Radar: Difference between revisions
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The returned power density, [[$P_r$]] is calculated by: | The returned power density, [[$P_r$]] is calculated by: | ||
<math>P_r = \frac{\left(\frac{P_t G\sigma A}{4\pi d^2}\right)G}{4\pi d^2} = \frac{P_tG^2 \sigma A}{16\pi^2 d^4} | <math>P_r = \frac{\left(\frac{P_t G\sigma A}{4\pi d^2}\right)G}{4\pi d^2} = \frac{P_tG^2 \sigma A}{16\pi^2 d^4}</math> | ||
On a burn-through sweep, [[$P_t$]] is multiplied by the Burn-Through Power Mult. stat. | On a burn-through sweep, [[$P_t$]] is multiplied by the Burn-Through Power Mult. stat. | ||
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In game, track quality is graded on a scale from TQ15 to TQ1, where TQ15 is a near perfect track, and TQ1 is nearly unusable. This is calculated by the formula: | In game, track quality is graded on a scale from TQ15 to TQ1, where TQ15 is a near perfect track, and TQ1 is nearly unusable. This is calculated by the formula: | ||
<math>\text{TQ} = \lfloor | <math>\text{TQ}=\lfloor 15^{1.02-0.005\delta_R}\rfloor</math>, clamped between 1 and 15, | ||
where <math>\delta_R</math> is the position error of the track in meters. | where <math>\delta_R</math> is the position error of the track in meters. |
Revision as of 03:18, 31 March 2024
Mechanics
The units are omitted here; use the values as you see them in-game, except divide the radar signature (cross-section) by $10$.
Radars have a few stats that affect their ability to see objects:
- radiated power, $ P_t $
- gain, $G$;
- aperture size, $A$;
- sensitivity, $S$;
- noise filtering, $\nu$;
- and for fire control radars, minimum signal-to-noise, [[$\text{SNR}_\text{min}$]].
Return Power Density
Given the [[[mechanics:radar_cross_section|radar cross section]]] of an enemy ship $\sigma$ at a distance $d$, The returned power density, $P_r$ is calculated by:
[math]\displaystyle{ P_r = \frac{\left(\frac{P_t G\sigma A}{4\pi d^2}\right)G}{4\pi d^2} = \frac{P_tG^2 \sigma A}{16\pi^2 d^4} }[/math]
On a burn-through sweep, $P_t$ is multiplied by the Burn-Through Power Mult. stat.
Return Power is factored into both Noise and Signal Loss calculations to determine effective radar range
Track Quality
Track Quality | Inaccuracy (m) |
TQ15 | 0.0 - 4.0 |
TQ14 | 4.0 - 9.1 |
TQ13 | 9.1 - 14.6 |
TQ12 | 14.6 - 20.5 |
TQ11 | 20.5 - 26.9 |
TQ10 | 26.9 - 34.0 |
TQ9 | 34.0 - 41.8 |
TQ8 | 41.8 - 50.5 |
TQ7 | 50.5 - 60.3 |
TQ6 | 60.3 - 71.7 |
TQ5 | 71.7 - 85.2 |
TQ4 | 85.2 - 101.6 |
TQ3 | 101.6 - 122.9 |
TQ2 | 122.9 - 152.8 |
TQ1 | 152.8+ |
In game, track quality is graded on a scale from TQ15 to TQ1, where TQ15 is a near perfect track, and TQ1 is nearly unusable. This is calculated by the formula:
[math]\displaystyle{ \text{TQ}=\lfloor 15^{1.02-0.005\delta_R}\rfloor }[/math], clamped between 1 and 15,
where [math]\displaystyle{ \delta_R }[/math] is the position error of the track in meters.
This can be used to convert TQ into an approximate meters of inaccuracy
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Example | Example |
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Example | Example |
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