: http://steamproxy.net/sharedfiles/filedetails/?id=369578004

In short, it basically extends sensor range up to 50km. It checks each sensor's detection settings, looks for a matching object, and adds its coordinates to the sensor's name. My GFCS script uses this for target tracking.
Captain_Nova_117 20 Oct, 2015 @ 3:43pm 
What does it do?