Space Engineers

Space Engineers

Turret Lead Indicator
23 Comments
Shoku 'Jetwash' Silverfall 22 Aug, 2024 @ 4:26pm 
@RougeSable this mod was created in the days before the locked target lead indicator was a vanilla feature of the game.
RougeSable 1 Jun, 2024 @ 10:09am 
I'm not sure to get the purpose of the mod, is it a target to fire instead of the real ship?
Gauge  [author] 9 Feb, 2020 @ 9:33pm 
That depends. In this and most cases yes. As long as modders are using the default weapons framework keen designed. Weapons that use custom weapon APIs such as Whips Railguns will likely not be accurate. Fortunately most of these mods are hit scan or nearly hit scan so it is not an issue.

This mod will work on 95% of existing weapons.
Tiger 9 Feb, 2020 @ 7:58pm 
Is this compatible with mods that alter the velocity of projectiles, such as https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1915904695 ?
Bi0HazardXIII 25 Nov, 2019 @ 9:52am 
Is it at all possible to have a projector hollow gram, that could act as a lead indicator? Via ingame script?
Gauge  [author] 28 Sep, 2019 @ 12:58pm 
Yeah it has really nice visuals. This mod is still useful as it is way more performance friendly. Their code is poorly optimized, or at least was when it was first released.
BSOD 28 Sep, 2019 @ 12:17pm 
Gauge  [author] 11 Apr, 2019 @ 4:16pm 
Railgun turrets have a range of 1m set to the ammo type because they create and manage their own projectile. This makes lead indicators not work for them.
Gauge  [author] 11 Apr, 2019 @ 4:12pm 
Yes all turret blocks get this functionality. Do note if the turret block uses an ammo type with a very limited range it will not work well.

Lead indicator is dependent on the maximum ammo range + 100m

Vanilla NATO 25mm gatling rounds have a range of 800m meaning lead indication is only displayed at 900m
8vantor8 11 Apr, 2019 @ 2:47pm 
would this work with modded guns?
QuintusJ 2 Nov, 2018 @ 5:22pm 
Oh sweet, my bad. I should have read the description more thoroughly. Sorry.
Gauge  [author] 2 Nov, 2018 @ 5:21pm 
Vakarian. The other mod is both. You should not use both mods together.
QuintusJ 2 Nov, 2018 @ 5:11pm 
Sweet, thanks. Just a suggestion if you aren't opposed to the idea but maybe you could merge these two? Not really essential but it is more convenient.
Gauge  [author] 2 Nov, 2018 @ 12:05pm 
Due to popular demand i have created another mod with fixed gun support. See description.
RobinHorn 28 Oct, 2018 @ 2:00pm 
Would it be possible to make a version of this that puts up a TLI for Fixed weapons, maybe using cameras or sensors?
Tangent 23 Oct, 2018 @ 5:17pm 
This works like a treat
QuintusJ 21 Oct, 2018 @ 1:26pm 
I do believe that whip's script allows you to edit the velocity that is accounted for. If you can find the bullet velocity of your weapon and put that in the field it should work as a DIY Hunter/Killer system but aiming it manually will not have a lead indicator (not an accurate one anyways)
Gauge  [author] 21 Oct, 2018 @ 1:05pm 
@blub9529 Vakarian is correct. you would need to use a turret with the same kind of weapon as the playermade turret.
QuintusJ 20 Oct, 2018 @ 6:32pm 
Should work but I doubt it will be very accurate since the lead indicator is probably looking for the bullet velocity of the interior turret and not whatever weapon you have slaved to it.
blub9529 20 Oct, 2018 @ 7:24am 
Is it possible to combine this with a Turret-Slaving script? As in, i want to control an interior turret while a custom built turret is slaved to it?
VelxraTV 19 Oct, 2018 @ 2:55am 
Thanks for clarifying, I was worried it would conflict. I hope more people notice this wonderful mod because it just makes sense given the technology in space engineers.
Gauge  [author] 18 Oct, 2018 @ 4:14pm 
This uses the built in GPS system and leads the target using the gun barrel position as the reference point. A camera mod would need to render turret targeting unusable for it not to work
VelxraTV 18 Oct, 2018 @ 6:21am 
Does this conflict with other mods that alter the camera/view?