Space Engineers

Space Engineers

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BlueG Radar - Modified for the GFCS
   
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Type: Mod
Mod category: Script
文件大小
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168.711 KB
2015 年 10 月 18 日 下午 2:25
2016 年 4 月 7 日 下午 2:31
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BlueG Radar - Modified for the GFCS

描述
Now fixed after the March ModAPI changes.

This is a modified version of the BlueG_Radar mod by BlueG.

This version is meant to be used with the Gun Fire Control System script, but you can still use it on its own. Only use the original BlueG Radar mod or this modified version in the same world, not both.

I made the following changes:
  • Grids without reactors, batteries or spaceballs are ignored. This reduces the detection clutter from ship debris.
  • In 'g' mode (GPS coordinates), the sensors return the mass and radius of detected ships. Right now it doesn't do anything, but I'll be using this information in future versions of the GFCS script.

I take credit for nothing but these small changes.

License / Credits

This mod is a modification of the BlueG_Radar mod by BlueG.

The BlueG_Radar Mod is the product of Bradley Regula.

(c)2015 by Bradley A. Regula

BlueG_Radar Mod by Bradley Regula is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.

This is in addition to rights and licenses resulting from the publication of the BlueG_Radar Mod on Steam's Workshop.
18 条留言
games.alex.dorsett 2024 年 10 月 12 日 下午 8:13 
How to show on a screen?
ThePropheticWarrior 2020 年 9 月 14 日 下午 6:30 
I would love to use multiple (perhaps 4 or 5) sensors on a rotating rotor and/or rotating dish, like in real world! It would also be awesome to have the option of selecting one directional sector at a time (different radar consoles looking at different sectors, like Fighters use) - and main for (all sectors) general viewing, as well as passive/active modes - like in the real world! It would also be nice to implement this in planet/wall maps! I'm going to also suggest this in the other radar mods - perhaps some cooperation can be done between the Modders - and the Community!
jackik 2017 年 5 月 20 日 上午 10:09 
"future versions"?
Salty Slothy 2016 年 9 月 1 日 上午 7:53 
@vas I usually have a debris defense setting. If it detected objects moving over certain speeds any block that blows off the ship will trigger the radar and give false feedback.
Vas 2016 年 8 月 15 日 上午 9:57 
Just out of curiosity, if this ignores grids without reactors or batteries, how does it detect if someone launches a hunk of metal at you? Like a ball or spear of heavy armor. I'd suggest having it track objects that are moving beyond a certain speed too. Just a thought. :P
FallOut(eX) 2016 年 8 月 13 日 下午 9:31 
Currently in Dev build of SE your custom RadarG doesn't work.
Deese Nutz 2016 年 8 月 3 日 下午 3:22 
The script isn't showing up on my modlist. Help?
Gryphon 2016 年 2 月 27 日 上午 12:20 
I get the same problem. Properly named standard sensors and/or super sensors arent producing the desired results, and when im trying to use gfcs that causes issues
力量型英雄 2016 年 2 月 26 日 上午 8:39 
last update have broken this again. This time no error log is shown but the sensor with proper name simple does not produce a result. BlueG is missing for long for his reason, so I am posting it here for help
imivi  [作者] 2016 年 1 月 18 日 下午 3:42 
@silentdeth
Thanks for telling me! It should be fixed now. For some reason Keen moved the MyRelationsBetweenPlayerAndBlock enum from Sandbox.Common to VRage.Game.