Kuxynator's Radars


Contains several radar devices, including: Flex-Radar - A scanning radar that sweeps an arc. Control range, speed, arc, and direction via circuit network signals. NEW: works with Orbital Ion Connon

Content
7 months ago
2.0
879

g Radar Flex isn't working

6 months ago
(updated 6 months ago)

Flex radar is not working
My radar is not working, I have tried different values, without the logical network the radar works intermittently, with the values it just doesn't work and shuts down. With the inscription disabled by the script and that's it

6 months ago

I assume that you have only one flex radar has build.
that sounds like an incompatibility with another mod. or only power shortage.
what is you mod-list? may be I can gues whitch mod is .
you self can disable mod by mod to detect the incompatible one.
if you have too much mods use binaray search -> disable half of all mods then you know which half it is in, then do the same again in the right half.
even with 256 mod you only need 8 attempts to find it.

6 months ago
(updated 6 months ago)

3.949 core 0.0.0 (data.lua)
3.978 base 2.0.32 (data.lua)
4.265 belt-visualizer 2.0.2 (data.lua)
4.274 InfiniteFuel 2.0.9 (data.lua)
4.283 Subsurface 1.0.15 (data.lua)
4.312 VehicleSnap 2.0.2 (data.lua)
4.320 WideChestsAllTypes 2.0.0 (data.lua)
4.329 WideChestsOverrideInventorySettings 2.0.0 (data.lua)
4.338 AbandonedRuins_updated_fork 1.1.8 (data.lua)
4.346 AfraidOfTheDark 1.0.31 (data.lua)
4.354 AtomicArtillery2 0.2.5 (data.lua)
4.366 Automatic_Train_Painter 2.0.1 (data.lua)
4.374 ballistic_missile 0.1.17 (data.lua)
4.385 belt-reverser-space-age 2.0.1 (data.lua)
4.392 bigger-artillery 0.7.3 (data.lua)
4.402 biterexpansionnotifier 1.1.1 (data.lua)
4.409 BiterRepellantMod 1.0.0 (data.lua)
4.417 Bottleneck 0.12.1 (data.lua)
4.424 bullet-trails 0.7.1 (data.lua)
4.431 combat-mechanics-overhaul 0.7.2 (data.lua)
4.441 deep-storage-unit 1.6.8 (data.lua)
4.449 DoubleSpeedBelts 1.2.1 (data.lua)
4.456 dqol-resource-monitor 1.5.2 (data.lua)
4.465 elevated-rails 2.0.32 (data.lua)
4.518 epic_mining_and_crafting_speed_research 10.0.0 (data.lua)
4.526 even-distribution 2.0.2 (data.lua)
4.534 factory-efficiency-tracker 2.0.4 (data.lua)
4.542 fdsl 0.1.8 (data.lua)
4.550 Flare Stack 3.0.5 (data.lua)
4.558 flib 0.16.2 (data.lua)
4.567 Fluid-level-indicator 0.9.7 (data.lua)
4.577 FluidMustFlow 1.4.2 (data.lua)
4.589 fluid_permutations_fixed 0.6.0 (data.lua)
4.597 FNEI 0.4.5 (data.lua)
4.605 helmod 2.0.16 (data.lua)
4.673 informatron 0.4.0 (data.lua)
4.697 its-about-time 1.0.0 (data.lua)
4.720 K2-Roboports 0.1.3 (data.lua)
4.752 Kux-CoreLib 3.15.10 (data.lua)
4.778 Load-Furn-2-SpaceAgeFix 0.2.13 (data.lua)
4.808 MaxRateCalculator 200.0.53 (data.lua)
4.832 mining-patch-planner 1.6.32 (data.lua)
4.855 More_Repair_Packs 1.0.5 (data.lua)
4.879 Nearby-Ammo-Count 2.0.1 (data.lua)
4.922 Power Armor MK3 2.1.3 (data.lua)
4.965 qol_research 3.4.1 (data.lua)
4.997 quality 2.0.32 (data.lua)
5.043 quick-adjustable-inserters 2.0.4 (data.lua)
5.070 RailSignalPlanner 2.0.2 (data.lua)
5.094 Repair_Turret 2.0.2 (data.lua)
5.121 Research_Productivity 1.1.2 (data.lua)
5.148 SchallVirtualSignal 2.0.0 (data.lua)
5.180 SearchlightAssault 2.3.10 (data.lua)
5.208 simply-greenhouse 0.0.4 (data.lua)
5.236 SpidertronEnhancements 1.10.8 (data.lua)
5.262 Toxic_biters 2.0.4 (data.lua)
5.378 TrashChest 1.0.4 (data.lua)
5.407 UltimateBeltsSpaceAge 1.3.0 (data.lua)
5.439 Updated_Construction_Drones 2.0.4 (data.lua)
5.470 valves 1.2.0 (data.lua)
5.504 Warehousing 1.0.3 (data.lua)
5.537 Wood-Walls 1.2.0 (data.lua)
5.564 compaktcircuit 2.0.13 (data.lua)
5.598 EpicArtillerySounds 2.0.1 (data.lua)
5.623 Flow Control 3.2.2 (data.lua)
5.651 fluid-memory-storage 1.7.8 (data.lua)
5.675 kry-picker-extended 1.0.0 (data.lua)

If the mod is clear, can you add it to the dependencies as not compatible?

6 months ago
(updated 6 months ago)

If the mod is clear, can you add it to the dependencies as not compatible?

no. we don't cut off your whole arm if you cut your finger ;-) First, an attempt is made to solve the problem

SearchlightAssault causes problems for me, but more with Blueprints
I have no suspicions about the others. You have to identify it as yourself.

6 months ago

Ok

6 months ago

have you found the mod in the meantime, there are only 8 attempts

6 months ago

How many radars have you built and what values are they configured with?

6 months ago

flex radar 1. I've tried settings from 0 to 10 all except D

6 months ago

what do you mean by “0 to 10” which signal?
tell me exactly which signal has which value? if something doesn't work then you should first try with fewer signals
try with R=30, this is bigger then default, and no other signal
B and E are angles from -360 ..360
S: 0-100

4 months ago

Yeah, I've also been unable to make it work. I built one radar, on a completely separate grid, and as soon as I attach any signal, even just a wire to a power pole the radar becomes disabled by script.

4 months ago

are you using a red cable without a green signal? is there enough current? that would be my first thought
it works for me without any problems. if you have found out why it doesn't work for you, I can try to make a fix for it.

4 months ago

Okay so to use it with circuits you need to feed it a green signal? But using green wire lets you use it without a separate green signal.
Seems to be working now that I attached a green signal to it.

4 months ago
(updated 4 months ago)

Yes, it is a workaround for the missing control behavior of the radar.
There is no property to activate/deactivate circuit logic as with other entities. For whatever reason Wube left that out when it added control behavior in 2.0

as soon as a cable is connected, the cirquit logic is active:
- red wire means "stop" you can enabale it with a green signal,
- green wire means "run" and you can disable it with a red signal.
- if there both cables connected (and no red/green signal) => "stop",

3 months ago

I also can't make it too work, you didn't document the green versus red signal, in game that the documentation from the fork in factopedia, I manage to see "power" warning on the radar, but there is 500MW available and nothing happen with S 1 and F 1... or F 50 or whatever value.

3 months ago

There isn't enough information for a diagnosis. and if it is not what i have written here, then it probably has other causes.
can you provide a save game so that i can have a look at it?

3 months ago

I think it would be cool to have a way ingame to debug this in the future, I think it would be shorter if you can share a blueprint that "work" by default and if it doesn't then I think the mod is bugged.

There is no feedback on what the radar is doing, it's very annoying to debug and understand what is happening.

My run is modded as fuck I'm testing onlynauvis mod, https://uploadnow.io/files/bjlB4vR

3 months ago
(updated 3 months ago)

My run is modded as fuck

ok then just remove all mods, the radar itself does not need any except Kux-CoreLib und we dont need working production chains for finding the error
see if the error still occurs and send me the save game again. and please use an exchange service where no account is required for the download

3 months ago

oh sorry, I pick the first upload service duckduckgo give me haha, https://transfert.free.fr/w5q56zT, you can deactivate all mod except yours from the save when you use sync mod and load feature of the game

19 days ago

Is this how it's supposed to be?
https://dropmefiles.com/s9gt6

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