Space Engineers

Space Engineers

Elite Sensor - Fixed
51 Comments
JmDaFuz 5 Jul, 2023 @ 12:12pm 
Hello. One question on these in regards to performance.
Having these at 10k range how bad are they if one uses say 4 of them overlapping to detect players?
Cautious Echelon 4 Apr, 2023 @ 1:22am 
Seems to be broken as of 4/4/23
Wol_f 6 Dec, 2022 @ 4:25am 
Is it work?
FOXALIVE 6 May, 2022 @ 12:06am 
Seems to be broken again ):
Gomer-Kyle 28 Jan, 2022 @ 4:12pm 
Is this fixed again? I really need the 5 k for my drone ships
Storm 25 Jun, 2021 @ 12:09pm 
not fix
Solestius 3 Jan, 2021 @ 3:27pm 
I would use this mod if keen were to get off of their fourth point of contact and fix the algorithm. Until then, I will be removing this mod.
GuantanaMo 5 Jun, 2020 @ 1:46pm 
Hi! Unfortunately I'm getting a lot of lag with this sensor. I have Detect Asteroids and Detect Floating Objects disabled and I'm on a planet (same issue in space though). All extents are set to 500 and I get a ~3 second lag spike every 10-30 seconds. Any idea what might be causing that?

It's an offline world with maybe ~40 grids.
CalDaug2020  [author] 28 Dec, 2019 @ 4:01pm 
The asteroid detection problem is well known with modded sensors. The way the asteroid detection algorithm works in game means that ranges over a certain unknown distance will cause a crash.
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...
countvidal 26 Dec, 2019 @ 9:19am 
Hi, the mod crashes our servers, which also runs on torch, (different server from the comment by Dolqus) when you enable the "Asteroid Detection". We would really like to implement this mod in our server which has 600 users.
Dolqus 26 Nov, 2019 @ 6:31am 
Hi, Thanks for your mod, sadly we have noticed that our server, which runs torch, crashes with this mod when you enable the "Asteroid Detection".
jTurp 17 Nov, 2019 @ 9:32pm 
Thanks for setting it back to 10/5 km <3
Tronix 15 Nov, 2019 @ 8:21am 
Working fine again! TY for your work! ;)
CalDaug2020  [author] 15 Nov, 2019 @ 8:20am 
That's another update just been uploaded which adds back the progression system but without the problems from before.
CalDaug2020  [author] 15 Nov, 2019 @ 2:59am 
Have simply reverted the mod to the previous version to fix all the crashes.
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.
Cronyx 15 Nov, 2019 @ 12:34am 
I can confirm that:

("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.
Mojo 14 Nov, 2019 @ 8:08pm 
2019-11-14 22:42:08.744 - Thread: 17 -> MOD_CRITICAL_ERROR: Elite Sensor
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

Skallabjorn 14 Nov, 2019 @ 7:09pm 
I can provide the crash log
Skallabjorn 14 Nov, 2019 @ 7:04pm 
same, and i have progression off in all my worlds and on servers, had to remove it from my streaming world to get torch to boot.
Tronix 14 Nov, 2019 @ 5:58pm 
After update my world crashed on load with this addon: (
CalDaug2020  [author] 14 Nov, 2019 @ 5:04pm 
@engineer Seems to work fine in my game. Do you play with progression turned on? Until today the mod never had progression so using it on a world with progression may have had unexpected results.
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.
engineer 28 Oct, 2019 @ 2:39am 
Can I use this mod in 1.193 ? I can't find this block in the game.
CalDaug2020  [author] 10 Oct, 2019 @ 5:01pm 
@ApexAlphaGaming Thats (partly) what timer blocks are for. Add up to 9 actions to a timer block, even trigger other timer blocks, then set the sensor action to "Trigger Now" the timer block.
ApexAlphaGaming 9 Oct, 2019 @ 4:42pm 
Any chance we can get one with a few more actions??? Two is too few for my hangar to seal, depressurize and open hangar doors.
jTurp 4 Oct, 2019 @ 1:11pm 
@All

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.
FlamingNinja 9 Sep, 2019 @ 1:43am 
@TroLLeX, if you're setting a sensor to detect asteroids when within range of a planet, that might be why as that option is just a blanket setting for detecting voxels.
R_Oerich 3 Sep, 2019 @ 11:10am 
@CalDaug2020 Hi. I have the same issue as TroLLex_
were you planning om making it a 10km range again?
TroLLeX_ 28 Aug, 2019 @ 10:32am 
Maybe its only me but when ever i set the "Detect asterioids" to On my game Freezes (more likely crashes)
ruze0110 9 Aug, 2019 @ 2:34pm 
yo good !
jTurp 27 Apr, 2019 @ 4:28am 
Thanks!
CalDaug2020  [author] 27 Apr, 2019 @ 2:08am 
Very well, when I get round to uploading an update (hopefully today) I will set the max range back to 10/5. I love your lidar script btw!
jTurp 25 Apr, 2019 @ 7:34pm 
Hey, awesome work! That said, I liked when the range was 10/5 :P - I actually increased the range of my lidar mapping script to match the range you gave the sensor (I have you linked on my page, as well). I beg of ya to change it back <3
CalDaug2020  [author] 24 Apr, 2019 @ 7:34am 
Right I have worked out how to add this to the progression system, I have to head off to work right now so I should be able to test and update it tomorrow.

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.
CalDaug2020  [author] 13 Apr, 2019 @ 12:49pm 
I've not worked out how to add it to the progression system yet. As soon as I do I will publish an update
Slye_Fox 1 Apr, 2019 @ 3:21pm 
Did you remember to add it to the progression system?
CalDaug2020  [author] 1 Apr, 2019 @ 3:11pm 
Okay I have just uploaded a fix for anyone having problems. The sensor should now work correctly, additionally I have updated it to include a description and a PCU value - features which came out since the original mod was published - as well as some tweaks to the range, construction time and recipe.
@GalvazimGX
@(MRG)SerenityTTV
CalDaug2020  [author] 31 Mar, 2019 @ 4:37am 
Actually, Just been playing about with this today and it looks like it has stopped working.
I will see if i can fix this over the next couple of days
CalDaug2020  [author] 29 Mar, 2019 @ 7:03pm 
@GalvazimGX - I can! Use it often in my own game
GalvazimGX 26 Mar, 2019 @ 2:35pm 
can anyone confirm if this sensor works with the latest version of SE?
SimplyySerenity 18 Sep, 2018 @ 6:19am 
in fact i cant get this to work at all. singleplayer or mp
SimplyySerenity 16 Sep, 2018 @ 5:24am 
i cant seem to get this to work on my server...? its set to default values and wont detect anything...?
jTurp 23 Aug, 2018 @ 4:02pm 
Thanks for bringing an updated sensor to the WS!

I'm linking this as an option to use in my LiDAR script :)
GSG | DJToxica 18 Aug, 2018 @ 6:52pm 
Can you get the Position of say a ship in Sensor Range?
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.
Pred 6 Aug, 2018 @ 4:09pm 
Perfect, will try it out :D
CalDaug2020  [author] 6 Aug, 2018 @ 8:54am 
@skallabjorn Exactly!
Skallabjorn 4 Aug, 2018 @ 2:25pm 
Ideal for triggering a red alert klaxon when something gets too close :)
Pavlin 6 Jun, 2018 @ 12:36pm 
Wow. Nice Idea to swich sensors in PB. That help my Drones save energy. Im try this but after devs repair Remote block in Atmosphere.
CalDaug2020  [author] 21 May, 2018 @ 1:30pm 
I am working on several scripts to share on the workshop. One of them will be a sensor script that operates sensors like I just described and it will be able to display a list of all the detected entities on an LCD panel as well as trigger timer blocks ect based on what types of entites are detected. Keep an eye out for them!
CalDaug2020  [author] 21 May, 2018 @ 1:28pm 
Yeah they take alot of power at long range, thats why i limited the range in small ships because you are less likely to be able to support the power required on small ships.

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.