Space Engineers

Space Engineers

Whip's Turret Based Radar
965 Comments
Leconite 18 May @ 10:37am 
Thank you for the explanation.
Whiplash141  [author] 17 May @ 4:40pm 
The way that AI block turret range boosting works is that it can boost a turret range all the way up to the max distance that the ammo it fires can fly.

Artillery turrets (custom or premade) can be boosted up to 2km as a result, but gatling turrets can only be boosted to 800m.
Leconite 17 May @ 8:09am 
Oh, OK, I'm a bit confused now.
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.
Whiplash141  [author] 16 May @ 3:21pm 
For clarity: the script can only see what your turrets (or custom turret controllers) can see. This does include the range boost afforded to them by AI blocks, but there is no direct access to the AI block target.
Leconite 16 May @ 1:55pm 
That's a no, scroll down about half a dozen comments.
Jon Kirk 16 May @ 11:32am 
@Whiplash141 Is there any way to use the AI offensive block to see targets up to 2.5km?
Whiplash141  [author] 11 May @ 7:12pm 
Thought I separated the title text from other text, but apparently not. I'll try and fix that when I have time to breathe
Nighthunter 11 May @ 11:36am 
@Whiplash141 wouldn't the range meter dissapear than too?
Whiplash141  [author] 10 May @ 2:23pm 
Change the color of the title bar and text to transparent
Nighthunter 9 May @ 9:00am 
@Whiplash141 is there a way to disable the Title "WMI Radar System"? I use Splitsies Nav Console and it gets cut off.
Whiplash141  [author] 5 May @ 8:36am 
There is no API for that sadly
Leconite 5 May @ 8:08am 
This is an idea for someone smarter than me.

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.
Leconite 5 May @ 7:57am 
You're welcome, absolutely love using the scripts from WMI. :-)
Whiplash141  [author] 4 May @ 7:22pm 
That is a solid explanation, I'm overloaded with work, so it is certainly more detailed than I have the bandwidth for, so thanks!
Leconite 4 May @ 11:40am 
Of course AI defensive blocks on both base & ship will shrink invisible space to ~ 5K, but I won't see them on radar until a sensor net does and is able to send the data to the radar screen I am looking at.
Leconite 4 May @ 11:38am 
One can't see players at "unrealistically vast distances" with this script alone.
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. :-)
Kozmik 2 May @ 9:03am 
I admire your work for its quality and utility. Keep it up!
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?
kJ 25 Apr @ 5:12pm 
any way of locking onto long range targets like 10kms or so any use weaponcore weapons?
Whiplash141  [author] 23 Apr @ 12:16pm 
they do not
Captain Redbeard 23 Apr @ 3:16am 
do searchlights function like turrets for the purposes of detecting neutrals/enemies?
Olympus304 11 Mar @ 6:46pm 
anyone looking for WC compatibility run the script below on a different program block with this one on the same ship and it works:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2232655829&searchtext=flight+control
Leconite 22 Feb @ 5:26am 
The other person obviously hasn't networked TBR scripts together either.
It is absolutely possible to see things on the screen that are several kilometers away via networked radar installations. :-)
Whiplash141  [author] 20 Feb @ 8:20pm 
"What is the benefit of the radar if you cant see it on the screen until you see it with your own eyes and target it?"

I operate within the limitations of the script API. I can't magically change game rules, this is a script, not a mod.
Whiplash141  [author] 20 Feb @ 8:18pm 
If you have weaponcore loaded in your world, none of your weapons are vanilla any more. As such, see the FAQ entitled "Do WeaponCore turrets work with this script?" above
KrazyIvanUS 20 Feb @ 4:00pm 
@whiplash141. I will give it a try. Thanks. I guess the weaponcore mod updates the ranges, but they are the vanilla blocks. Is there a way to make it show contacts vs targeted. A person may be flying around and an enemy approaches from the rear. What is the benefit of the radar if you cant see it on the screen until you see it with your own eyes and target it?
Whiplash141  [author] 20 Feb @ 3:52pm 
"I've got Vanilla turrets on my ship"

"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.
KrazyIvanUS 20 Feb @ 1:57pm 
I have 2 turrets with a 2500m range and another with a 3500m range. 2000m should allow it to fall within the range of the turrets.

The default range that came in was 1m.
Whiplash141  [author] 20 Feb @ 8:34am 
Changing the range doesn't automatically make the turret range higher. As clearly stated in the FAQ above, the only way things are detected by this script is via turrets. Changing the display range does not and can not somehow make turrets target further than the game allows.
KrazyIvanUS 19 Feb @ 7:31pm 
I've got Vanilla turrets on my ship. I set this script up, I have the radar on my cockpit screen. I set range to 2000. Nothing is showing up. No friendlies, enemies or neutrals. 02/19/25
Nighthunter 18 Feb @ 5:26pm 
@joe lasagna for me it still works. The Radar script also works for me without the WC addon script by useing a player made turret and The WC-CT Block.
Whiplash141  [author] 26 Jan @ 3:27pm 
"is it necessary for turrets to identify enemies"

yes.
kubaair 26 Jan @ 3:19pm 
Hi, is it necessary for turrets to identify enemies, to have shells/ammo in inventory? I used satellite for detection enemies in wider range, which have one artillery turret without ammo but it doesn't see any enemy.
Leconite 2 Jan @ 3:58am 
That would be a great feature!
Why did it take us nearly 6 years to think of that?! LOL! :-)
Grog 1 Jan @ 10:20am 
Happy New year !

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 :steamhappy:: range_inc , and range_dec to change range by a step ?
(example: range_inc 2500 would increase current range by 2500m, so only 2 command slot are needed)

Thanks ! :steamhappy:
Whiplash141  [author] 1 Jan @ 5:34am 
No. Defense blocks dont publish anything that scripts can read. The can indirectly increase turret range though.
Democratic Potato 1 Jan @ 4:03am 
Hello, does the radar script also take in infos from defence blocks ?
joe lasagna 31 Dec, 2024 @ 9:58pm 
Is there an up-to-date/functioning WC integration addon? To my knowledge the Sigmund Froid addon is nonfunctional.
Whiplash141  [author] 28 Dec, 2024 @ 4:42pm 
@iMurmis
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.
Leconite 28 Dec, 2024 @ 2:51pm 
It might have something to do with the
Target fadeout interval (s)=
line in the PB's custom data.
iMurmis 28 Dec, 2024 @ 1:24pm 
Hello. I have using famous Whips Radar scrip for a long time. But now I can see targets only from control seat or capitans desk. When I stand up the target marks on radar screen are slowly fade out. No errors when compliling or checking script in PBlock. On Small grid all is working fine.
Does any one can tell me what it can be?
Leconite 25 Dec, 2024 @ 6:35am 
I could be wrong, but I don't think the scripts actually run on consoles like Xbox and PlayStation.
stsrwarsfan54 24 Dec, 2024 @ 10:31pm 
Ok ive read everything however...even with the turrets on and shooting...the radar doesnt show targets...im new to scrpits since ive only been playing on xbox
Leconite 8 Dec, 2024 @ 2:21am 
Literally from above.
"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.
Puddle46 7 Dec, 2024 @ 7:20pm 
do turrets without weapons work? i.e if i use a Searchlight, or a Custom Turret Controller without a gun onboard? im trying to add this radar to a ship without an external turret. thank you
Vindaloo132 28 Nov, 2024 @ 10:18am 
1. I'll ditch that turret Mod or try using a AI combat range extender to see if that helps the targeting issue.

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 :)
Whiplash141  [author] 28 Nov, 2024 @ 10:04am 
1. Then it is not actively targeting something and nothing will show up on the radar

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.
Vindaloo132 28 Nov, 2024 @ 10:01am 
@Whiplash141:

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.
Whiplash141  [author] 28 Nov, 2024 @ 9:48am 
@Vindaloo132:
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?
Vindaloo132 28 Nov, 2024 @ 9:43am 
I can't seem to get this script to work, I've been through the FAQ and tried looking through the Bug Reports and haven't been able to find a solution.

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?
Sellka 28 Nov, 2024 @ 6:59am 
Exactly the one @Ace.

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