Difference between revisions of "Terminology:Sensors"
(One intermediate revision by the same user not shown) | |||
Line 8: | Line 8: | ||
== What does it do == | == What does it do == | ||
'''Sensors''' detect and recognize other objects as well as provide [[Terminology:Missile|missile]] targetting. | '''Sensors''' detect and recognize other objects as well as provide [[Terminology:Missile|missile]] targetting. | ||
− | Military sensors also may have [[Terminology:ITTS]] capability; in this case they only provide targetting data - to actually have a weapon aimed automatically, its hardpoint must have [[Terminology:Autotracking|autotracking]] system installed. | + | Military sensors also may have [[Terminology:ITTS|ITTS]] capability; in this case they only provide targetting data - to actually have a weapon aimed automatically, its hardpoint must have [[Terminology:Autotracking|autotracking]] system installed. |
Tracks of the objects harder to pinpoint than usual - such as ships with active [[Terminology:Electronic_Counter_Measures|ECM systems]] and nebulae - has noticeable jitter. | Tracks of the objects harder to pinpoint than usual - such as ships with active [[Terminology:Electronic_Counter_Measures|ECM systems]] and nebulae - has noticeable jitter. | ||
Line 14: | Line 14: | ||
== Available Sensor Types == | == Available Sensor Types == | ||
{{Button:Ship_stats}} | {{Button:Ship_stats}} | ||
− | Sensor stats include range, visibility cone (usually, set to full sphere), [[Terminology:Missile|missile]] locking cone, [[Terminology:Autotracking|autotracking]] cone, presence of [[Terminology:ITTS]] support and type (which determines the displayed projection and presence of advanced functionality). | + | Sensor stats include range, visibility cone (usually, set to full sphere), [[Terminology:Missile|missile]] locking cone, [[Terminology:Autotracking|autotracking]] cone, presence of [[Terminology:ITTS|ITTS]] support and type (which determines the displayed projection and presence of advanced functionality). |
Currently, possible (i.e. recognized for units and upgrades in <code>unit.csv</code>) sensor types are: | Currently, possible (i.e. recognized for units and upgrades in <code>unit.csv</code>) sensor types are: | ||
Line 70: | Line 70: | ||
== Basic Functionality == | == Basic Functionality == | ||
− | Range determines how far the sensor can detect and identify (currently it's the same) ships. Celestial bodies and other "significant objects" (such as bases and jump points), as well as capital ships, are exclusion and can be detected and identified beyond this limit, from any place in the same system. | + | Range determines how far the sensor can detect and identify (currently it's the same) ships. Celestial bodies and other "significant objects" (such as bases and jump points), as well as capital ships (ships bigger than <code>[[Manual:Config:Advanced:Variables#radars|physics/capship_size]]</code>), are exclusion and can be detected and identified beyond this limit, from any place in the same system. |
=== Displayed Projections === | === Displayed Projections === |
Latest revision as of 14:27, 1 July 2013
Terminology |
Sensors is the general term for systems allowing a vessel to detect other objects in space.
Contents
Usage in Vegastrike
Sensors are present as upgrades available for purchase on some bases; some ships and other units (such as bases or missiles) may also have built-in sensor systems.
What does it do
Sensors detect and recognize other objects as well as provide missile targetting. Military sensors also may have ITTS capability; in this case they only provide targetting data - to actually have a weapon aimed automatically, its hardpoint must have autotracking system installed.
Tracks of the objects harder to pinpoint than usual - such as ships with active ECM systems and nebulae - has noticeable jitter.
Available Sensor Types
Sensor stats include range, visibility cone (usually, set to full sphere), missile locking cone, autotracking cone, presence of ITTS support and type (which determines the displayed projection and presence of advanced functionality).
Currently, possible (i.e. recognized for units and upgrades in unit.csv
) sensor types are:
Type | Projection | Friend-or-Foe | Object Recognition | Threat Assessment | comment |
0 (FALSE) | Spherical | no | no | no | All tracks look the same way, so it's somewhat useful only as long as there aren't too many identical dots. |
1 (TRUE) | Spherical | yes | no | no | |
THREAT | Spherical | yes | no | yes | |
BUBBLE_THREAT | Bubble | yes | yes | yes | Rlaan sensors are designed like that |
PLANE | Plane | yes | no | no | |
PLANE_THREAT | Plane | yes | yes | yes | Good for short-range fighting and gathering, though not so good for sorting out too many targets. |
Basic Functionality
Range determines how far the sensor can detect and identify (currently it's the same) ships. Celestial bodies and other "significant objects" (such as bases and jump points), as well as capital ships (ships bigger than physics/capship_size
), are exclusion and can be detected and identified beyond this limit, from any place in the same system.
Displayed Projections
Currently there are three different display modes, and they are fixed for given sensor hardware:
- Spherical (Wing Commander style) - two circles, for fore and aft hemispheres. Allows easy orientation on a chosen track, but doesn't show distance at all.
- Bubble - the same, but tracks are displayed as circles, blown more or less to represent objects' velocity. Terminology:Rlaan sensors are designed like this.
- Plane (Elite style) - cylindrical projection, showing the place of a track in the unit's "horizontal" plane (thus making ranges obvious) and "height" from it.
Advanced Functionality
Color-coding of tracks by Threat Assessment has priority over Object Recognition, and that over Friend-or-Foe. I.e. if all 3 are present, all missiles are colored the same way, and all planets are colored the same way, no matter to whom they belong.
Friend-or-Foe
Friend-or-Foe is a basic target assessment capability which discerns (and color-codes):
Capital Ship Ship |
friend | enemy | neutral |
or has lock | this includes unarmed enemies if Threat Assessment is present | ||
Cargo Container | Cargo | ||
anything else | normal |
Object Recognition
Object Recognition shows tracks color-coded by object type:
Star Nebula |
star | |
Planet Dead Planet |
planet | |
Base | base | enemy |
if it has lock | ||
Jump Point | jump | |
anything else | normal |
Threat Assessment
Threat Assessment shows tracks color-coded for missiles and blinking for objects that has lock on the player's ship - the greater its perceived threat, the faster is blinking:
Missile | missile |
Threat level:
Missile | High | |||
Capital Ship | Medium if hostile |
Low otherwise |
||
Ship | Medium if has turrets |
Low otherwise |
None if unarmed | |
anything else | Low -Hey, cap'n, this cargo box locks on us! -Well, it can't be worse than a heavy fighter. |