Space Engineers

Space Engineers

Scan and Fly To Target - Updated Nov 2019
16 Comments
. 27 Nov, 2019 @ 9:48am 
love the script sadly for me it crashes every time I run FlyTo
delizin  [author] 1 Nov, 2019 @ 4:50pm 
It has been a long time since I last played Space Engineers, but I hopped back on to check out some of the new features. I've gone ahead and updated this script so that it is working again and added support for multiple cameras and removed the requirement for a timer block.
Solo 13 Oct, 2019 @ 11:43am 
is it possible to get this script updated to work with the latest game changes?
remethep 4 Apr, 2018 @ 1:43am 
Thank you for a wonderful script! This is really awesome! I did a spotlight on this, since I felt it deserved it. :)
https://www.youtube.com/watch?v=YiYRm3CY740
kaylo7 15 Mar, 2017 @ 12:52am 
Wonderful, thanks! Could also see uses for this on detachable subgrids, adding the waypoint to a patrol and using it in combat for say, decoys or turret platforms. You could even throw in a gyro override set to a timer and the single waypoint with the decoy on an arm so it spins in place. A few of those set to timers in combat and you'd have a bunch of hard-to-hit decoys launched automatically without additional keypresses, as all you'd have to do is face your target for a second or so. mmmm, yes.
delizin  [author] 15 Mar, 2017 @ 12:40am 
I've been away from Space Engineers for a little bit and will probably won't be back for some time so I haven't had time to actively update all of my scripts. When I get back, I'll see about updating this script with some options to better handle this use case as well as adding in some new features I had been toying with earlier.
delizin  [author] 15 Mar, 2017 @ 12:40am 
It is specifically set to ignore to subgrids to avoid issues where you might have multiple ships running the script docked on the same ship all trying to execute commands. If this situation doesn't apply to you, you can manually remove this safety check by editting the code and removing "&& Me.CubeGrid == x.CubeGrid" from lines 103, 108, and 113.

Those lines numbers might not match up exactly in game, but it should be right after public void main in the script.

You may also want to adjust the name of the camera and lcds as well. This will allow the script to be displayed on subgrids while still being compatible with multiple docked ships running the script. To do that, on the same lines you editted above change:

.IndexOf("(scanner)") to .IndexOf("(scanner1)")

Then just be sure to rename your camera for the corresponding ship to scanner1, etc.

kaylo7 14 Mar, 2017 @ 10:08pm 
Does it not work with programmable blocks, timers or screens on subgrids? Tried a combination of all, and couldn't use programmable blocks, timers or screens on a small grid connected to a large grid ship, in any combination. Makes use of small block screen setups on bridges a little harder to squeeze in.
rottielover 14 Feb, 2017 @ 9:18pm 
Just wanted to say WELL DONE! Simple to use, works wonderfully, couldn't ask for anything more. I'm finally able to look at my phone while my ship takes me to the next mining target.
Enigmus 11 Jan, 2017 @ 10:38am 
I would like to use this for probe based asteroid ore hunting (Via Laser antenna). Could we get an arguement or variable inserted for having the remote block activate an item or timing block. That way once it arrives it can perform an operation?
FPC 10 Jan, 2017 @ 1:01pm 
take a look at alysius homing script. Perhaps helpful. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=807454034
delizin  [author] 10 Jan, 2017 @ 12:55pm 
Not at the moment. I had experimented with that, but it presented issues determining what you were intending to aim at when there were multiple targets in close proximity to each other. An idea that I have played with is using a 3x3 array of cameras each set to scan at different distances with the scan angle adjusted so they converge at their max distance, but I haven't had the time to implement it yet.
FPC 10 Jan, 2017 @ 12:10pm 
Lovely. Can we use multiple camera side by side for faster LIDAR scan/greater distance?
delizin  [author] 10 Jan, 2017 @ 12:06pm 
There is no max range, but the scanner is set to a range of 15km by default. You can set a higher distance by changing SCAN_DISTANCE variable. However, the beam is extremely precise so distances longer than view distance can be hard to aim at targets smaller than planets and moons. The longest range I've tested with was a planet over 200km, but it took a long time to scan and I had to lock my gyros to maintain orientation for the duration of the scan.

It does pull GPS coordinates and displays them on the LCDs and if you use the FlyTo command it will automatically load the GPS coordinates to the target to your remote controls.
FPC 10 Jan, 2017 @ 11:35am 
Is there a max range? This is just what I needed. Also, I assume this pulls GPS coordinates of target (if stationary)?
British89 1 Jan, 2017 @ 2:52am 
Nice work, Definetly going to give it a go, And LoonyLadel's comment almost made me spit my coffee out, It's sad but true.