@@alanowa123 it wil i tink. Ye per rotation it doesn't matter but the amount that he is of on 2pi is gonna stack up after a wile and the radar will be of
@@bomoonen7453 game engine itself is only accurate so much. It can't calculate pi every time it has to do something, so im sure even in code its 3.14.... and not pi.
I have a suggestion for Halloween, it’s basically stormworks with volcanic eruption theme. The sky is dark because of the volcanic ashes, will result low visibility. You won’t be able to fly aviation crafts in certain height because of ashes, there will be more lightning,waves,tsunami and megalodons because of volcanic eruptions. The trees will catch fire more often, rocks will hail from the sky, high temperature might lead to death at beginning, but gradually it will become colder and result hypothermia. You will need to save multiple people: Billy n bob: brothers with muscles and brains who runs jank airline MrNjJersey: chief engineer of islands Lord Oscar von spammals: rich man who loves to collect steam ship with bridddge wings Frantic n endoskull: local coastguard somehow has tanks missile and bombers. Spycake: pirate with a legend of catching a megalodon
Nice tutorial. One warning though. 2*pi is 6.283185 etc.... and not 6.28. That means your input to the Lua script has an error of 0.00319=0.18 degrees. Though that error is multiplied for each revolution, so after an hour of running it will be almost 90 degrees behind. Fortunately the fix should be easy: do the fmod to get rotiation in the range of 0-1 before you multiply to prevent accumulating the error.
@@ChrisVTitus Pi is an irrational number so even the one provided by game or lua will be just an approximation, albeit really good approximation for the purpose. Still the mentioned method of using fmod together with using 2*pi instead of 6.28 would virtually remove the error and prevent any accumulation.
@@Rodzynus I used a counter and some blocks and equations to be able to make it rotate using the facing input for the radar instead of a robotic pivot. It is basically the opposite of an equation I used to change the input from the compass sensor into a magnetic bearing.
Good tutorial but your math is WAAAAY incorrect. Not sure what you got going on there but you're desired range setting will not display targets at the appropriate locations in relation to the source. The correct adjustment for displaying on a 64x64 screen is (32 / desired range) * target distance. Then you plug this new distance value into the w/2 + distance * math.cos(r) equation and same for the sin equation.
@@lordraven1991 Its 99% there and you dont need to change any of the code just some logic. Basically what hes saying is set the value of the Constant (5000 in the vid) to 32. Connect that to the x input of your first f(x,y,z) block (starting from the top left going right). Now you want to divide that number by the range you set on your keypad, so the keypad's output will be your y input on the first f(x,y,z) block. The equation of that block should be x/y. Now, youre going to need to multiply the resulting value with the output coming from your radar for target distance, so the x input for your second f(x,y,z) block will be the output from the first function block (what we did above) with the target distance coming from your radar being the y input. The equation for the second function block should be x*y. Connect the resulting output of the second function block to the second memory register (the function block that Jersey has it connected to in the video (x/32) can be deleted). If you set everything up exactly as Jersey does in the video with these changes everything should work without changing any of the LUA code.
@@AClownShoe I will have to upgrade my diagram with this, thank you. I had a friend take a look at it after a while and the best he could do was to get the blips to appear but the line wouldn't move.
I build this radar from the tutorial. A few tips. DONT use 6.28 and use 2*math.PI. You will notice once you use it in a mission after about 20 minutes the radar and the screen don't correspond. Pretty much useless radar.
Hey man, What you've built is fantastic and I can see the functionality of it. However, I myself engineer and maintain RADAR systems on a daily basis, looking at feeds and analysing input and output data from loads of variants of radar systems. One thing they all have in common is what's called a CFAR (Constant False Alarm Rate) this essentially identifies moving targets and eliminates those that are stationary after building up what's called a Clutter Map (Maps everything that RF bounces off of and is collected by the receiver, building a map of stationary object that were there the last 4-5 rotations). If you could, would it be possible to show targets that move? Like yourself, and not just the tank in the background?
Great video. I got my radar saving up to 10 targets. However, the range math was off if you're not close in. I just tied a Throttle in from 50 to 5000 for the range input and did td = (target range * 32)/total range. Works like a champ.
What annoys me as an ex-navy officer is that radars like that do not actually turn. The turning component itself is inside the outer protective shell which is static. They should fix that so that the thing has an inner pivot and you set the turning speed but you do not actually see it turning. That annoys me to no end. 😅
o yea...i have been waiting for this, trying to get this working for a while xd small tip, the on/off composite and the number composite are separated, so u can have number channel 1 and on/off channel 1 at the same time ;)
If anyone comes across this like I have much later on, I wanted to share a bit of a better method for figuring out distance. Instead of having that zoom thing, you can have the entire 5k range displayed on the radar, but not linearly so you still have nice resolution close to you, but still see stuff 5k away. The key line of code is: distance = (math.log((math.exp(1)-1)*(distance/5000)+1))^(1/1.3) -- with the 1.3 being the value to control the scaling factor so you get more resolution closer or further away. Here is my full code. I'm not using the velocity pivot either. Just plugging in the yaw from the sensor. function onTick() degree = ((input.getNumber(1)+0.5)*360)*math.pi/180 distance = input.getNumber(3) test = input.getNumber(1) isTarget = input.getBool(2) targetLoc = ((input.getNumber(4)+0.5)*360)*math.pi/180 end function onDraw() w = screen.getWidth() h = screen.getHeight() r=(w+h)/4 sweepX = math.cos(degree+(math.pi/2))*w/2+w/2 sweepY = math.sin(degree+(math.pi/2))*h/2+h/2 if distance < 0.2 then isTarget = false end distance = (math.log((math.exp(1)-1)*(distance/5000)+1))^(1/1.3) targetX = math.cos(targetLoc+(math.pi/2))*distance*w/2+w/2 targetY = math.sin(targetLoc+(math.pi/2))*distance*h/2+h/2
screen.setColor(0, 255, 0,200) screen.drawCircle(w / 2, h / 2, r) --screen.drawText(30,30,distance) screen.setColor(0, 255, 0,100) screen.drawLine(w/2,h/2,sweepX,sweepY) if isTarget then screen.setColor(255,0,0) screen.drawCircleF(targetX,targetY,1) end end
I'm from Malaysia and it difficult to understand a bit. but I very like this game because it one of the games I search for in an entire life. I won't stop watching you until you stop cause you are my guide to play Stormworks
I hate to be a downer, but isn't this radar very flawed? it can only detect one object at a time, is it possible to make it detect multiple objects at a time, instead? Also, if you turn it on, then off, then on again, it breaks, could you make it actually show the real angle, rather then a predicted one?
You can't detect multiple targets in one line, but it will detect multiple targets if one is not blocking the other. The radar can't see through objects, so it will only detect the closest object and not the ones behind it if they are in one line.
you can also use the yaw of the radar to instantly move, it is much faster. I count by 0.01 every tick, and the output to yaw is the variable -0.5, and when the variable gets to 1, it's set to 0
@@MrNJersey Oh, hi there, wasn't expecting a response, I haven't used radar like ever until now. I'm currently making a emergency beacon locator which involves radar. I was having trouble with it so I looked at this video just to see how you made it work, turns out I was doing it right, just messed up a few numbers.
Radar can rotate internally, without need to rotate whole casing, just set it to a=math.mod(a+s,1);y=a-0.5 , while s is speed of radar and y is yaw output for radar Whole thing you showed is nothing new, you could already do this with distance sensor (except radar is scanning just for objects, not enviroment) Also could you make that dot will stay on the radar until next sweep rewrite it?
Ah good one, Your correct in saying that this isnt new but nowhere have I said its new, However no video has been done on this and it was highly requested hence why it was recorded. The dot can stay on screen if you modify the delay.
Following this tutorial precisely, everything works until you added the memory registers. From then on the screen stopped displaying any red dots whatsoever. Is there something I overlooked?
Just a heads up - i`ve done some math behind it and the "divide the distance by 32 for it to fit on the screen" is not right. If maximum 5000 meters is 32 pixels then 2500 meters would be 16 pixels - if you did /32 you would get 87.125 though. What you actually have to do is multiply the distance by 0.0064 or divide by 156.25 for it to accurately fit on the screen
I have a problem with the line; it seems to stay in one spot, but ever so often it spazzes out all over then back. Any idea what’s wrong? The red also doesn’t seem to appear. I did everything as you did.
Is someone able to explain why the sin and cos are where they are and what they are for? I would like to make stuffs like this though my trig is waaaaaay below where it needs to be :/
I would really appreciate a solution using the internal rotation of the radar. Seems like a waste of space to put in a pivot, especially on smaller creations
why do you go (H+W)/4 and not just take H/2 ? the screen height is always the smaller or equal side; if your screen is not square; the circle will fit vertically and still be centered horizontally; where with (H+W)/4 you may end up with some weird incomplete circle ... like for example (64H+100W)/4=41 (which covers 82 ... so too small for the width; but too large for the height).
I know people probably won’t see this but I was wondering if it pinged enemy ships. Because it pinged a person so I was thinking blocks might get pinged as well if it did it would be so cool
I used this setup for a sonar, but every time I get the sonar under water, it kicks an error cod to my monitor that won't go away until I respawn the craft.
i tried doing this but it doesn't show any vehicles or objects near the radar the screen works fine, am i missing something? I've triple checked all the code and it seams to be correct
how did you figure that the radius of your circle is only 32? i really wish ya said how ya got that so it works for more then 2x2 -_- but thanks for puting this up
Hello, I am currently building a lidar, an ocean floor mapping for ships and it is based on the radar you made. I just change the radar into a laser distance sensor and other stuff and already detecting the distance where the laser is pointed but I can't figure out on having a multiple targets on screen. My current lidar right now can only display one target at a time because number values changes immediately. Well I am new Lua and can't figure it out. Can you create a tutorial for multiple targets? I am glad if you can help. Thanks!
how in gods name do i invert the velocity pivot? Not matter how you turn it does magically change direction is there a button you can press that toggle the direction? Edit Ah you just press U, sure would be nice if the game showed that somewhere in the control menu
Great video man, but you started by the system based on the lua script getting the monitor size by itself. so setting 32 into the logic will lock the setup to the 64x64 screen. Maybe set up an number output with half of the used screen like w1 = w /2 and output.setNumber(1, w1) so you can get the calculated size by the displayed monitor itself. combine this with @Dr Strangelove comment. And it works quite well.
My screen keeps showing a line facing up that dosen't move at all and then the screen comes up with an error message a few seconds later, got any idea what I've done wrong? (I'm getting something that says there is something wrong with something in the "if t then screen.setColor(225,0,0) screen.drawCircleF(x4,y4,1) end" part) I got the circle working but the line still won't move ;/
OK HELP ME!! I have done everything that MrNJersey has done to the letter, in both script and microcontroller logic. The Radar turns, and the pings show up but the line on the screen does not move at all. It just shows the line pointing forwards, with the transparent triangle behind it. But the pings for target found don't show on the circle at all, they show up on the back edge of the triangle away from the line. So on my ship it always shows something off to my port side a few degrees off center, and I have been double checking myself against this video for days now.
I followed the directions and hooked everything up accordingly, the only problem is after editing the script, I cant update the microcontroller and I dont get the circle on my display. Any tips on what's wrong? Edit: I figured out my first problem, but now after I used the exact script it just says error on the screen. Lol this is more complicated than I thought. Also, it says like '(4) Nil value' on the screen yet I double checked everything to make sure it was exact
NEW TUTORIAL HERE: ruclips.net/video/UCKz78md1_E/видео.html
its set to private and we cant view it
@@dcvendex4166 it’s being released tomorrow
@@MrNJersey awesome thanks
Still shows private for some reason
@@MrNJersey Its still private
With this radar I can finally find my dad who went to get cigars.
dont forget radar cant see under water so make some sonar too
make sure to have plenty of rocket fuel
Someone tell him bc I’m gonna hurt his feelings
@@seangilmore_ Shhh he might hear us
Fun fact: all the dads that go missing to go get cigarettes, cigars, or milk, go to a farm in Minnesota with all the pets that ran away from you.
Instead of 6.28 in the function, you should probably write "2pi".
Radians, oh boy
at this resolution it really does not matter
Why not ''tau''?
@@alanowa123 it wil i tink. Ye per rotation it doesn't matter but the amount that he is of on 2pi is gonna stack up after a wile and the radar will be of
@@bomoonen7453 game engine itself is only accurate so much. It can't calculate pi every time it has to do something, so im sure even in code its 3.14.... and not pi.
i suggest to add your finished script on the desc or coment pined. it will really helpfull
dude for real lol typing it out as the video goes along isnt ideal
I have a suggestion for Halloween, it’s basically stormworks with volcanic eruption theme. The sky is dark because of the volcanic ashes, will result low visibility. You won’t be able to fly aviation crafts in certain height because of ashes, there will be more lightning,waves,tsunami and megalodons because of volcanic eruptions. The trees will catch fire more often, rocks will hail from the sky, high temperature might lead to death at beginning, but gradually it will become colder and result hypothermia. You will need to save multiple people:
Billy n bob: brothers with muscles and brains who runs jank airline
MrNjJersey: chief engineer of islands
Lord Oscar von spammals: rich man who loves to collect steam ship with bridddge wings
Frantic n endoskull: local coastguard somehow has tanks missile and bombers.
Spycake: pirate with a legend of catching a megalodon
There is a stormworks discoed you need to send it to them
I love how you added spammals
Nice tutorial. One warning though. 2*pi is 6.283185 etc.... and not 6.28. That means your input to the Lua script has an error of 0.00319=0.18 degrees. Though that error is multiplied for each revolution, so after an hour of running it will be almost 90 degrees behind. Fortunately the fix should be easy: do the fmod to get rotiation in the range of 0-1 before you multiply to prevent accumulating the error.
Wouldn't putting "x*(2*pi)" in the function block instead of "(x*6.28)" also fix this issue?
@@ChrisVTitus Pi is an irrational number so even the one provided by game or lua will be just an approximation, albeit really good approximation for the purpose. Still the mentioned method of using fmod together with using 2*pi instead of 6.28 would virtually remove the error and prevent any accumulation.
@@Rodzynus I used a counter and some blocks and equations to be able to make it rotate using the facing input for the radar instead of a robotic pivot. It is basically the opposite of an equation I used to change the input from the compass sensor into a magnetic bearing.
Don’t mind me just a reminder where I left off 10:49
A_Lonely Dino 18:40 for me
20:00 for me
I mind you
Good tutorial but your math is WAAAAY incorrect. Not sure what you got going on there but you're desired range setting will not display targets at the appropriate locations in relation to the source. The correct adjustment for displaying on a 64x64 screen is (32 / desired range) * target distance. Then you plug this new distance value into the w/2 + distance * math.cos(r) equation and same for the sin equation.
THANK YOU. i was going crazy trying to figure this out.
So wait, what is the line code again? And where do I put this line in the code?
Thank you that solved it for me.
@@lordraven1991 Its 99% there and you dont need to change any of the code just some logic. Basically what hes saying is set the value of the Constant (5000 in the vid) to 32. Connect that to the x input of your first f(x,y,z) block (starting from the top left going right). Now you want to divide that number by the range you set on your keypad, so the keypad's output will be your y input on the first f(x,y,z) block. The equation of that block should be x/y. Now, youre going to need to multiply the resulting value with the output coming from your radar for target distance, so the x input for your second f(x,y,z) block will be the output from the first function block (what we did above) with the target distance coming from your radar being the y input. The equation for the second function block should be x*y. Connect the resulting output of the second function block to the second memory register (the function block that Jersey has it connected to in the video (x/32) can be deleted). If you set everything up exactly as Jersey does in the video with these changes everything should work without changing any of the LUA code.
@@AClownShoe I will have to upgrade my diagram with this, thank you. I had a friend take a look at it after a while and the best he could do was to get the blips to appear but the line wouldn't move.
I needed this!
Thanks for doing the hard stuff so we don’t have to man.
I don’t sub to people often, but your rate of production has changed my mind.
Well done
Hey MrnJersey keep the good content up
Love your vids
I build this radar from the tutorial. A few tips.
DONT use 6.28 and use 2*math.PI.
You will notice once you use it in a mission after about 20 minutes the radar and the screen don't correspond. Pretty much useless radar.
Still hoping to see the multiple-contacts radar how to! I’m thinking some memory registers, but not entirely sure how to do it
Aw man I’ve been tryna make a map w/ radar overlay for so long!!! This video is perfect thanks so much :D
Keep up the awesome content!
Cool pls upload it when you are done
Hey man,
What you've built is fantastic and I can see the functionality of it. However, I myself engineer and maintain RADAR systems on a daily basis, looking at feeds and analysing input and output data from loads of variants of radar systems. One thing they all have in common is what's called a CFAR (Constant False Alarm Rate) this essentially identifies moving targets and eliminates those that are stationary after building up what's called a Clutter Map (Maps everything that RF bounces off of and is collected by the receiver, building a map of stationary object that were there the last 4-5 rotations). If you could, would it be possible to show targets that move? Like yourself, and not just the tank in the background?
I'm french and this tutorial is so nice done that I understood everything. Thanks you very much !
Holy shit, stormworks is one of the deepest yet derpiest games I have ever played.
Its much cooler than o thought
Great video. I got my radar saving up to 10 targets. However, the range math was off if you're not close in. I just tied a Throttle in from 50 to 5000 for the range input and did td = (target range * 32)/total range. Works like a champ.
What annoys me as an ex-navy officer is that radars like that do not actually turn. The turning component itself is inside the outer protective shell which is static. They should fix that so that the thing has an inner pivot and you set the turning speed but you do not actually see it turning. That annoys me to no end. 😅
It’s like that in game. Mr Jersey did it differently
o yea...i have been waiting for this, trying to get this working for a while xd
small tip, the on/off composite and the number composite are separated, so u can have number channel 1 and on/off channel 1 at the same time ;)
If anyone comes across this like I have much later on, I wanted to share a bit of a better method for figuring out distance. Instead of having that zoom thing, you can have the entire 5k range displayed on the radar, but not linearly so you still have nice resolution close to you, but still see stuff 5k away.
The key line of code is: distance = (math.log((math.exp(1)-1)*(distance/5000)+1))^(1/1.3) -- with the 1.3 being the value to control the scaling factor so you get more resolution closer or further away.
Here is my full code. I'm not using the velocity pivot either. Just plugging in the yaw from the sensor.
function onTick()
degree = ((input.getNumber(1)+0.5)*360)*math.pi/180
distance = input.getNumber(3)
test = input.getNumber(1)
isTarget = input.getBool(2)
targetLoc = ((input.getNumber(4)+0.5)*360)*math.pi/180
end
function onDraw()
w = screen.getWidth()
h = screen.getHeight()
r=(w+h)/4
sweepX = math.cos(degree+(math.pi/2))*w/2+w/2
sweepY = math.sin(degree+(math.pi/2))*h/2+h/2
if distance < 0.2 then
isTarget = false
end
distance = (math.log((math.exp(1)-1)*(distance/5000)+1))^(1/1.3)
targetX = math.cos(targetLoc+(math.pi/2))*distance*w/2+w/2
targetY = math.sin(targetLoc+(math.pi/2))*distance*h/2+h/2
screen.setColor(0, 255, 0,200)
screen.drawCircle(w / 2, h / 2, r)
--screen.drawText(30,30,distance)
screen.setColor(0, 255, 0,100)
screen.drawLine(w/2,h/2,sweepX,sweepY)
if isTarget then
screen.setColor(255,0,0)
screen.drawCircleF(targetX,targetY,1)
end
end
Somewhere around 30 second mark I thought you were starting in another language lol
I'm from Malaysia and it difficult to understand a bit. but I very like this game because it one of the games I search for in an entire life. I won't stop watching you until you stop cause you are my guide to play Stormworks
hard to Understand English a bit
I hate to be a downer, but isn't this radar very flawed? it can only detect one object at a time, is it possible to make it detect multiple objects at a time, instead? Also, if you turn it on, then off, then on again, it breaks, could you make it actually show the real angle, rather then a predicted one?
Omg thanks! I knew you would post this and I’ve been waiting for so long. I can now make something I couldn’t before
maybe soon we could get a multiple target version tutorial please? This is an excellent basis for beginning , great video.
You can't detect multiple targets in one line, but it will detect multiple targets if one is not blocking the other. The radar can't see through objects, so it will only detect the closest object and not the ones behind it if they are in one line.
you can also use the yaw of the radar to instantly move, it is much faster. I count by 0.01 every tick, and the output to yaw is the variable -0.5, and when the variable gets to 1, it's set to 0
Correct, a lot of things have changed since they were first released and now yaw works correctly
@@MrNJersey Oh, hi there, wasn't expecting a response, I haven't used radar like ever until now. I'm currently making a emergency beacon locator which involves radar. I was having trouble with it so I looked at this video just to see how you made it work, turns out I was doing it right, just messed up a few numbers.
Radar can rotate internally, without need to rotate whole casing, just set it to a=math.mod(a+s,1);y=a-0.5 , while s is speed of radar and y is yaw output for radar
Whole thing you showed is nothing new, you could already do this with distance sensor (except radar is scanning just for objects, not enviroment)
Also could you make that dot will stay on the radar until next sweep rewrite it?
Ah good one, Your correct in saying that this isnt new but nowhere have I said its new, However no video has been done on this and it was highly requested hence why it was recorded. The dot can stay on screen if you modify the delay.
@@MrNJersey Will you make a video about more complex radar on video?
Love your vids and tutorials I beg you never stop!!
Finally! Thank you for this video!
Hey Jersey. When I'm doing the scripting I get a problem with the script getbool
Every thing is fine besides until I get to the function getbool.
use getBool with a capital B
@@haalstra Thanks i had this problem to and this fixed it
Did you make the second part for multiple targets?
Following this tutorial precisely, everything works until you added the memory registers. From then on the screen stopped displaying any red dots whatsoever. Is there something I overlooked?
Just a heads up - i`ve done some math behind it and the "divide the distance by 32 for it to fit on the screen" is not right. If maximum 5000 meters is 32 pixels then 2500 meters would be 16 pixels - if you did /32 you would get 87.125 though. What you actually have to do is multiply the distance by 0.0064 or divide by 156.25 for it to accurately fit on the screen
I have a problem with the line; it seems to stay in one spot, but ever so often it spazzes out all over then back. Any idea what’s wrong? The red also doesn’t seem to appear. I did everything as you did.
This tutorial doesent work in 1.0 for some reason the dot does not display on the radar most of the time. However it works fine with the player.
...okey
okey
okey
okey
but the tutorial is great)
Instead of doing "a-1.57" to get the offset, you could just swap the places with Sine and Cosine, so Sine would be the X axis, and Cosine the Y axis.
I did everything and it didn't work
My Screen just wont show anything at all after the inition of the draw a line code
Hmm it’s very complicated, why you use so many function blocks, it can all be made in lua. Also the small Radar has an input for an angle.
Well, if you make all in Lua it causes more lag
Nice! could you make a vtol tutorial?? :D
Why would they add a radars and make it so hard to make it work normally
This was so helpful! Thank you!
Great to see how to set up a radar.... an easier way ingame would be cool though
Thank you! i needed this
Is someone able to explain why the sin and cos are where they are and what they are for?
I would like to make stuffs like this though my trig is waaaaaay below where it needs to be :/
Same bro
Nice vid. You should make a tutorial on how to make a manual transmission
does the sonar work the same way, because i want to build a Submarine.
I would really appreciate a solution using the internal rotation of the radar. Seems like a waste of space to put in a pivot, especially on smaller creations
You'd be better off using the 'pi2' constant instead of 6.28. More precise, and it's not any slower.
Dude you are the man
Update your video. Because what you showed isn't working
This video was very helpful. thank you!
Exactly what I needed, Thanks :)
why do you go (H+W)/4 and not just take H/2 ? the screen height is always the smaller or equal side; if your screen is not square; the circle will fit vertically and still be centered horizontally; where with (H+W)/4 you may end up with some weird incomplete circle ... like for example (64H+100W)/4=41 (which covers 82 ... so too small for the width; but too large for the height).
Oh my! Thanx a lot!
I quite enjoy your videos. Keep it up!
help i tried building this but the radar and screen are on when the circuit breaker is off
I know people probably won’t see this but I was wondering if it pinged enemy ships. Because it pinged a person so I was thinking blocks might get pinged as well if it did it would be so cool
I used this setup for a sonar, but every time I get the sonar under water, it kicks an error cod to my monitor that won't go away until I respawn the craft.
Where can I find the guide to add multiple targets ?
This is great, what I needed...
Hi, great vidio. I was just wondering if this would work for sonar as well?
Hey! I made it but it keeps on maximum range even if I put the keypad in 0 anyone know what problem could be?
THIS BROKEN
how do you get more than one dot to stay on the screen for more than 2 seconds?
@MrNJersey when is our math final exam?
Radar Time!!!!!
HELP It was working up until you said "lets make the dot stay in position" and now the red dots do not show up on my screen
Very awesome, thank you
i tried doing this but it doesn't show any vehicles or objects near the radar the screen works fine, am i missing something? I've triple checked all the code and it seams to be correct
I had no idea you could do so much in this game.. I wonder if anyone made a working cpu model with all those logic parts
You can make a computer and code games in it
Might attempt one myself sometime in the future.
how did you figure that the radius of your circle is only 32? i really wish ya said how ya got that so it works for more then 2x2 -_- but thanks for puting this up
Hello, I am currently building a lidar, an ocean floor mapping for ships and it is based on the radar you made. I just change the radar into a laser distance sensor and other stuff and already detecting the distance where the laser is pointed but I can't figure out on having a multiple targets on screen. My current lidar right now can only display one target at a time because number values changes immediately. Well I am new Lua and can't figure it out. Can you create a tutorial for multiple targets? I am glad if you can help. Thanks!
Clever stuff!
I followed step by step but I don't understand how the first function block came out
Thanks for this.
nice content
Not gonna brag but...
I was the 1000th like
how in gods name do i invert the velocity pivot? Not matter how you turn it does magically change direction is there a button you can press that toggle the direction?
Edit
Ah you just press U, sure would be nice if the game showed that somewhere in the control menu
Can you please make a version that doesnt require the velocity pivot, so it would use facing yaw to turn.
Great video man, but you started by the system based on the lua script getting the monitor size by itself. so setting 32 into the logic will lock the setup to the 64x64 screen. Maybe set up an number output with half of the used screen like w1 = w /2 and output.setNumber(1, w1) so you can get the calculated size by the displayed monitor itself. combine this with @Dr Strangelove comment. And it works quite well.
I can cannot seem to get it to make the red dots. :-(
thank you for this tetorial
Hey Ive gone over the set up and code a million times now but no matter what when I turn it on the radar doesn’t move and stays put
why couldnt they have made radars simpiler
i mean i did everything exactly as you did i have been at it for a solid 5 hours,... just kept giving me (error failure.draw) i gave up
i want to learn how to make radars like this but it's too confusing
Looks like the new basic radar does not have a "target found" :( I guess ill have to wait for the new tutorial
Same bro
My screen keeps showing a line facing up that dosen't move at all and then the screen comes up with an error message a few seconds later, got any idea what I've done wrong? (I'm getting something that says there is something wrong with something in the "if t then screen.setColor(225,0,0) screen.drawCircleF(x4,y4,1) end" part) I got the circle working but the line still won't move ;/
it doesent show the lil red dot
OK HELP ME!! I have done everything that MrNJersey has done to the letter, in both script and microcontroller logic. The Radar turns, and the pings show up but the line on the screen does not move at all. It just shows the line pointing forwards, with the transparent triangle behind it. But the pings for target found don't show on the circle at all, they show up on the back edge of the triangle away from the line. So on my ship it always shows something off to my port side a few degrees off center, and I have been double checking myself against this video for days now.
Join my discord, ask around, plenty people more than happy to help.
Something fun to do is count how many times he says "actual" during the video.
They moved the comments and it’s very weird not having the comments below other videos
This won't work I went over script 10 times pls help
I need help with the codeing it won’t work can someone copy it and I remove it all then add the fixed code
I am stuck on the t = input.getbool (2)
It just has an error but nothing I do fixes it
can you please do a new radar video for v1.4.7
I followed the directions and hooked everything up accordingly, the only problem is after editing the script, I cant update the microcontroller and I dont get the circle on my display. Any tips on what's wrong?
Edit: I figured out my first problem, but now after I used the exact script it just says error on the screen. Lol this is more complicated than I thought. Also, it says like '(4) Nil value' on the screen yet I double checked everything to make sure it was exact
I'd actually use math tutorial to it lol. Can you give me some directions?
why my target dot is slowly going far away?