Space Engineers

Space Engineers

Elite Sensor - Fixed
51 comentarii
JmDaFuz 5 iul. 2023 la 12:12 
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 la 1:22 
Seems to be broken as of 4/4/23
Wol_f 6 dec. 2022 la 4:25 
Is it work?
FOXALIVE 6 mai 2022 la 0:06 
Seems to be broken again ):
Gomer-Kyle 28 ian. 2022 la 16:12 
Is this fixed again? I really need the 5 k for my drone ships
Storm 25 iun. 2021 la 12:09 
not fix
Solestius 3 ian. 2021 la 15:27 
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 iun. 2020 la 13:46 
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  [autor] 28 dec. 2019 la 16:01 
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 la 9:19 
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 la 6:31 
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 la 21:32 
Thanks for setting it back to 10/5 km <3
Tronix 15 nov. 2019 la 8:21 
Working fine again! TY for your work! ;)
CalDaug2020  [autor] 15 nov. 2019 la 8:20 
That's another update just been uploaded which adds back the progression system but without the problems from before.
CalDaug2020  [autor] 15 nov. 2019 la 2:59 
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 la 0:34 
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 la 20:08 
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 la 19:09 
I can provide the crash log
Skallabjorn 14 nov. 2019 la 19:04 
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 la 17:58 
After update my world crashed on load with this addon: (
CalDaug2020  [autor] 14 nov. 2019 la 17:04 
@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 la 2:39 
Can I use this mod in 1.193 ? I can't find this block in the game.
CalDaug2020  [autor] 10 oct. 2019 la 17:01 
@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 la 16:42 
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 la 13:11 
@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 sept. 2019 la 1:43 
@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 sept. 2019 la 11:10 
@CalDaug2020 Hi. I have the same issue as TroLLex_
were you planning om making it a 10km range again?
TroLLeX_ 28 aug. 2019 la 10:32 
Maybe its only me but when ever i set the "Detect asterioids" to On my game Freezes (more likely crashes)
ruze0110 9 aug. 2019 la 14:34 
yo good !
jTurp 27 apr. 2019 la 4:28 
Thanks!
CalDaug2020  [autor] 27 apr. 2019 la 2:08 
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 la 19:34 
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  [autor] 24 apr. 2019 la 7:34 
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  [autor] 13 apr. 2019 la 12:49 
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 la 15:21 
Did you remember to add it to the progression system?
CalDaug2020  [autor] 1 apr. 2019 la 15:11 
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  [autor] 31 mart. 2019 la 4:37 
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  [autor] 29 mart. 2019 la 19:03 
@GalvazimGX - I can! Use it often in my own game
GalvazimGX 26 mart. 2019 la 14:35 
can anyone confirm if this sensor works with the latest version of SE?
SimplyySerenity 18 sept. 2018 la 6:19 
in fact i cant get this to work at all. singleplayer or mp
SimplyySerenity 16 sept. 2018 la 5:24 
i cant seem to get this to work on my server...? its set to default values and wont detect anything...?
jTurp 23 aug. 2018 la 16:02 
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 la 18:52 
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 la 16:09 
Perfect, will try it out :D
CalDaug2020  [autor] 6 aug. 2018 la 8:54 
@skallabjorn Exactly!
Skallabjorn 4 aug. 2018 la 14:25 
Ideal for triggering a red alert klaxon when something gets too close :)
Pavlin 6 iun. 2018 la 12:36 
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  [autor] 21 mai 2018 la 13:30 
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  [autor] 21 mai 2018 la 13:28 
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.