Space Engineers

Space Engineers

Midspace's exploration ship scan [EOL]
 This topic has been pinned, so it's probably important
Screaming Angels  [developer] 1 Jan, 2015 @ 3:43pm
Issues and bugs
This is to list any issues, bugs or limitations with the script (not suggestions).
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Showing 1-14 of 14 comments
Screaming Angels  [developer] 1 Jan, 2015 @ 3:54pm 
  • Cannot scan through antenna relay (I'm not sure this should be implemented. Maybe limit what information can be recieved through this).
  • Powered but unowned exploration ships are undetected. Perhaps 'detect' a power signature? (i'm still debating this)
  • Distance information is too accurate. The intention was more to guide the player, not to show exactly where the target is. Perhaps round down the distance to 4 signficant digits?
  • Scans can be run over and over with no deficit to the player. Perhaps establish a cooldown period between scans dependant on the scan radius. Maybe 1 second per 5,000 meters scanned?
  • Ignore command needs to save state.
  • Ignore command needs to display what its current state is.

Cannot resolve these currently:
  • At least one player has mentioned performance issues. - Update: I have noticed a slight lag when running the command on a test dedicated sever in creative mode. It doesn't affect the server or other clients.
  • Needs a hud. (cannot implemented currently, as the API doesn't support HUD modifications). A radar compass would make visual sense, but unfortunately I think I will be limited to text.
  • Need to exclude projections. (Investiagted, but cannot find API to exclude them currently).
  • Add some sort of visual direction indicator when the API supports it (Keen had them in MinerWars, and has a vector indicator on the Solar panels in Debug mode). The indicator should be transient and fade after a period of time.
  • How should scan physically work? Considering having a custom cube model commissioned to represent the scanner, that will work in conjunction with the antenna and draw power whenever it operates, displaying results.... To be determined when custom cube are allowed.

Fixed:
  • Cannot scan through remote controlled ships.
  • The number of blocks does not affect the 'value' of mass. Need to factor both of these togeather.
  • Cannot tell if object is moving.
  • Need to fix the code that grouped rotors to include wheels.
  • add a command to ignore junk/tiny/small results.
Last edited by Screaming Angels; 8 Jan, 2015 @ 5:17pm
fabricator77 2 Jan, 2015 @ 2:01am 
Small ships are constantly classed as "junk" due to their low mass, should have different mass table for small ships grids.
Harold 5 Jan, 2015 @ 10:53pm 
Despite the bugs mentioned in your report, this is still a vast improvement over having nothing at all. Today is the 1st day since Christmas release of Exploration Mode that I've managed to find anything, and it's all due in part to your mod. Thanks, keep up the good work!
VONMON 15 Jan, 2015 @ 11:11pm 
I think it is picking up a base I made in creative mode. After creating the base I converted the map to survival. Still trying to find the point where the base "is" according to the scan. But this could be a glitch.
VONMON 15 Jan, 2015 @ 11:16pm 
Did just check, and it is detecting my base. I do own all the blocks.

Also, the ability to ignore based on object name, for example "Trainspark," I hate that ship, it won't teleport through the Stargate :P
FOE*HAMMER 11 Jul, 2015 @ 9:59am 
I posted this in the comments as well, just thought this might be better.

JUMP DRIVE WARNING:

Don't enter the GPS location given by a scan as a jump destinatiion! The anti-collision system of the jump drive doesn't work on unaltered ships you don't have in your save file yet! If you do jump to the diralict you'll jump your ships center of mass directly in line with the found ship's mass. That makes a big mess of both ships.

On the up-side of jump drive it makes getting a found fleet up and running a lot faster, you can gather ships real easy now, just dock with a connector, and jump home with your new trophy, who needs to build ships anymore?

BTW the "O-S-L-E Enforcer" makes a great mining ship after some trimming with the grinder. Next I'm turning "Longsword" into a welder/grinder, might be too many thrusters though. But I'm very sad about my "Explorer" I didn't even think the collision avoidance wouldn't work on unsaved ships, never occured to me until it was too late lol.
fabricator77 13 Jul, 2015 @ 4:02am 
The trick with the jump drive, is to set the jump distance to say 1km less, then line your ship up to point directly at it. Worked perfectly, downside is I found that stinky green thing with the missile launcher bank.
Kittani 10 Nov, 2015 @ 7:10pm 
I'm having a strange issue where when I type in /scan the window comes up but I am unable to use the scrollbar. Any ideas?
Screaming Angels  [developer] 10 Nov, 2015 @ 7:32pm 
It's a bug in the latest version of Space Engineers.
L0wt3ch 1 Jan, 2017 @ 4:56pm 
it seems like the mod isnt working on a MP server - any information on that?
We tested the mod in SP, everything works fine. On our MP server, it shows no results - but derelict ships are spawned
Kehvan007 15 Oct, 2017 @ 1:38pm 
Originally posted by L0wt3ch:
it seems like the mod isnt working on a MP server - any information on that?
We tested the mod in SP, everything works fine. On our MP server, it shows no results - but derelict ships are spawned
I get the same results. Any word on this?
Screaming Angels  [developer] 16 Oct, 2017 @ 9:02pm 
I haven't found any issues when testing on a dedicated server a few weeks ago.
I should point out that the term MP is Multi Player and is typically used with a hosted game where one player is the host with other players connecting. DS is dedicated server. Using the term "MP server" is a little confusing. Are you talking about a hosted game, or a dedicated server?
The difference between the two are important as bugs in one may not show in the other.
Kehvan007 23 Oct, 2017 @ 5:23pm 
Originally posted by Screaming Angels:
I haven't found any issues when testing on a dedicated server a few weeks ago.
I should point out that the term MP is Multi Player and is typically used with a hosted game where one player is the host with other players connecting. DS is dedicated server. Using the term "MP server" is a little confusing. Are you talking about a hosted game, or a dedicated server?
The difference between the two are important as bugs in one may not show in the other.
Dedicated server.

Sorry for not using the proper nomenclature.
SeeJayEmm 22 Dec, 2017 @ 6:33am 
Dedicated servers appear to no longer load grids outside of 4km from the player. Antennas and beacons show up but if you try to zoom in there's *nothing* there until you're within about 4km. This is causing the ship scan to fail, regardless of view distance settings, until you are within 4km of a exploration/derelict/etc...

Is this just a DS limitation or something that could be adjusted for? Thanks
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