Space Engineers

Space Engineers

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Radio Detection and Ranging (Radar)
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
7.197 MB
9 Jun, 2019 @ 1:32pm
19 Jun, 2023 @ 2:27pm
10 Change Notes ( view )

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Radio Detection and Ranging (Radar)

Description
This mod allows the user to detect grids within the broadcast range of the radar.

(Meaning, if you can see them, they can see you!). There are currently two modes in which this radar can be in. Passive and Active.

First, I wanted to make sure everyone knows that this idea was NOT my own. The original mod that this was inspired upon was http://sp.zhabite.com/sharedfiles/filedetails/?id=444539430. Which was updated/fixed here https://sp.zhabite.com/sharedfiles/filedetails/?id=1684690258.

The broadcast range (which is defined by the user) automatically sets the mode depending on the admin's settings. By default the mode switch is at 10,000 meters. So if the broadcast range is under 10,000 meters, the mode will automatically switch to Passive and the radar will turn yellow. If over 10,000 meters, the mode will be Active and turn Green.

Passive Mode - This mode will detect grids within its broadcast range, updating every 5 seconds. You are broadcasting your location to others within your set broadcast range.

Active Mode - This mode does NOT do anything until you hit the 'Scan' button in the control panel of the block. By default, a 60 second delay will start and during this time you are broadcasting your position (like a beacon), to others within your set broadcast range. The radar color will be purple during this delay. After the delay is up, you will get your results. Scan timer can be interrupted by either moving your ship, or switching the radar mode to Passive.

Results can be given two ways:
1) By GPS - You have to be sitting in a seat of the ship that the radar is on to get GPS markers. Passive markers will update every 5 seconds. After an active scan, gps markers will stay on your HUD until you:
a) Start another active scan.
b) Switch to passive scan.
c) Clear GPS with button on control panel of block.

2) By LCD - On the control panel of the block will be a list of LCDs names that are currently on your ship. Just select one of these and results will start displaying on that LCD panel. (No More Name Tagging :) )

Currently there are 3 filters and these filters are toggleable via control panel of the block. You have to set these filters before a scan is complete to get the filtered results.
1) Omit Roids - Will exclude all asteroids in your scan.
2) Omit Friendly - Will exclude all friendly grids in your scan.
3) Omit NPC - Will exclude all NPC owned grids in your scan.

All enemy scans will generate a random location 'near' to that grid. (Configurable by admins). As to prevent missile tracking. Roids and friendly scans are exact location.

Scanning results are based by the grids MAX capacity (by default), if grids under 16MW (default) power capacity will not be returned during an Active Scan. The same for passive scan but under 1MW (default).

Admin Configurable Options:
Open the folder "{mod#.sbm}_RadarBlock" and open the xml file "Radar_Settings".

<UseMaxOutput> - If true, scans only grids based of max power capacity. False will use grids current power consumption.
<ActiveMAXScanGridsMWthreshold> - Value of scanned grid max power capacity after an Active Scan.
<PassiveMAXScanGridsMWthreshold> - Value of scanned grid max power capacity after a Passive Scan.
<ActiveCURRENTScanGridsMWthreshold> - Value of scanned grid power consumption after an Active Scan.
<PassiveCURRENTScanGridsMWthreshold> - Value of scanned grid power consumption after passive scan.
<DelayInSecondsActiveScan> - The delay in seconds to delay an Active scan.
<RequireStationaryWhileActiveScanning> - If true, will require grid with radar to be still while scanning in Active.
<AllEnabledRadarsVisible> - If true, any scanned grids currently with an enabled radar will return a result reguardless of power restrictions.
<CharacterDetectionRange> - Value set where enemy character can be detected.
<ModeSwitchAtBroadcastRange> - Sets the radar mod change at this value to be either Passive (less than value) or Active (greater than value.
<GpsOffSetDistanceMin> - Min distance of how far the scanned result will randomly be from its target.
<GpsOffSetDistanceMax> - Max distance of how far the scanned result will randomly be from its target.

~These options are not implemented yet~
<EnableSmallRadar> - If true, will enable the small grid radar to the world.
<AllowSonar> - If true, allows the user to scan beyond the default 50km range.
<SaveGpsOnActiveScan> - If true, this will allow users save GPS markers on your HUD after an active scan. (World Option)
<OutputToLCD> - If true, this will allow any user to set results output to an lcd.
<OmitOfflineEntities> - If true, this will omit all offline grids from the scan results.
<OmitOfflineEntitiesFromSonarMode> If true, this will omit offline grids from only sonar mode.



Planned Future Features:
- Sonar Mode : Allows scanning beyond the default 50km range.
- Small grid version.
- Colored GPS (maybe).
- Sounds
- Tweak Power Management
- Optimizations
- More admin options.

Known Issues:
- Radar currently scans sub grids from the main grid which can generate tons of unneeded info. This includes your own subgrids if you have "Omit Friendly" filter off. I Plan to fix this.

Leave me a message if you come across any issues. If there is a crash, please send me your logs.

Credits:
This mod was inspired by fowlplaychiken who is the admin of Guardians Vanilla server. Discord found here https://discord.gg/6kypnXg
I would like to thank Adaline for the awesome thumbnail pic!! Check out her awesome workshop here https://sp.zhabite.com/id/c1evergirl/myworkshopfiles/
And also the members from the Guardians server for giving me details.

Popular Discussions View All (6)
107
9 May @ 2:36pm
Any issues, crashes, bugs go >HERE<
AutoMcDonough
11
5 Feb, 2021 @ 12:44pm
Suggestions
Xero
0
29 Sep, 2023 @ 5:23am
Mod.io verrsion
minemanyt70
281 Comments
mrudat 26 May @ 7:49pm 
I turn off the radar... it deletes the GPS markers, I reduce the range after doing an active scan, it deletes the GPS markers, I got to edit a GPS marker... it deletes the GPS markers. Makes using it for scouting asteroids... infuriating.
Deapri 17 Feb @ 9:16pm 
@j_south While that would be nice, it could also clutter a bit, I personally find copying the gps from the screen text and putting just what I want in my gps pasting from the clipboard to work well enough.
j_south 16 Feb @ 4:55pm 
Can we get an add on, that passes the GPS Coordinates the radar detects to the GPS, list so you can then use that radar to detect an object and then jump to it.
Deapri 4 Feb @ 6:11am 
The mod appears to be working fine on my end, the active/passive scanning is done when the range is over 10k.
Stupididiotguy 1 Feb @ 7:53am 
I do not have the option to swich to active scanning and i cant scroll down far enoug to select the lcd screen.
titanius anglesmith 29 Dec, 2024 @ 11:14am 
how do you up the scanning range ?
Sellka 16 Dec, 2024 @ 8:52am 
forgot to add the scan ability. Had it pop up in an inspection like once and then vanish back into the warp and not be readable by the program blocks - ScanAction: Scan
0xE5C04D1D05 11 Dec, 2024 @ 5:26am 
Does this have a Programming Block API? Or is the only way to get data out of it is through an intermediary LCD?
Sellka 1 Dec, 2024 @ 9:12am 
Curious to the switches for omit and selecting an lcd. On nexus server, and find the restarts and server jumping messes with the settings.

Would script an auto correct but can’t seem to find the properties I need
Dragonmar 14 Nov, 2024 @ 4:57pm 
for people with lcd not working you have all the omit boxes selected