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, | - radiated power, <math>P_t</math> | ||
- gain, | - gain, <math>G</math>; | ||
- aperture size, | - aperture size, <math>A</math>; | ||
- sensitivity, | - sensitivity, <math>S</math>; | ||
- noise filtering, | - noise filtering, <math>\nu</math>; | ||
- and for fire control radars, minimum signal-to-noise, | - and for fire control radars, minimum signal-to-noise, <math>\text{SNR}_\text{min}</math>. | ||
=== Return Power Density === | === Return Power Density === | ||
Given the [[[mechanics:radar_cross_section|radar cross section]]] of an enemy ship | Given the [[[mechanics: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> | <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 |
Revision as of 03:28, 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 [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 [[[mechanics:radar_cross_section|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
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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