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Artillery turrets (custom or premade) can be boosted up to 2km as a result, but gatling turrets can only be boosted to 800m.
Am I correct in concluding the following when adding AI combat blocks to a grid with radar?
1. The usually 800m "sensor net" range offered by turrets is then extended to ~ 2.5 Km?
2. Enemy grids within the 2.5Km range of the AI enhanced "sensor net" range, but outside of the turrets 800m range will show up on radar screens.
If we can see the 2.5Km space surrounding a radar installation on radar, it definitely makes adding AI combat blocks to a radar installations a no brainer.
If there is a way in the scripting API to get target locking data for the current grid.
1. We have a target lock and/or we are being target locked.
2. The coordinates of the grid involved.
We could then use the AI combat blocks to extend the sensor net out to 2.5K around us. by sending the coordinates into the radar comms net. This could be a feature in a future version of WMI Radar or a third party script like the WC script. As stated, for someone smarter than me, I have no idea how to implement this, or if it is even possible.
One would need a comms / sensor net (turrets and/or sensors) covering the same " unrealistically vast distances" in order to see someone that far out.
For instance, enemy not broadcasting, my base 10K out.
I see them 10K out only if.
1. They fly within base sensor net.
2. The ODL (Optical Data Link / laserantenna) feed from base is not disrupted.
If they are outside base sensor net and ship sensor net, they could be anywhere between in the 8.4 KM of space not covered by sensor nets.
If they are 10K out in another direction, then they won't show up on radar until ship sensor net sees them.
Hope this sheds some light on what can be done at distance with this script vs what cannot be done.
I'm sure Whiplash can explain it better than me. :-)
Also, I was wondering how I can implement this script to a dedicated server. For balancing purposes, is it possible to hard limit its range so players can't see each other at unrealistically vast distances? For example, is it possible to have a upper limit in range at 50 km?
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2232655829&searchtext=flight+control
It is absolutely possible to see things on the screen that are several kilometers away via networked radar installations. :-)
I operate within the limitations of the script API. I can't magically change game rules, this is a script, not a mod.
"I have 2 turrets with a 2500m range and another with a 3500m range."
These 2 statements are not congruent. Turrets in vanilla have a _max_ AI range of 800m and a max AI block extended range of 2000m. AI blocks only extend the detection range up to the max range of that weapon's projectiles.
If your turrets are not actively targeting something they will not show up on the turret based radar.
The default range that came in was 1m.
yes.
Why did it take us nearly 6 years to think of that?! LOL! :-)
Here is a small update suggestion for the new year that would improve the script usefullness:
I used to stack the command bar with different ranges values.
Is it possible to add 2 commands in the switch case
(example: range_inc 2500 would increase current range by 2500m, so only 2 command slot are needed)
Thanks !
This means that (1) your ship does not have an antenna, (2) your character's suit antenna is being used to relay targeting data to your local radar instance, and (3) your local radar instance is not detecting anything on its own, simply displaying IFF networked targets.
Target fadeout interval (s)=
line in the PB's custom data.
Does any one can tell me what it can be?
"Searchlights have no API, so no, they can not be supported."
Have no idea what it would do with a CTC, I've never tried it.
Ships running this without a turret or sensors can receive information from other ships within the radar network for display on their radar screens.
Ships running this with only sensors can send information to other ships within the radar network, but will only detect within the sensor range, and only detect what the sensor is configured to detect.
2. They all have antennas, I've maxed their range out. I'm just using the vanilla earth station start.
3. I've changed all block ownership to my player.
It weirdly displays all friendly IFF on one grid but the original one i started with still doesn't display anything. It'll display friendly grids even if they have no Radar script on them or running and it now displays a grey line that intersects through the entire radar graphic. I'm just going to have to keep testing or give up on getting it to work for now
Thanks for all your help so far :)
2. Do those friendly ships have antennas? And does the ship you are on have an antenna? Antennas are required for the transmission of IFF data through scripts
3. You should select all blocks and set them to your ownership to be sure.
1. The Modded Turret has a range of 10km which updates to the LCD in the fighter cockpit, but I'm not sure if it's actually targeting to that range. When I toggle shoot on, it projects a green laser in whatever direction but doesn't usually seem to head towards the pirate station that's only 5km or so from the earth start station.
2. The friendly ship does have the script also, on that cockpit with a sensor it is displaying 3 friendly signals but only two out of the 3 ships actually have the script. I'm just using the base sensor on that one right at the easy start station.
3. The block ownership is whatever the easy start station starts with at vanilla. The First colony faction I believe.
1. Are your turrets actively targeting anything?
2. Are friendly ships you are trying to detect equipped with the radar (or IFF compatible script)?
3. Is block ownership correct?
I can get the Radar background to display on the cockpits alongside the Horizon Script but it doesn't populate with enemy or friendly IFF signals. I can get it to very briefly show a blue dot for the Engineer getting in and out of the cockpit but nothing else.
My intention was to use this with extended sensors or the MA designator turret with extended range mods (which is what can briefly pick up the engineer). Is there something I'm missing?
The turret has a 10km range and shoots "harmless energy" and it does show that it's targeting and shooting enemy grids. Is there something I'm missing?
And yeah, I’m attempting to do so, but might not have enough gray matter to time ratio to do it/figure out without it being an extended time.
Realities of responsibility/life