Stormworks: Build and Rescue

Stormworks: Build and Rescue

Advanced Sonar Tracker
30 Comments
SMITHY  [author] 8 Sep @ 3:04pm 
I mean I guess you could try and add something that rejects anything too deep, but the noise from the sonar would probably end up rejecting ships too.
OspreyGunner 8 Sep @ 8:08am 
Hi there! Is there a way to make only ships to be detected?
Alternative_0 24 Jul @ 6:51pm 
can you make it work with the 2x2 screen?
funhans 16 Apr @ 2:39pm 
Thanks a lot :)
Will try it once I've got some time 👍
SMITHY  [author] 10 Apr @ 6:43pm 
Should be able to copy paste, but you have to increment the ID in the new missile microcontroller so there’s none overlapping
funhans 7 Apr @ 4:12pm 
Very good system, well done!
How can I add more torpedos to the launch system?
SMITHY  [author] 26 Feb @ 12:39pm 
Active sonar only for the foreseeable future , I might add it at some point though
Ragoon 26 Feb @ 9:55am 
Can it passivly detect? or is active sonar mandatory?
Captain Robertson 21 Feb @ 12:29am 
Sounds good and I'm looking forward to any changes that come this way.

Yeah, I'm glad the Devs doubled the character limit recently as it's meant that I can go back into the lua scripts in my own creations and paste the unminified code back into them again, it just makes it so much easier to read and edit on the fly instead of having to jump in and out of Pony IDE all the time.
SMITHY  [author] 20 Feb @ 6:59pm 
I might add that at some point. Only reason it didn't include a passive mode, was because of the character limit at the time.
Captain Robertson 20 Feb @ 8:43am 
Excellent work Smithy! I use this MC as part of my own ASW builds.

The only thing that's missing is the option to toggle between active and passive sonar, as switching between them occasionally would certainly help differentiate between harmless stuff like floating crates, animals 'etc' and things with actual engines and props - like submerged enemy submarines.

Yeah, I think if I kill one more shark or innocent humpback whale then Greenpeace may start to get involved. ;)
SMITHY  [author] 5 Feb @ 4:25pm 
And then do the opposite to change the range
SMITHY  [author] 5 Feb @ 4:25pm 
Yeah you have to tap + or - (or hold I can’t remember)
Mr.Franco 5 Feb @ 10:03am 
I wonder, is there any possibilities for it to zoom in and out on the map like the radar TWS does?
Secret176 7 Jan @ 9:36pm 
Yeah I understand
SMITHY  [author] 7 Jan @ 3:16pm 
yeah sorry, I do it that way to be consistent with the physics sensor
Secret176 7 Jan @ 8:18am 
For the sake of people who want to modify this to work on other torpedoes [X - channel 1 | Y - channel 3] from radio node.
VSC 4 Nov, 2024 @ 1:03am 
Nice work, this is the first one Sonar Track I can find in the workshop.
mrjoshhart 4 Oct, 2024 @ 5:16pm 
Y6UU
SMITHY  [author] 1 Oct, 2024 @ 10:18pm 
nope should work fine
mikehayes43 1 Oct, 2024 @ 9:36pm 
Do the sonars have to be stacked?
Nick Name 30 Sep, 2024 @ 3:38pm 
Yeah fair, it would prob require a rewrite to make multiple lua script work together
SMITHY  [author] 30 Sep, 2024 @ 2:18pm 
If I had more characters I would, just don’t see a way to do that currently
Nick Name 30 Sep, 2024 @ 7:26am 
nooooow, integration with the radar variant? xd
SMITHY  [author] 29 Sep, 2024 @ 1:57pm 
At JRS_Viking those are just decorations, the big button will turn on the sonar
JRS_Viking 29 Sep, 2024 @ 9:19am 
all the buttons just say (INOP.) and nothing works
Rory Dundee 29 Sep, 2024 @ 9:09am 
Nothing underwater can hide now (time to bully those sea monsters) lol.

Keep up the good work Smithy
Cailean.Coleman 28 Sep, 2024 @ 5:13am 
Imagine being TWS locked in a submarine
SMITHY  [author] 28 Sep, 2024 @ 1:42am 
Cheers man
MisDeveloped 28 Sep, 2024 @ 1:37am 
first of its kind, I love it