Difference between revisions of "Sensor"

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{{SimpleItembox|Mod:Vanilla/CubeBlock/SmallBlockSensor|Size|Mass|Integrity|BuildTimeSeconds|IsAirTight|MaxRange|ResourceSinkGroup|PCU}}
 
{{SimpleItembox|Mod:Vanilla/CubeBlock/SmallBlockSensor|Size|Mass|Integrity|BuildTimeSeconds|IsAirTight|MaxRange|ResourceSinkGroup|PCU}}
 
{{CategorizeComponents|Mod:Vanilla/CubeBlock/LargeBlockSensor}}
 
{{CategorizeComponents|Mod:Vanilla/CubeBlock/LargeBlockSensor}}
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== Vanilla is a flavour ==
 +
  
 
== Overview ==
 
== Overview ==
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=== Indicators ===
 
=== Indicators ===
 
{| class="wikitable"
 
{| class="wikitable"
|[[File:Air_Vent_Front_Indicator_Blue.png|none|25px]]
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|[[File:Air_Vent_Front_Indicator_Green.png|none|25px]]
 
|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
 
|-
 
|-
|[[File:Air_Vent_Front_Indicator_Green.png|none|25px]]
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|[[File:Air_Vent_Front_Indicator_Blue.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
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* '''Setup Actions''' - Set up actions for the device to take when someone enters/leaves detection radius
 
* '''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
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* '''Left extent''' - The detection range on the left side of the sensor '''(from the perspective of the sensor NOT player)'''
 
* '''Right extent''' - The detection range on the right 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
 
* '''Bottom extent''' - The detection range on the bottom side of the sensor
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* '''Detect players''' - The sensor will be able to detect players if selected
 
* '''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 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
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* '''Detect asteroids''' - The sensor will be able to detect asteroids (and planet voxels) if selected.
 
* '''Detect small ships''' - The sensor will be able to detect small ships 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 large ships''' - The sensor will be able to detect large ships if selected
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== Sensor range visualization ==
 
== 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'.
+
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"'''.  
 +
 
 +
*'''Go to the sensor''' itself and interact with it via ''''F' or 'K'''' keys (default) which will take you to the ship's control panel tab with the sensor selected.
 +
 
 +
*Switch 'On' '''"Show on HUD"''' option
  
 
== Media ==
 
== Media ==

Latest revision as of 20:09, 15 June 2022

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

ComponentsRequired

 Functional 

 Hack 

Dimensions (W,H,L)1,1,1
Mass158.2 kg
158,200 g
158,200,000 mg
0.158 t
Integrity515
Build time6 s
Is AirtightNo
Max Range50 m
5,000 cm
Power Consumer GroupUtility
PCU Cost25
BrowseLast edit: 2020-04-09
Sensor Icon.png
Small Ship
Sensor
Small Ship Icon.png

ComponentsRequired

 Functional 

 Hack 

Dimensions (W,H,L)1,1,1
Mass158.2 kg
158,200 g
158,200,000 mg
0.158 t
Integrity515
Build time6 s
Is AirtightNo
Max Range50 m
5,000 cm
Power Consumer GroupUtility
PCU Cost25
BrowseLast edit: 2020-04-09

Vanilla is a flavour

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 Green.png
Standby This is its passive state, when there are no detectable objects in its radius
Air Vent Front Indicator Blue.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 (from the perspective of the sensor NOT player)
  • 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 (and planet voxels) 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".
  • Go to the sensor itself and interact with it via 'F' or 'K' keys (default) which will take you to the ship's control panel tab with the sensor selected.
  • Switch 'On' "Show on HUD" option

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