Radar

From NEBULOUS: Fleet Command Official Wiki
Revision as of 03:46, 29 March 2024 by d0d0b1rd (talk | contribs) (experimenting with migrating pages from wikidot, checking to see if equations are rendered properly, and familiarizing with format)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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:

[[$\text{TQ}=\lfloor 15^{1.02-0.005\delta_R}\rfloor$]], clamped between 1 and 15,

where $ \delta_R$ is the position error of the track in meters.

This can be used to convert TQ into an approximate meters of inaccuracy

Header text Header text
Example Example
Example Example
Example Example

oooooooooo