Component: sp_radar (RadarPeripheral / scanInRadius)
Repro:
Place VS ship ~4-6 km from radar.
Ensure chunk is loaded by some player.
Call radar.scanForShips(6000) or radar.scan(6000) and/or radar.scanForPlayers(6000).
Result: no ship/player found.
Behavior:
scanInRadius uses transformToNearbyShipsAndWorld(...).
VS returns only loaded ships (ship must be in VS ship-managed set).
VS unloads ships by player distance (ship_unloading_threshold), so ship can be in loaded chunk but still unavailable.
Confirms:
Changing SomePeripheralsConfig.SERVER.RADAR_SETTINGS.max_ship_search_radius or max_entity_search_radius (including -1) does not fix.
Even if server-side VS config changed, detection still fails when VS has unloaded the ship.
Root cause: VS ship-management state, not radar radius clamp in Some Peripherals.
Component: sp_radar (RadarPeripheral / scanInRadius)
Repro:
Place VS ship ~4-6 km from radar.
Ensure chunk is loaded by some player.
Call radar.scanForShips(6000) or radar.scan(6000) and/or radar.scanForPlayers(6000).
Result: no ship/player found.
Behavior:
scanInRadius uses transformToNearbyShipsAndWorld(...).
VS returns only loaded ships (ship must be in VS ship-managed set).
VS unloads ships by player distance (ship_unloading_threshold), so ship can be in loaded chunk but still unavailable.
Confirms:
Changing SomePeripheralsConfig.SERVER.RADAR_SETTINGS.max_ship_search_radius or max_entity_search_radius (including -1) does not fix.
Even if server-side VS config changed, detection still fails when VS has unloaded the ship.
Root cause: VS ship-management state, not radar radius clamp in Some Peripherals.