Difference between revisions of "Sensor"

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| lbuildtime = 20
 
| lbuildtime = 20
| lcomponentstructure = 4
+
| lairtightness = no
 +
| lpowerconsumption = 0
 +
| lcomponentstructure = 3
 
| lcomponent1 = Steel Plate
 
| lcomponent1 = Steel Plate
 
| lcomponent1amt = 2
 
| lcomponent1amt = 2
 
| lcomponent2 = Detector Components
 
| lcomponent2 = Detector Components
| lcomponent2amt = 1
+
| lcomponent2amt = 6
| lcomponent3 = Computer
+
| lcomponent3 = Radio-Communication Components
| lcomponent3amt = 1
+
| lcomponent3amt = 4
| lcomponent4 = Construction Component
+
| lcomponent4 = Computer
| lcomponent4amt = 2
+
| lcomponent4amt = 6
 +
| lcomponent5 = Construction Component
 +
| lcomponent5amt = 5
 +
| lcomponent6 = Interior Plate
 +
| lcomponent6amt = 5
 +
| lwidth = 1
 +
| lheight = 1
 +
| ldepth = 1
  
  
 
| sbuildtime = 20
 
| sbuildtime = 20
| scomponentstructure = 4
+
| sairtightness = no
 +
| spowerconsumption = 0
 +
| scomponentstructure = 3
 
| scomponent1 = Steel Plate
 
| scomponent1 = Steel Plate
 
| scomponent1amt = 2
 
| scomponent1amt = 2
 
| scomponent2 = Detector Components
 
| scomponent2 = Detector Components
| scomponent2amt = 1
+
| scomponent2amt = 6
| scomponent3 = Computer
+
| scomponent3 = Radio-Communication Components
| scomponent3amt = 1
+
| scomponent3amt = 4
| scomponent4 = Construction Component
+
| scomponent4 = Computer
| scomponent4amt = 2
+
| scomponent4amt = 6
 +
| scomponent5 = Construction Component
 +
| scomponent5amt = 5
 +
| scomponent6 = Interior Plate
 +
| scomponent6amt = 5
 +
| swidth = 1
 +
| sheight = 1
 +
| sdepth = 1
  
  
 
| version = 01.046
 
| version = 01.046
 
}}
 
}}
[[File:Sensor01.jpg|right|thumb|340px|View of the sensor]]
+
 
== Function ==
+
== Overview ==
The sensor is a device that is able to detect the movement of players, objects, and other entities. After doing so, it can be assigned actions to take when an object enters/leaves its radius. There are indicator lights on the sensor itself. Meanings to what each light means is specified below:
+
The sensor is a powered block that is able to detect the movement of players, objects, [[Asteroid]]s, [[Block#Large_and_Small_Blocks|Ships]], and other entities. It can be assigned actions to be triggered when something is detected, and after it leaves its radius.
 +
 
 +
== Usage ==
 +
The sensor has to be powered in order to function. It has a default detection radius of 50m. It is capable of controlling any blocks that are powered, or have any trigger-able actions. It is able to control blocks that have [[Factions#Ownership|Ownership]] set to ''Nobody''. In the Setup actions section, the first slot will trigger when the sensor detects any criteria in its range, and the second slot will trigger when the sensor shuts off again (Example. Set slot one to toggle turrets on when an enemy is detected in range, then when the target either retreats out of range or killed set slot 2 to turn the turrets to power off and they will shut down again)
 +
 
 +
=== Indicators ===
 
{| class="wikitable"
 
{| class="wikitable"
|+Sensor Indicator Light Definitions
+
|[[File:Air_Vent_Front_Indicator_Blue.png|none|25px]]
!Color
 
!style="text-align:center;"|Status
 
!style="text-align:center;"|Comments
 
|-
 
!Blue
 
 
|style="text-align:center;"|Standby
 
|style="text-align:center;"|Standby
 
|This is its passive state, when there are no detectable objects in its radius
 
|This is its passive state, when there are no detectable objects in its radius
 
|-
 
|-
!Green
+
|[[File:Air_Vent_Front_Indicator_Green.png|none|25px]]
 
|style="text-align:center;"|Object Detected
 
|style="text-align:center;"|Object Detected
 
|An object it is programmed to detect is within its radius
 
|An object it is programmed to detect is within its radius
 
|-
 
|-
!Red
+
|[[File:Air_Vent_Front_Indicator_Red.png|none|25px]]
 
|style="text-align:center;"|No Power
 
|style="text-align:center;"|No Power
 
|There is no power being supplied to it, or it is switched off.
 
|There is no power being supplied to it, or it is switched off.
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|}
 
|}
  
== Placement ==
+
=== Terminal ===
The sensor takes up one block space on both large ship/station, and small ship grids. Its orientation doesn't affect its function, however its detection radius may need to be altered slightly.
+
 
 +
* '''Setup Actions''' - Set up actions for the device to take when someone enters/leaves detection radius
 +
* '''Left extent''' - The detection range on the left side of the sensor
 +
* '''Right extent''' - The detection range on the right side of the sensor
 +
* '''Bottom extent''' - The detection range on the bottom side of the sensor
 +
* '''Top extent''' - The detection range on the top side of the sensor
 +
* '''Back extent''' - The detection range on the back side of the sensor
 +
* '''Front extent''' - The detection range on the front side of the sensor
 +
* '''Detect players''' - The sensor will be able to detect players if selected
 +
* '''Detect floating objects''' - The sensor will be able to detect small objects such as [[Ores]], and/or [[Raw Materials]] if selected
 +
* '''Detect asteroids''' - The sensor will be able to detect asteroids if selected
 +
* '''Detect small ships''' - The sensor will be able to detect small ships if selected
 +
* '''Detect large ships''' - The sensor will be able to detect large ships if selected
 +
* '''Detect stations''' - The sensor will be able to detect stations if selected
 +
* '''Detect Neutral''' - Detects blocks not owned by anyone
 +
* '''Detect Friendly''' - Detects blocks belonging to you, and your faction
 +
* '''Detect Owner''' - Detects blocks belonging to only you
 +
* '''Detect Hostile''' - Detects any hostile owned blocks
 +
 
 +
== Sensor range visualization ==
 +
To visualize the sensor's range settings, you'll need to adjust your suit's HUD settings. When not interacting with any ship systems, press the 'K' key (default) to access your terminal. Go the 'Info' tab and select the checkbox which says "Show sensors field range". You will then also need to go to the sensor itself and interact with it with either the 'F' or 'K' keys (default) which will take you to the ship's control panel tab with the sensor selected. Below the sensor's name field, there's a "Show on HUD" option which must be switched to 'On'.
 +
 
 +
== Media ==
 +
[[File:Sensor01.jpg|none|400px|]]
 +
 
 +
== Tips ==
 +
 
 +
== Known Issues ==
 +
* [[Update 01.112]] The sensor and [[Landing Gear]] seem to have issues with detection. If the sensor is set to detect small ships, and one locks into place near it, the sensor will trigger prematurely.
 +
 
 +
== Programming ==
 +
* [[Programming_Guide/Action_List#Sensor|Action List - Sensor]]
 +
 
 +
== Update History ==
 +
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;">
 +
{| class="wikitable" style="width: 100%"
 +
|style="text-align: left;width: 8%"| N/A ||style="padding-left: 10px;padding-right: 10px;"|
 +
*N/A
 +
|}
 +
 
 +
</div>
 +
 
 +
<!--
 +
 
 +
>Tutorial Hidden for now, please do not remove!<
 +
 
  
== Usage ==
 
While capable of performing complicated tasks, the sensor is very easy to use. An example of one of its many uses is demonstrated below:
 
  
*In this example, we have a door we walk to automatically open when a player walks close to it, then close after the player passes through.
+
{| class="wikitable"
 +
!colspan="2" style="text-align:center;" | Example Tutorial
 +
|-
 +
|style="width: 530px;" | <ol>
 +
<li value="1">In this example, we will have a door we walk towards; automatically open when a player walks close to it, then close after the player passes through.
 
[[File:Sensor02.jpg|none|thumb|175px]]
 
[[File:Sensor02.jpg|none|thumb|175px]]
*First, a sensor is placed on top of the door on the outside.
+
<li value="2">First, a sensor is placed on top of the door on the outside.
 
[[File:Sensor03.jpg|none|thumb|175px]]
 
[[File:Sensor03.jpg|none|thumb|175px]]
*Next, we place a sensor the other side of the door inside.
+
<li value="3">Next, we place a sensor the other side of the door inside.
 
[[File:Sensor04.jpg|none|thumb|175px]]
 
[[File:Sensor04.jpg|none|thumb|175px]]
*Now both sensors must be programmed to open/close the door. This is a view of the sensor inside the control interface. Notice all the devices listed inside it? This is all the devices your sensor may control. It can only affect items inside its own grid, or connected to it. In other words, the sensor may not control anything remotely.
+
<li value="4">Now both sensors must be programmed to open/close the door. This is a view of the sensor inside the control interface. The first step we'll do is set the sensors detection radius "Back extent" to the far left. So it doesn't trigger when the player is behind it.
 +
[[File:Sensor14.jpg|none|thumb|175px]]
 +
<li value="5">Notice all the devices listed inside it? This is all the devices your sensor may control. It can only affect items inside its own grid, or connected to it. In other words, the sensor may not control anything remotely.
 
[[File:Sensor05.jpg|none|thumb|175px]]
 
[[File:Sensor05.jpg|none|thumb|175px]]
*What we want to do now is select the bottom left box on the bottom of the screen. This is the input. When the sensor is activated any something, it will trigger the "input" or left box. The right box is the "output". When an object leaves the sensors range, this action will be triggered. For this example, we will be only using the "input" on the left.
+
<li value="6">What we want to do now is select the bottom left box on the bottom of the screen. This is the input. When the sensor is activated any something, it will trigger the "input" or left box. The right box is the "output". When an object leaves the sensors range, this action will be triggered. For this example, we will be only using the "input" on the left.
 
[[File:Sensor06.jpg|none|thumb|175px]]
 
[[File:Sensor06.jpg|none|thumb|175px]]
*You can hover your mouse over any device and it will display its name, we'll highlight the "Door", and right-click it for options. It will display a list of actions the sensor can use. For now, we'll select "Toggle Door On/Off".
+
</ol>
 +
|style="width: 530px;" | <ol>
 +
<li value="7">You can hover your mouse over any device and it will display its name, we'll highlight the "Door", and right-click it for options. It will display a list of actions the sensor can use. For now, we'll select "Toggle Door On/Off".
 
[[File:Sensor07.jpg|none|thumb|175px]]
 
[[File:Sensor07.jpg|none|thumb|175px]]
*As you can see, it will be placed on the box below. We are done with the outside sensor. Next we'll program the inside one.
+
<li value="8">As you can see, it will be placed on the box below. We are done with the outside sensor. Next we'll program the inside one.
 
[[File:Sensor08.jpg|none|thumb|175px]]
 
[[File:Sensor08.jpg|none|thumb|175px]]
*Again, selecting the input box below, we'll give it the option "Toggle Door On/Off"
+
<li value="9">Again, selecting the input box below, we'll give it the option "Toggle Door On/Off"
[[File:Sensor09.jpg|none|thumb|175px]]
+
[[File:Sensor07.jpg|none|thumb|175px]]
*Both sensors are now ready to be used.
+
<li value="10>Both sensors are now ready to be used.
 
[[File:Sensor10.jpg|none|thumb|175px]]
 
[[File:Sensor10.jpg|none|thumb|175px]]
*The Blue Space Engineer walks towards the door, the sensor detects the player and toggles open the door.
+
<li value="11>The Blue Space Engineer walks towards the door, the sensor detects the player and toggles open the door.
 
[[File:Sensor11.jpg|none|thumb|175px]]
 
[[File:Sensor11.jpg|none|thumb|175px]]
*After walking through the door, the other sensor detects the player and toggles the door again; closing it.
+
<li value="12>After walking through the door, the other sensor detects the player and toggles the door again; closing it.
 
[[File:Sensor12.jpg|none|thumb|175px]]
 
[[File:Sensor12.jpg|none|thumb|175px]]
*The door is closed, and we now have a working automatic door!
+
<li value="13>The door is closed, and we now have a working automatic door!
 
[[File:Sensor13.jpg|none|thumb|175px]]
 
[[File:Sensor13.jpg|none|thumb|175px]]
 +
</ol>
 +
|}
  
== Examples ==
+
-->
{| width "75%"
+
[[Category:Functional Blocks]]
|
 
[[File:Sensor14.jpg|none|thumb|340px]]
 
|
 
[[File:Sensor15.jpg|none|thumb|340px]]
 
|
 
[[File:Sensor16.jpg|none|thumb|340px]]
 
|
 
|}
 

Revision as of 01:45, 16 March 2020


Sensor Icon.png
Large Ship Icon.png
Large Ship / Station
Sensor
 
Components
Required

 

 
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
20
 
Active power consumption (MW):
0
 
Airtight:
No
 
Dimensions (W x H x D):
1 x 1 x 1
Sensor Icon.png
Small Ship Icon.png
Small Ship
Sensor
 
Components
Required

 

 
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
20
 
Active power consumption (MW):
0
 
Airtight:
No
 
Dimensions (W x H x D):
1 x 1 x 1

Overview

The sensor is a powered block that is able to detect the movement of players, objects, Asteroids, Ships, and other entities. It can be assigned actions to be triggered when something is detected, and after it leaves its radius.

Usage

The sensor has to be powered in order to function. It has a default detection radius of 50m. It is capable of controlling any blocks that are powered, or have any trigger-able actions. It is able to control blocks that have Ownership set to Nobody. In the Setup actions section, the first slot will trigger when the sensor detects any criteria in its range, and the second slot will trigger when the sensor shuts off again (Example. Set slot one to toggle turrets on when an enemy is detected in range, then when the target either retreats out of range or killed set slot 2 to turn the turrets to power off and they will shut down again)

Indicators

Air Vent Front Indicator Blue.png
Standby This is its passive state, when there are no detectable objects in its radius
Air Vent Front Indicator Green.png
Object Detected An object it is programmed to detect is within its radius
Air Vent Front Indicator Red.png
No Power There is no power being supplied to it, or it is switched off.

Terminal

  • Setup Actions - Set up actions for the device to take when someone enters/leaves detection radius
  • Left extent - The detection range on the left side of the sensor
  • Right extent - The detection range on the right side of the sensor
  • Bottom extent - The detection range on the bottom side of the sensor
  • Top extent - The detection range on the top side of the sensor
  • Back extent - The detection range on the back side of the sensor
  • Front extent - The detection range on the front side of the sensor
  • Detect players - The sensor will be able to detect players if selected
  • Detect floating objects - The sensor will be able to detect small objects such as Ores, and/or Raw Materials if selected
  • Detect asteroids - The sensor will be able to detect asteroids if selected
  • Detect small ships - The sensor will be able to detect small ships if selected
  • Detect large ships - The sensor will be able to detect large ships if selected
  • Detect stations - The sensor will be able to detect stations if selected
  • Detect Neutral - Detects blocks not owned by anyone
  • Detect Friendly - Detects blocks belonging to you, and your faction
  • Detect Owner - Detects blocks belonging to only you
  • Detect Hostile - Detects any hostile owned blocks

Sensor range visualization

To visualize the sensor's range settings, you'll need to adjust your suit's HUD settings. When not interacting with any ship systems, press the 'K' key (default) to access your terminal. Go the 'Info' tab and select the checkbox which says "Show sensors field range". You will then also need to go to the sensor itself and interact with it with either the 'F' or 'K' keys (default) which will take you to the ship's control panel tab with the sensor selected. Below the sensor's name field, there's a "Show on HUD" option which must be switched to 'On'.

Media

Sensor01.jpg

Tips

Known Issues

  • Update 01.112 The sensor and Landing Gear seem to have issues with detection. If the sensor is set to detect small ships, and one locks into place near it, the sensor will trigger prematurely.

Programming

Update History

N/A
  • N/A