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Having these at 10k range how bad are they if one uses say 4 of them overlapping to detect players?
It's an offline world with maybe ~40 grids.
I have spent a lot of time working on simply removing the "Detect Asteroids" option from the Elite Sensor but in all my attempts I could only remove it for *all* sensor blocks including the default one and any other mods based on it. I decided that this option is kinda unacceptable as it will break alot of scripts.
I had hoped Keen would eventually get round to fixing this issue in the game code but I have been aware of it now for probably about 4 years and they seem to have no intention of making changes...
For some reason it loaded fine in my single player games, but looking at your logs I figured the crashes were caused by me messing up the structure of the xml file for block progression, however fixing this file still seemed to crash my DS so for a quick fix I have simply reverted the mod to the previous version, which still works nicely.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1913036352&searchtext=
("Sorry, some kind of error has occurred: Comments must be less than 1000 characters in length.")
Okay, looks like I gotta pastebin it...
https://pastebin.com/JMNArwn2
Something in Keen's update definitely broke the Elite Sensor. Removing the mod brought my server back up.
2019-11-14 22:42:08.744 - Thread: 17 -> in file: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\1386092385\Data\ResearchBlocks.sbc
2019-11-14 22:42:08.744 - Thread: 17 -> MOD SKIPPED, Cannot load definition file, Following Error occured:
'xsi' is an undeclared prefix. Line 2, position 18.
System.Xml
As of today the mod has been updated to include progression and should unlock at the same time as the default sensor block. This should fix any progression system related problems.
If you're having an issue with the game lagging / freezing when setting it to detect asteroids, it's because of how sensors search for them.. it is VERY costly to search voxel in the game, both with cameras and sensors. You may notice that if you reduce the range to where there is maybe one asteroid in range, the issue is much better.. the more voxel is has to look through, the slower it gets. Rest assured it has nothing to do with the mod, itself.
were you planning om making it a 10km range again?
I'm interested to hear you guys feedback on range, components, pcu value ect. I hardly ever play survival I just like to mess around with in-game programming and stuff in creative mode with all the limits off so I don't really know if I have the balancing right.
@GalvazimGX
@(MRG)SerenityTTV
I will see if i can fix this over the next couple of days
I'm linking this as an option to use in my LiDAR script :)
I'm working on a automatic defense System with the missile guidance block here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=925033777&searchtext=guidance
You could simply enter the coordinates and shoot the rocket but a 10k you have a flight time of about 100s which means the other ship has a lot of time to react and fly away at 100m/s so it can be as far away as 10km.
The Mod has the option to directly lock on a grid that is either in front of the missile OR targeted by a turret.
The turret just has to look at the target.
My idea was: As soon as an enemy ship enters sensor range the (empty) turret locks on its GPS coordinates via script. Then the script calls the lock function and after it has a lock it fires the missile.
Another thing that would be interesting if i could get the size of a grid to decide how many missiles to be fired.
The way i use them however is with a programmable block script. Sensors spend most of the time switched off, the programmable block will only activate them every few seconds for a tick or two only just long enough to check whats in range before switching them off again. Using this method the power becomes much more manageable.