
Adds a 100 m scanner-style radar to the Tadpole with vehicle-relative radar blips.
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Tadpole Radar adds a functional 2D radar overlay while piloting the Tadpole. Radar blips are unscanned organic, inorganic, and technology items.
The radar is centered on the player/pilot and oriented to the Tadpole's heading. 12 o'clock is always the nose of the Tadpole. Looking up, down, or around does not move the radar contacts, and Tadpole pitch or roll does not distort their placement.
Targets are displayed as simple cyan blips. Blip color has no gameplay significance.
The radar appears automatically when you pilot the Tadpole and is removed automatically when you exit.
Features
• 100 m radius Tadpole radar[/*]
• Player-centered target positioning[/*]
• Tadpole-heading-relative bearing[/*]
• Correct radial target placement[/*]
• Independent of camera pitch[/*]
• Independent of Tadpole pitch and roll[/*]
• Updates naturally while moving or turning[/*]
• Automatic activation and cleanup when entering/exiting the Tadpole[/*]
• Uses the game's native scanner candidate system[/*]
• UE4SS Lua-only[/*]
• No external configuration or settings files[/*]
Requirements
• Subnautica 2[/*]
• UE4SS[/*]
Installation
Extract the TadpoleRadar folder into: Subnautica2 Binaries Win64 ue4ss Mods
The final structure should look like:
ue4ss
└── Mods
└── TadpoleRadar
├── enabled.txt
├── README.txt
└── Scripts
└── main.lua
Start the game and enter a Tadpole. The radar will appear automatically while piloting it.
Uninstallation
Remove the TadpoleRadar folder.
Configuration
Configuration values are located near the top of Scripts main.lua.
Default radar range: local RADAR_RANGE_M = 100.0 (this value is the radius, not the diameter.)
Release logging is disabled by default: local LOG_ENABLED = false
Enable it only if diagnostic logging is needed.
Technical notes
The radar does not directly reuse the handheld radar's screen coordinates. Those coordinates can be affected by viewing orientation.
Instead, Tadpole Radar uses the native scanner system to identify candidate targets, resolves their actual world positions, then projects them onto a flat 2D radar using: player position → target world XY → Tadpole heading → radar position
Only Tadpole yaw is needed for orientation. Camera direction, Tadpole pitch, Tadpole roll, and target elevation do not affect where a blip appears on the 2D display.
Native scanner queries are serialized through a single guarded scheduling heartbeat to avoid overlapping UE4SS query operations.
Credits
Created using UE4SS and reflected Subnautica 2 SDK data.
Manual installation only.
No bugs reported yet. If you hit a problem, let the author know.
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