Sensor Profile

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[edit] Overview

The visibility of objects in space is determined by their sensor profile. For an object's sensors to be able to find a target in space, they have to be strong enough or close enough to the target and the target needs to be making some noise. Energy is noise, so the more energy expended makes a target more visible. Every object in the game has a sensor profile. This number reflects how easy it is for other scanners to detect the object.

An object's sensor profile is not the only factor in determining if it will be scanned or not. The probability of detecting an object is also based on your scanner's power and the distance to the object. Review the Sensors page to review methods on how to scan an object.

Running lights light up a ship with outside lighting, flashing light beacons and subspace beacons. You clearly show up on even the weakest of enemy scanners. It is very common for large powerful ships to use the running lights to attract attention and put on a massive show of force, while a second attack force takes action elsewhere.

[edit] Sensor Profile Values

These are some typical sensor profile values:

Object Sensor Profile Comments
Planetary System 4000 none
Asteroid Belt 50 Any bases on an asteroid belt are masked
Ground Base 40 to 640 Birdman: 4 to 64
Privateer with 1 million+ colonists: 120 to 1920
Rebel: Climate 0 to 29: 2 to 32, Climate 60 to 70: 3 to 48, Other: 30 to 480
Assault Pod 250 Birdman: 100
Gold Pod Cloaked: 10
Normal: 750
none
Resupply Pod 200 none
Other pods 750 none
All docked pods 0 none
Fighter Wing Scanners off: 200
Scanners on: 800
ID Transmitter on: 2000
Birdmen fighters: 20
Exotic Tech: reduces value to 10%
Starship 0 to 30000 Robot Q Tanker has a sensor image of 5 (almost cloaked)
Minefields 150 + radius / 2
Cloaked: 20
(Robot: 250 + radius / 2
Exotic Tech: 40% of value
Jump Gate 500 none
Worm Hole 1000 none
Buoy 0 none


[edit] Notes

  • Sensor Profile = Sensor Image = Hide Value
  • Stealth Rating is the amount of noise that your ship's hull makes by sitting idle, doing nothing.
  • Sensor Image value of 0 is cloaked. See the list of things that will make you easier to see below to determine how to increase this value to be able to see the cloaked ship.
  • When your resulting sensor profile is over 400 then guaranteed to be visible to Gun Zero and Stellar Matter Launcher fire.

[edit] Things that make you harder to see

  • The sensor image of fighter wings can be reduced using the exotic tech Stealth Fighters.
  • The sensor image of minefields can be reduced using the exotic tech Stealth Mines.
  • An Undercity will decrease the sensor image of your base that your colonists create, making it harder to be scanned.
  • Any bases on asteroid belts are very hard to see.
  • A ship with a cloaking device can reduce its sensor image by 50 if its control system damage is less than 25%.
  • The Robot Q Tanker with more than 10 fuel, less than 20 control system, hull, and engine damage will always have a sensor profile of 5.
  • The Robot-owned Q Tanker with less than 25% control system damage will reduce the sensor profile of all Robot-only hulls owned by a Robot player within 100 ly yb 80%.
  • A ship or wing that is within 2 ly of a planet will have its sensor profile reduced to 20% of normal.
  • A cloaking field ship device with less than 25% control system damage will reduce the sensor profile of all space objects within 100 ly by 150.

[edit] Things that make you easier to see

  • A ship's hull has a base stealth rating, which determines what your noise level is without doing anything else.
  • Ship Transfer to another player's base, ship, pod, or to a planet will increase your sensor image by +25.
  • The amount of colonists in a ground base increase the sensor profile by 140 per 100,000 colonists, up to 414,286 colonists.
  • Running Lights on ships increases the sensor profile by 500.
  • The Mind Crusher ship device increases the sensor profile by 25 for the entire turn.
  • The Nanovirus Bomb ship device increases the sensor profile by 15.
  • An enabled World Crusher Missile on a ship will increase the sensor profile by 120.
  • High Power scanners on ships makes 30 points of noise, Medium Power makes 20, and Low Power makes 10. These scanners on Birdman ships make double the amount of noise.
  • Planetary Scanners on ships makes 2 points of noise.
  • An active Gravitonic Accelerator will triple your sensor image.
  • The Mine Sweeper Array on non-Birdman ships increases the sensor image by 50.
  • An Alien Hull ship will make double the noise plus 100.
  • The speed of your ship or wing (not pod) will increase your sensor profile. To find out how much, take your calculated sensor profile and divide it by 100. Now multiply this result by (speed + 80) / 100. Now this result is multiplied by 1000, of which the maximum result can be 30,000. Birdman-owned ships/wings only count half of their speed in this calculation.
  • A detonated laser minefield will paint a target with a laser tag, which will make things like Gun Zero and Stellar Matter Launcher able to target it easily. It will also put the target on all player's maps as an unknown contact, regardless of the range from any scanning units.
  • Hitting a gravitonic minefield will increase your sensor image by 200.
  • Hitting a laser minefield will increase your sensor image by 20.
  • Just being inside a web minefield will increase your sensor image by 5 * vector length + 1.
  • Hitting a web minefield will increase your sensor image by 100.
  • Hitting a barbitic minefield will increase your sensor image by 800.
  • After a ship hyperjumps, its sensor profile will increase by 200. A Privateer will have its sensor profile increase by an additional 1,000 after a hyperjump for a total of 1,200.
  • A Tachyon Emitter will make ships and wings easier to scan by increasing their sensor profile by 250 (or the value configured in HConfig). The Darkwing G, Darkwing Class Battleship, and Resolute Class Battlecruiser are immune to this effect. A Federation-owned Loki Class Destroyer with an unskilled crew (< 100 skill) will be able to affect these ships by 5 sensor image, 20 with a skilled crew, and an additional 80 if there are any high guard on board.

[edit] Research

  • after movement a tachyon device has no new scans or some limited scanning when exiting a jumppoint generator or warp chunnel. will the tachyon have a limited range at its new co-ordinates. or will have zero effect on objects at that new location. and lets take into account tachyon device is a ship device which is defined as occuring after movement unless otherwise specified.

answer: tims ship device documentation indicates tachyon device works before movement.

[edit] Bugs

  • The minefield and wing sensor image decrease from Exotic Techs are broken. Their effects are hit or miss currently. Host 199
    Allegedly fixed in Host 201. Jochen 01:11, 1 May 2007 (CEST)
  • The Robot Q Tanker cloaking field is currently broken. Host 199
    Allegedly fixed in Host 201. Jochen 01:11, 1 May 2007 (CEST)
  • Most things that should not be visible are due to some scanning bugs. This includes scans of buoys. Host 199
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