Aurora is on version 2.5.0 C#, available at the Aurora Forums.

Contact Erik on the forum for a wiki account.

Difference between revisions of "Active Sensors/Fire Control"

From AuroraWiki
Jump to navigation Jump to search
(New Style)
(This seems like the correct formula from testing and Google, but haven't confirmed 100%)
 
(14 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 +
[[File:Active_sensors.png|thumb|Active sensors project window]]
 +
'''Active Sensors''' and '''Missile Fire Controls''' are player-designed [[components]].
 +
* Active search [[sensors]] are a necessity for any fleet. They are needed to target hostiles, and to detect incoming missiles.
 +
* Missile Fire Controls can only operate in conjunction with an active search sensor. The active sensor does not have to be on the same ship.
 +
 
==Description==
 
==Description==
An active sensor detects ships and missiles by their size.
+
An Active Search Sensor is a radar-like instrument that provides 360° coverage and gathers target data by bouncing gravitational pulses off an object and is necessary to provide a Fire Control sensor with target positions.
 +
 
 +
Increasing a sensor's size increases its power. Active Sensor Strength is the strength per HS of the gravitational pulses sent out by the sensor while EM Sensitivity represents the ability of the sensor to detect the returning pulses. Hardening reduce the chance of destruction by electronic damage from microwave weapons. All these can be increased through research.
 +
 
 +
Resolution determine the range versus different target sizes. An active sensor is able to detect any ship of a size that is equal to or greater than its resolution at its maximum range. If the target is smaller than the resolution, the maximum detection range is considerably reduced.
 +
 
 +
Max Sensor Range = Strength x Size x Sqrt(Resolution) x EM Sensitivity x 1,000km
 +
Detection range = Max Sensor Range x (Target Size / Resolution) ^2
 +
 +
So you need to design active sensors based on the role intended for that sensor. An area search sensor might be designed with a large resolution to find large enemy ships while a sensor designed to detect fast attack craft, which weigh 1000 tons or less, would need a resolution of approximately 20. Missile detection sensors are usually resolution one, which is the lowest possible.
  
An Active  Sensor can detect ships at a range of
+
It is not possible to hide behind another object (a planet or a wreck, for example) from sensors, but [[Cloaking]] technology can reduce the range at which a sensor can spot your ship.
  
  Sensor Stregth * Size * Sqrt[Resolution] * EM Sensitivity * 10,000km
+
Active sensors emit an EM signature when they are turned on. The signature is equal to the grav pulse strength(or "GPS") of the sensor.
  
An active sensor contact is necessary to open fire on a target. For smaller targets than the designed resolution the range is
+
Grav pulse strength = Active Grav Sensor Strength x Size x Resolution
  
  Max Range * Resolution Designed / Resolution Target^2
+
Larger search radars emit substantial signatures - even at basic tech(strength 10), a 50 HS sensor at resolution 500 will have a signature of 10x50x500 = 25,000, which is almost as large as a starting home planet. As such, it's generally wise to keep active sensors turned off when not in combat, and rely on passive sensors to detect the presence of enemies.
  
Missile Fire Controls are designed like active sensors, but are unable to detect targets and are used to control missiles.
+
==Missile Fire Controls==
==Usage==
+
By changing the sensor type to Fire Control, you build a Missile Fire Control (MFC). It is designed like active sensors, but is unable to detect targets. It emits a concentrated beam of radiation to "illuminate" a target and direct missiles to them. Because of this concentrated beam it has triple the range of a similar-sized search sensor.
Active Sensors are a necessity for any fleet. They are needed to target hostiles, and to detect incoming missiles.  
 
Design considerations are discussed in-depth here: [[Active Sensor Design]]
 
  
Missile Fire Controls can only operate in conjunction with an active search sensor. The active sensor does not have to be on the same ship.
+
In order to fire [[missiles]], a fleet must be able to both detect the target and send missiles against it - in other words, you need both an active sensor and a missile fire control. The active sensor may be located anywhere, and a whole fleet can use detection data provided by a single active sensor. Conversely, fire control is ''not'' shared between ships, and every missile-equipped ship (even one as small as a fighter) must have a missile fire control capable of illuminating its target in order to fire at that target. Note that missiles may be fired at a waypoint without need for a missile fire control, but in general this is only useful for missiles with built-in sensors(either to target themselves, or to act as sensor drones).
  
 +
==Examples==
 +
Design considerations are discussed in-depth here: [[Active Sensor Design]].
  
 
==Components==
 
==Components==
===Active Grav Sensor Strength===
+
;Active Sensor Strength
 
{| border="1" class="wikitable" style="text-align: center;"
 
{| border="1" class="wikitable" style="text-align: center;"
|+ Active Sensor Strength
 
 
! Strength !! 10 !! 12 !! 16 !! 21 !! 28 !! 36 !! 48 !! 60 !! 80 !! 100!! 135 !! 180
 
! Strength !! 10 !! 12 !! 16 !! 21 !! 28 !! 36 !! 48 !! 60 !! 80 !! 100!! 135 !! 180
 
|-
 
|-
Line 28: Line 41:
 
|}
 
|}
  
===EM Sensor Sensitivity===
+
;EM Sensor Sensitivity
 
{| border="1" class="wikitable" style="text-align: center;"
 
{| border="1" class="wikitable" style="text-align: center;"
|+ Base Sensitivity
 
 
! Sensitivity !! 5 !! 6 !! 8 !! 11 !! 14 !! 18 !! 24 !! 32 !! 40 !! 50!! 60 !! 75
 
! Sensitivity !! 5 !! 6 !! 8 !! 11 !! 14 !! 18 !! 24 !! 32 !! 40 !! 50!! 60 !! 75
 
|-
 
|-
Line 37: Line 49:
 
|}
 
|}
  
===Total Sensor Size===
+
;Total Sensor Size
 
Total Sensor Size ranges between 0.1-50 HS.
 
Total Sensor Size ranges between 0.1-50 HS.
  
===Minimum Resolution===
+
;Minimum Resolution
 
Minimum Resolution ranges between 1-500 HS.
 
Minimum Resolution ranges between 1-500 HS.
  
===Electronic Hardening===
+
;Electronic Hardening
 
{| border="1" class="wikitable" style="text-align: center;"
 
{| border="1" class="wikitable" style="text-align: center;"
|+ Electronic Hardening
 
 
! Hardening !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8  
 
! Hardening !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8  
 
|-
 
|-
Line 55: Line 66:
 
|}
 
|}
  
===Active Sensor Type===
+
;Active Sensor Type
 
{| border="1" class="wikitable" style="text-align: center;"
 
{| border="1" class="wikitable" style="text-align: center;"
|+ Sensor Type
 
 
! Type !! Search Sensor !! Missile Fire Control
 
! Type !! Search Sensor !! Missile Fire Control
 
|-
 
|-

Latest revision as of 21:30, 23 December 2019

Active sensors project window

Active Sensors and Missile Fire Controls are player-designed components.

  • Active search sensors are a necessity for any fleet. They are needed to target hostiles, and to detect incoming missiles.
  • Missile Fire Controls can only operate in conjunction with an active search sensor. The active sensor does not have to be on the same ship.

Description

An Active Search Sensor is a radar-like instrument that provides 360° coverage and gathers target data by bouncing gravitational pulses off an object and is necessary to provide a Fire Control sensor with target positions.

Increasing a sensor's size increases its power. Active Sensor Strength is the strength per HS of the gravitational pulses sent out by the sensor while EM Sensitivity represents the ability of the sensor to detect the returning pulses. Hardening reduce the chance of destruction by electronic damage from microwave weapons. All these can be increased through research.

Resolution determine the range versus different target sizes. An active sensor is able to detect any ship of a size that is equal to or greater than its resolution at its maximum range. If the target is smaller than the resolution, the maximum detection range is considerably reduced.

Max Sensor Range = Strength x Size x Sqrt(Resolution) x EM Sensitivity x 1,000km
Detection range = Max Sensor Range x (Target Size / Resolution) ^2

So you need to design active sensors based on the role intended for that sensor. An area search sensor might be designed with a large resolution to find large enemy ships while a sensor designed to detect fast attack craft, which weigh 1000 tons or less, would need a resolution of approximately 20. Missile detection sensors are usually resolution one, which is the lowest possible.

It is not possible to hide behind another object (a planet or a wreck, for example) from sensors, but Cloaking technology can reduce the range at which a sensor can spot your ship.

Active sensors emit an EM signature when they are turned on. The signature is equal to the grav pulse strength(or "GPS") of the sensor.

Grav pulse strength = Active Grav Sensor Strength x Size x Resolution

Larger search radars emit substantial signatures - even at basic tech(strength 10), a 50 HS sensor at resolution 500 will have a signature of 10x50x500 = 25,000, which is almost as large as a starting home planet. As such, it's generally wise to keep active sensors turned off when not in combat, and rely on passive sensors to detect the presence of enemies.

Missile Fire Controls

By changing the sensor type to Fire Control, you build a Missile Fire Control (MFC). It is designed like active sensors, but is unable to detect targets. It emits a concentrated beam of radiation to "illuminate" a target and direct missiles to them. Because of this concentrated beam it has triple the range of a similar-sized search sensor.

In order to fire missiles, a fleet must be able to both detect the target and send missiles against it - in other words, you need both an active sensor and a missile fire control. The active sensor may be located anywhere, and a whole fleet can use detection data provided by a single active sensor. Conversely, fire control is not shared between ships, and every missile-equipped ship (even one as small as a fighter) must have a missile fire control capable of illuminating its target in order to fire at that target. Note that missiles may be fired at a waypoint without need for a missile fire control, but in general this is only useful for missiles with built-in sensors(either to target themselves, or to act as sensor drones).

Examples

Design considerations are discussed in-depth here: Active Sensor Design.

Components

Active Sensor Strength
Strength 10 12 16 21 28 36 48 60 80 100 135 180
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 120,000 250,000 500,000 1,000,000 2,000,000
EM Sensor Sensitivity
Sensitivity 5 6 8 11 14 18 24 32 40 50 60 75
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 120,000 250,000 500,000 1,000,000 2,000,000
Total Sensor Size

Total Sensor Size ranges between 0.1-50 HS.

Minimum Resolution

Minimum Resolution ranges between 1-500 HS.

Electronic Hardening
Hardening 0 1 2 3 4 5 6 7 8
Chance of Destruction (%) 100 70 50 40 30 25 20 15 10
RP cost 1,000 2,500 5,000 10,000 20,000 40,000 75,000 150,000 300,000
Active Sensor Type
Type Search Sensor Missile Fire Control
Range Multiplier 1 3
Use Detection Missile Guidance