Space Engineers

Space Engineers

Whip's Turret Based Radar
댓글 975
Whiplash141  [작성자] 2025년 11월 16일 오후 6시 16분 
That sounds like an ownership issue. Make sure all blocks on your base have the correct ownership
mobius1ac 2025년 11월 16일 오전 11시 39분 
I seem to only get allies to show up on screen when I am physically in a cockpit. I'm trying to set up my base to have a main radar screen.
Whiplash141  [작성자] 2025년 11월 15일 오후 10시 31분 
If they are being actively targeted by your turrets, yes
Villain.Zod 2025년 11월 15일 오전 6시 14분 
Will it detect biological threats like wolves/pigs and spiders?
Leconite 2025년 10월 17일 오전 8시 38분 
The range is global across all screens.
KagedDaemon 2025년 10월 17일 오전 7시 23분 
sorry if this ha been answered already, BUT, is it possible to have this on multiple screens with each screen set on either a different orientation and/or range?
Whiplash141  [작성자] 2025년 9월 7일 오전 4시 26분 
The autonomous detection range is based upon what your turrets (and custom turret controllers) are targeting. The default turret AI scan radius is 800 meters; however, via target locking and /orAI blocks, you can extend that range out to the max projectile range of the turret (or custom turret), so up to 2km for large grid railguns.

Additionally, any ship that detects a turret target using this script will broadcast that targeting data to any other scripts within its antenna transmission range. So your detection range can be augmented by other platforms networking their target data.
Eevee 2025년 9월 7일 오전 3시 18분 
ok so if im understanding this right the max range of this radar is space engineers is only 800 meter? and there is no way to change this really or am i misunderstanding something?
Leconite 2025년 8월 7일 오후 5시 02분 
In the Radar PB, find the following settings and change them as follows.

Draw title screen=False
This turns off the white Radar logo that you mentioned..

Show on screen 0=true
This puts the live radar display on the first screen of the PB.
Spocku 2025년 8월 7일 오후 3시 12분 
so i threw it in a programable block. that same block is displaying the radar, but the radar is white and looks absolutely nothing like yours
Leconite 2025년 5월 18일 오전 10시 37분 
Thank you for the explanation.
Whiplash141  [작성자] 2025년 5월 17일 오후 4시 40분 
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 2025년 5월 17일 오전 8시 09분 
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  [작성자] 2025년 5월 16일 오후 3시 21분 
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 2025년 5월 16일 오후 1시 55분 
That's a no, scroll down about half a dozen comments.
Jon Kirk 2025년 5월 16일 오전 11시 32분 
@Whiplash141 Is there any way to use the AI offensive block to see targets up to 2.5km?
Whiplash141  [작성자] 2025년 5월 11일 오후 7시 12분 
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 2025년 5월 11일 오전 11시 36분 
@Whiplash141 wouldn't the range meter dissapear than too?
Whiplash141  [작성자] 2025년 5월 10일 오후 2시 23분 
Change the color of the title bar and text to transparent
Nighthunter 2025년 5월 9일 오전 9시 00분 
@Whiplash141 is there a way to disable the Title "WMI Radar System"? I use Splitsies Nav Console and it gets cut off.
Whiplash141  [작성자] 2025년 5월 5일 오전 8시 36분 
There is no API for that sadly
Leconite 2025년 5월 5일 오전 8시 08분 
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 2025년 5월 5일 오전 7시 57분 
You're welcome, absolutely love using the scripts from WMI. :-)
Whiplash141  [작성자] 2025년 5월 4일 오후 7시 22분 
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 2025년 5월 4일 오전 11시 40분 
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 2025년 5월 4일 오전 11시 38분 
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 2025년 5월 2일 오전 9시 03분 
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 2025년 4월 25일 오후 5시 12분 
any way of locking onto long range targets like 10kms or so any use weaponcore weapons?
Whiplash141  [작성자] 2025년 4월 23일 오후 12시 16분 
they do not
Captain Redbeard 2025년 4월 23일 오전 3시 16분 
do searchlights function like turrets for the purposes of detecting neutrals/enemies?
Olympus304 2025년 3월 11일 오후 6시 46분 
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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2232655829&searchtext=flight+control
Leconite 2025년 2월 22일 오전 5시 26분 
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  [작성자] 2025년 2월 20일 오후 8시 20분 
"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  [작성자] 2025년 2월 20일 오후 8시 18분 
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 2025년 2월 20일 오후 4시 00분 
@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  [작성자] 2025년 2월 20일 오후 3시 52분 
"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 2025년 2월 20일 오후 1시 57분 
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  [작성자] 2025년 2월 20일 오전 8시 34분 
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 2025년 2월 19일 오후 7시 31분 
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 2025년 2월 18일 오후 5시 26분 
@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  [작성자] 2025년 1월 26일 오후 3시 27분 
"is it necessary for turrets to identify enemies"

yes.
kubaair 2025년 1월 26일 오후 3시 19분 
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 2025년 1월 2일 오전 3시 58분 
That would be a great feature!
Why did it take us nearly 6 years to think of that?! LOL! :-)
Grog 2025년 1월 1일 오전 10시 20분 
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  [작성자] 2025년 1월 1일 오전 5시 34분 
No. Defense blocks dont publish anything that scripts can read. The can indirectly increase turret range though.
Democratic Potato 2025년 1월 1일 오전 4시 03분 
Hello, does the radar script also take in infos from defence blocks ?
joe lasagna 2024년 12월 31일 오후 9시 58분 
Is there an up-to-date/functioning WC integration addon? To my knowledge the Sigmund Froid addon is nonfunctional.
Whiplash141  [작성자] 2024년 12월 28일 오후 4시 42분 
@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 2024년 12월 28일 오후 2시 51분 
It might have something to do with the
Target fadeout interval (s)=
line in the PB's custom data.
iMurmis 2024년 12월 28일 오후 1시 24분 
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?