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Would script an auto correct but can’t seem to find the properties I need
I believe you can, its a script for grids to fully "talk" to each other
not only that but also the newest DLC can to a limited degree as was seen in the trailer of it.
Its nothing showing up on the LCD´s
I think the new Update from keen has shot this down ?
Name an LCD with Radar in the name. Goto the Radar and scroll down to the section that shows what Screen to display it on. Select the LCD that you renamed with Radar in it's name.
@NorthStrider and @dRuPpl
I have not run into that issue. But, If you Scan with the Radar and it's Broadcast range is greater then 10km then you will run into lag for a few moments as it detects everything out there.
Not sure what is causing this. It's crashed twice so far. Radar is in active mode, set at 20,000.
So
"Active Radar Updated Updated" is better solution for now, t think
If someone updates this, post a link, but on a side note, I think there is no reason to require actively scanned radar in such space environments.
A passive radar extension to the ModAPI would be nice, as most electronics running on SE ships, like lighting, display panels, transformers, non-linear logic circuitry, propulsion, propulsion ionized gas trails, power generation, electrostatically charged craft moving through field lines, interactions with solar wind, etc all produce huge amounts of detectable EMF which travels through empty space nearly unimpeded. In principle you could detect most devices running on an SE ship if they were only in LOS (Line of Sight), and you can even use reflections off asteroids to estimate an SE ship's position beyond LOS and around obstructions and atmospheres.
This would add a rather large set of features to the gameplay and a lot of strategic changes, so I don't realistically expect it to happen, but in all realities, there is absolutely no need for active radar in an environment like this.