Radar: Difference between revisions
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== Mechanics == | == Mechanics == | ||
The units are omitted here; use the values as you see them in-game, except divide the radar signature (cross-section) by | The units are omitted here; use the values as you see them in-game, except divide the radar signature (cross-section) by <math>10</math>. | ||
Radars have a few stats that affect their ability to see objects: | Radars have a few stats that affect their ability to see objects: | ||
- radiated power, | |||
- gain, | - radiated power, <math>P_t</math>, <br /> | ||
- aperture size, | - gain, <math>G</math>, <br /> | ||
- sensitivity, | - aperture size, <math>A</math>, <br /> | ||
- noise filtering, | - sensitivity, <math>S</math>, <br /> | ||
- and for fire control radars, minimum signal-to-noise, | - noise filtering, <math>\nu</math>, <br /> | ||
- and for fire control radars, minimum signal-to-noise, <math>\text{SNR}_\text{min}</math>. | |||
=== Return Power Density === | === Return Power Density === | ||
Given the [[ | Given the [[radar_cross_section|radar cross section]] of an enemy ship <math>\sigma</math> at a distance <math>d</math>, | ||
The returned power density, | The returned power density, <math>P_r</math> 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> | |||
On a burn-through sweep, | On a burn-through sweep, <math>P_t</math> 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 | Return Power is factored into both Noise and Signal Loss calculations to determine effective radar range | ||
=== Noise === | |||
Effective radar range is most often limited by Noise | |||
In normal conditions, return power is compared against ambient background noise. if the Return Power is less than the background noise <math>P_r < 1\times 10^{-7}</math>, the target is not seen. Note that this is unaffected by noise filtering, which means noise filtering cannot bring the overall noise below ambient background noise for search radars. | |||
If jamming is present, a radar has to be able to distinguish a real signal from the jamming noise. | |||
For total [[[mechanics:electronic-warfare|jamming power]]], <math>J = \sum_i j_i</math>, noise felt by the radar is given by, | |||
<math>N = (1\times 10^{-7} + JG)*10^{\nu / 10}</math> | |||
'''Search radars''' require higher return power than the felt noise <math>P_r > N </math> to see targets. If the return signal from the target also beats signal loss (see below), the target ''is'' seen, and a track appears. | |||
'''Fire control radars''' require a higher '''return power to noise ratio (SNR)''' than the minimum SNR required to lock: | |||
<math>10\log_{10}\left(\frac{P_r}{N}\right) > \text{SNR}_\text{min} </math> | |||
'''Fire control radars''' are not restricted by the background noise floor, so noise filtering will reduce background noise for locking and will increase their effective range. | |||
=== Signal Loss === | |||
Signal Loss is another factor that limits effective radar range. '''Search radars''' will also need enough Sensitivity (<math>S</math>) to distinguish targets and beat Signal Loss in order to see them. | |||
Signal loss (<math> S_L</math>) is simply calculated from Return Power: | |||
<math>S_L = 10\log_{10}\left(\frac{P_r}{0.001}\right)</math> | |||
If sensitivity is less than signal loss <math>S < S_L</math> then the target is seen. | |||
This means that sensitivity reaches its maximum benefits at -40dB, as that point where search radars are limited by noise from ambient noise instead. | |||
'''Fire control radars''' do not have a sensitivity stat, and therefore are not affected by signal loss. | |||
=== Fire Control Radars/Radar Locking === | |||
Certain types of radars like Fire control radars and multifunction radars can lock targets. This usually gives a very precise track and changes the track to a special icon. Ships will also know when they have been successfully locked and will display it on their status panel. | |||
Each ship can only lock one enemy ship at a time, even if equipped with multiple fire control radars. However, fire control radars can split their locks when automatically locking incoming missiles. | |||
Locks otherwise function mostly like regular radar tracks, as listed above | |||
=== Burn-through sweep === | |||
Some radars can perform a Burn-Through Sweep, or more simply "Burn sweep"<ref name="burnthroughName">Another common abbreivation is simply calling it "Burnthrough", but that can be confused for the [https://www.wikipedia.org/wiki/Radar_jamming_and_deception#Radar_burn-through actual term used in real life to describe the range at which a given radar can see through jamming].</ref>. A burn sweep releases a single pulse with greatly increased emitted power, capable of detecting stealthy targets or penetrating through jamming. | |||
Anything the burn sweep detects will me marked as a purple circle, which will be called a burn track. These burn tracks are similar to regular radar tracks, and carry both position and velocity data (velocity data is not displayed in game but attacks fired on the track will account for it). Note that burn tracks are only a single snapshot, and do not update unless another burn sweep is performed. This means that burn tracks will become progressively inaccurate if the target moves away. | |||
Burn tracks last for 30 seconds. They will replace ELINT tracks, but are in turn replaced by regular radar or vis tracks | |||
Ships can detect when they are hit by a burn sweep, and will display an indicator when it happens. | |||
=== Signature radius & bloom === | |||
[wip] | |||
Some signatures (such as ships), have a "sig radius" (calculated from half the max component of the signature's boxcollider) that can allow radars to detect the signature beyond the radar's nominal max range. Under normal conditions, this sig radius is a small value, ranging from 39.5m (sprinter) to 138m (solomon). This means that by default, every radar actually has slightly more range than their listed max range. Note that every radar based sensor can take advantage of this, including the locking mode on multi mode radars (e.g. parallax) and radar seekers on missiles. | |||
Any modifier that increases signature size will "bloom" radar sig, multiplying the sig radius by the same amount. For example, a +1500% sig increase (for a total of 1600% signature) will increase the sig radius from 135m to 2160m, so search radars can detect them ~2km farther than their max range. | |||
Any component that applies a percentage modifier to the ship's signature will factor into this, such as masquerades, EWAR emitters, raider engines, etc, but the radius difference is usually too minor to notice except for very large sig increases from components like railguns or mass drivers. | |||
Sig Radius is also affected by signature decreases (eg, prowler, radars off), but this cannot reduce the sig radius below the default. | |||
Note that this only increases maximum range; radars will still have to pass the noise and signal loss checks to detect a target even with signature bloom. | |||
=== Track Quality === | === Track Quality === | ||
<div style="float: right;"> | <div style="float: right;"> | ||
{| class="wikitable" | {| class="wikitable" | ||
! Track Quality !! Inaccuracy (m) | |||
|- | |- | ||
! TQ15 <!-- have to format table like this or else the header gets applied to the whole row. Annoying --> | |||
| 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+ | |||
|} | |} | ||
</div> | </div> | ||
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<div style="clear: both;"></div> | <div style="clear: both;"></div> | ||
==== Radar Accuracy and Error ==== | |||
Each radar lists a position and velocity error stat, <math>10\delta_r</math> and <math>10\delta_v</math>. That is, divide the values you see in-game by 10 to use the formulas below, then take your final answer and multiply by 10 again to get back to meters. | |||
Velocity inaccuracy is not a constant value despite what the game uses for the unit. The true error in velocity is <math>\frac{\text{v}\delta_v}{2}</math>, where <math>\text{v}</math> is the target's true velocity, and <math>\delta_v</math> is 1/10th of the listed value. This error is then pointed in a random direction and added to the actual velocity. | |||
Position error is more complicated. First: each radar has its own deviation curve which gives a deviation <math>\delta_d</math>. | |||
For search radars, the deviation scales with SNR<ref>This is calculated by dividing the return signal by the recieved noise, and then taking the log base 10 of the quotient</ref>; at 0 dB SNR or below, <math>\delta_d</math> is 100% of the listed error in-game, <math>\delta_r</math>. The curves extend to 30.0 dB, where error hits a floor at various amounts between roughly <math>0.1\delta_r</math> and <math>0.3\delta_r</math> depending on the exact radar. See the component pages for each radar to see their curves (not implemented yet). | |||
For fire control radars, the deviation is based on the ratio of the target distance to the radar's max distance. | |||
Then the true position error is a random point //inside// a sphere, whose radius is the product <math>\delta_d \delta_r</math>. (If the radar is locking, multiply also by the Lock Multiplier stat.) To consider how the position accuracy affects your shots, the average distance of this position error from the center of the track in the plane facing your guns is approximately <math>\frac{3\pi}{16}\approx0.59</math> times that radius. | |||
For example, the Frontline radar shows 30 m inaccuracy for the position error. The maximum true error at 0 dB SNR would be 10(3*3) = 90 m. Until roughly 4.0 dB SNR, inaccuracy rapidly drops down to 30%, where a Frontline would have 90*0.3 = 27 m max error. This then slowly approaches 10% inaccuracy at 30.0 dB (not practically achievable except for situations such as a battleship within 3km and no jamming). | |||
When multiple radars on the network see the same track, the game chooses the best (lowest) error for the track. This has the effect of improving your track quality, but note that multiple radars on the same ship will only use one radar to pass 'guesses' to the network (for balance reasons). For radars of the same type on multiple ships, the following table gives the combined average error in the plane facing your guns as a fraction of the ''maximum'' error <math>\delta_d\delta_r</math>: | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! # of Radars !! Average Error | ||
|- | |- | ||
|| 1 || 0.59 | |||
|- | |- | ||
|| 2 || 0.46 | |||
|- | |- | ||
|| 3 || 0.39 | |||
|- | |||
|| 4 || 0.34 | |||
|- | |||
|| n || <math>\frac{\sqrt{\pi}\,\Gamma\left(\frac{3n+2}{2}\right)}{2\,\Gamma\left(\frac{3n+3}{2}\right)}</math> | |||
|} | |} | ||
== Radar Panel status == | |||
The status of a ship's radar panels can be viewed at a glance by selecting a ship and looking at the dotted lines that point outward, representing the radar panels on the ship. Light blue means the panel is functioning, red means the panel is disabled or destroyed | |||
== Radar Jamming and Counter Jamming == | |||
For more information on this section, please refer to [[Electronic_Warfare|EWAR]]. | |||
== ELINT == | |||
ELINT detectors (such as the Pinard) allows a ship to passively detect enemy radar emissions, such as those from search radars or fire control radars, at up to 1.25x of that radar's max range. One ELINT module will show a rough line of bearing toward the emitter, while two will produce a crossfix. ELINT will also be able to identify what type of radar it is (or more specifically, it can reveal the ELINT category of the radar) and will display it on the ELINT LOB or crossfix. If the ship is equipped with multiple types of radars, the track will display all detected types. | |||
The categories are generally self explanatory, most internal search radars (spyglass, huntress, etc) are Search/Track. All turreted fire control radars (Bullseye, Pinpoint) are Fire Control. The Early Warning Radar is the only radar that will be specified as Early Warning. Parallax using the locking function will still classify as Search/Track. Bloodhound is classified as Search/Track | |||
Most directional radars like FCRs also have sidelobe patterns, allowing ELINT to detect these radars at reduced range even if they're not pointed at the ELINT set. These sidelobe patterns can be viewed on their component page here: http://nebfltcom.wikidot.com/component:list. | |||
ELINT is not able to detect integrated FCRs on PD turrets | |||
ELINT is not able to detect illuminators. | |||
ELINT is not masked by hull, and a ship with two ELINT detectors will not have a blindspot between the ELINT sets (as ELINT is measured from the center of the ship rather than from the set itself). | |||
== External Links == | |||
* [https://docs.google.com/spreadsheets/d/1p1lTyz8AxL-o0jM2H24vJnjHVAHhPZjBz4y4dN-SCSA/ NotSoLoneWolf's Radar Calculator V7] - A tool to simulate radar and comms jamming performance across a wide variety of parameters | |||
== Notes == | |||
<references /> |
Latest revision as of 08:40, 9 November 2024
Mechanics
The units are omitted here; use the values as you see them in-game, except divide the radar signature (cross-section) by [math]\displaystyle{ 10 }[/math].
Radars have a few stats that affect their ability to see objects:
- radiated power, [math]\displaystyle{ P_t }[/math],
- gain, [math]\displaystyle{ G }[/math],
- aperture size, [math]\displaystyle{ A }[/math],
- sensitivity, [math]\displaystyle{ S }[/math],
- noise filtering, [math]\displaystyle{ \nu }[/math],
- and for fire control radars, minimum signal-to-noise, [math]\displaystyle{ \text{SNR}_\text{min} }[/math].
Return Power Density
Given the radar cross section of an enemy ship [math]\displaystyle{ \sigma }[/math] at a distance [math]\displaystyle{ d }[/math], The returned power density, [math]\displaystyle{ P_r }[/math] 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, [math]\displaystyle{ P_t }[/math] 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
Noise
Effective radar range is most often limited by Noise
In normal conditions, return power is compared against ambient background noise. if the Return Power is less than the background noise [math]\displaystyle{ P_r \lt 1\times 10^{-7} }[/math], the target is not seen. Note that this is unaffected by noise filtering, which means noise filtering cannot bring the overall noise below ambient background noise for search radars.
If jamming is present, a radar has to be able to distinguish a real signal from the jamming noise.
For total [[[mechanics:electronic-warfare|jamming power]]], [math]\displaystyle{ J = \sum_i j_i }[/math], noise felt by the radar is given by,
[math]\displaystyle{ N = (1\times 10^{-7} + JG)*10^{\nu / 10} }[/math]
Search radars require higher return power than the felt noise [math]\displaystyle{ P_r \gt N }[/math] to see targets. If the return signal from the target also beats signal loss (see below), the target is seen, and a track appears.
Fire control radars require a higher return power to noise ratio (SNR) than the minimum SNR required to lock:
[math]\displaystyle{ 10\log_{10}\left(\frac{P_r}{N}\right) \gt \text{SNR}_\text{min} }[/math]
Fire control radars are not restricted by the background noise floor, so noise filtering will reduce background noise for locking and will increase their effective range.
Signal Loss
Signal Loss is another factor that limits effective radar range. Search radars will also need enough Sensitivity ([math]\displaystyle{ S }[/math]) to distinguish targets and beat Signal Loss in order to see them.
Signal loss ([math]\displaystyle{ S_L }[/math]) is simply calculated from Return Power:
[math]\displaystyle{ S_L = 10\log_{10}\left(\frac{P_r}{0.001}\right) }[/math]
If sensitivity is less than signal loss [math]\displaystyle{ S \lt S_L }[/math] then the target is seen.
This means that sensitivity reaches its maximum benefits at -40dB, as that point where search radars are limited by noise from ambient noise instead.
Fire control radars do not have a sensitivity stat, and therefore are not affected by signal loss.
Fire Control Radars/Radar Locking
Certain types of radars like Fire control radars and multifunction radars can lock targets. This usually gives a very precise track and changes the track to a special icon. Ships will also know when they have been successfully locked and will display it on their status panel.
Each ship can only lock one enemy ship at a time, even if equipped with multiple fire control radars. However, fire control radars can split their locks when automatically locking incoming missiles.
Locks otherwise function mostly like regular radar tracks, as listed above
Burn-through sweep
Some radars can perform a Burn-Through Sweep, or more simply "Burn sweep"[1]. A burn sweep releases a single pulse with greatly increased emitted power, capable of detecting stealthy targets or penetrating through jamming.
Anything the burn sweep detects will me marked as a purple circle, which will be called a burn track. These burn tracks are similar to regular radar tracks, and carry both position and velocity data (velocity data is not displayed in game but attacks fired on the track will account for it). Note that burn tracks are only a single snapshot, and do not update unless another burn sweep is performed. This means that burn tracks will become progressively inaccurate if the target moves away.
Burn tracks last for 30 seconds. They will replace ELINT tracks, but are in turn replaced by regular radar or vis tracks
Ships can detect when they are hit by a burn sweep, and will display an indicator when it happens.
Signature radius & bloom
[wip]
Some signatures (such as ships), have a "sig radius" (calculated from half the max component of the signature's boxcollider) that can allow radars to detect the signature beyond the radar's nominal max range. Under normal conditions, this sig radius is a small value, ranging from 39.5m (sprinter) to 138m (solomon). This means that by default, every radar actually has slightly more range than their listed max range. Note that every radar based sensor can take advantage of this, including the locking mode on multi mode radars (e.g. parallax) and radar seekers on missiles.
Any modifier that increases signature size will "bloom" radar sig, multiplying the sig radius by the same amount. For example, a +1500% sig increase (for a total of 1600% signature) will increase the sig radius from 135m to 2160m, so search radars can detect them ~2km farther than their max range.
Any component that applies a percentage modifier to the ship's signature will factor into this, such as masquerades, EWAR emitters, raider engines, etc, but the radius difference is usually too minor to notice except for very large sig increases from components like railguns or mass drivers.
Sig Radius is also affected by signature decreases (eg, prowler, radars off), but this cannot reduce the sig radius below the default.
Note that this only increases maximum range; radars will still have to pass the noise and signal loss checks to detect a target even with signature bloom.
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
Radar Accuracy and Error
Each radar lists a position and velocity error stat, [math]\displaystyle{ 10\delta_r }[/math] and [math]\displaystyle{ 10\delta_v }[/math]. That is, divide the values you see in-game by 10 to use the formulas below, then take your final answer and multiply by 10 again to get back to meters.
Velocity inaccuracy is not a constant value despite what the game uses for the unit. The true error in velocity is [math]\displaystyle{ \frac{\text{v}\delta_v}{2} }[/math], where [math]\displaystyle{ \text{v} }[/math] is the target's true velocity, and [math]\displaystyle{ \delta_v }[/math] is 1/10th of the listed value. This error is then pointed in a random direction and added to the actual velocity.
Position error is more complicated. First: each radar has its own deviation curve which gives a deviation [math]\displaystyle{ \delta_d }[/math].
For search radars, the deviation scales with SNR[2]; at 0 dB SNR or below, [math]\displaystyle{ \delta_d }[/math] is 100% of the listed error in-game, [math]\displaystyle{ \delta_r }[/math]. The curves extend to 30.0 dB, where error hits a floor at various amounts between roughly [math]\displaystyle{ 0.1\delta_r }[/math] and [math]\displaystyle{ 0.3\delta_r }[/math] depending on the exact radar. See the component pages for each radar to see their curves (not implemented yet).
For fire control radars, the deviation is based on the ratio of the target distance to the radar's max distance.
Then the true position error is a random point //inside// a sphere, whose radius is the product [math]\displaystyle{ \delta_d \delta_r }[/math]. (If the radar is locking, multiply also by the Lock Multiplier stat.) To consider how the position accuracy affects your shots, the average distance of this position error from the center of the track in the plane facing your guns is approximately [math]\displaystyle{ \frac{3\pi}{16}\approx0.59 }[/math] times that radius.
For example, the Frontline radar shows 30 m inaccuracy for the position error. The maximum true error at 0 dB SNR would be 10(3*3) = 90 m. Until roughly 4.0 dB SNR, inaccuracy rapidly drops down to 30%, where a Frontline would have 90*0.3 = 27 m max error. This then slowly approaches 10% inaccuracy at 30.0 dB (not practically achievable except for situations such as a battleship within 3km and no jamming).
When multiple radars on the network see the same track, the game chooses the best (lowest) error for the track. This has the effect of improving your track quality, but note that multiple radars on the same ship will only use one radar to pass 'guesses' to the network (for balance reasons). For radars of the same type on multiple ships, the following table gives the combined average error in the plane facing your guns as a fraction of the maximum error [math]\displaystyle{ \delta_d\delta_r }[/math]:
# of Radars | Average Error |
---|---|
1 | 0.59 |
2 | 0.46 |
3 | 0.39 |
4 | 0.34 |
n | [math]\displaystyle{ \frac{\sqrt{\pi}\,\Gamma\left(\frac{3n+2}{2}\right)}{2\,\Gamma\left(\frac{3n+3}{2}\right)} }[/math] |
Radar Panel status
The status of a ship's radar panels can be viewed at a glance by selecting a ship and looking at the dotted lines that point outward, representing the radar panels on the ship. Light blue means the panel is functioning, red means the panel is disabled or destroyed
Radar Jamming and Counter Jamming
For more information on this section, please refer to EWAR.
ELINT
ELINT detectors (such as the Pinard) allows a ship to passively detect enemy radar emissions, such as those from search radars or fire control radars, at up to 1.25x of that radar's max range. One ELINT module will show a rough line of bearing toward the emitter, while two will produce a crossfix. ELINT will also be able to identify what type of radar it is (or more specifically, it can reveal the ELINT category of the radar) and will display it on the ELINT LOB or crossfix. If the ship is equipped with multiple types of radars, the track will display all detected types.
The categories are generally self explanatory, most internal search radars (spyglass, huntress, etc) are Search/Track. All turreted fire control radars (Bullseye, Pinpoint) are Fire Control. The Early Warning Radar is the only radar that will be specified as Early Warning. Parallax using the locking function will still classify as Search/Track. Bloodhound is classified as Search/Track
Most directional radars like FCRs also have sidelobe patterns, allowing ELINT to detect these radars at reduced range even if they're not pointed at the ELINT set. These sidelobe patterns can be viewed on their component page here: http://nebfltcom.wikidot.com/component:list.
ELINT is not able to detect integrated FCRs on PD turrets
ELINT is not able to detect illuminators.
ELINT is not masked by hull, and a ship with two ELINT detectors will not have a blindspot between the ELINT sets (as ELINT is measured from the center of the ship rather than from the set itself).
External Links
- NotSoLoneWolf's Radar Calculator V7 - A tool to simulate radar and comms jamming performance across a wide variety of parameters
Notes
- ↑ Another common abbreivation is simply calling it "Burnthrough", but that can be confused for the actual term used in real life to describe the range at which a given radar can see through jamming.
- ↑ This is calculated by dividing the return signal by the recieved noise, and then taking the log base 10 of the quotient