Comparisons
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Just to mention: the LR mod also gets a 30% reduction in scan angle, and the D class has less integrity than the A class to start with (in size 2, D stock = 41, A stock = 56, A LW = 28).
Comparisons
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I like seeing what is what out to 10km so I have better situational awareness before enemies are right on top of me. A rated long range sensors ftw.
I guess it's game design to suit the WW1 flight model, but really sensors weighing more tons than they have kilometres range is ridiculous even by present-day radar and optical standards. No-one would buy such junk in reality.
I see your point but I don't think the numbers stack up. I have background in radar: limited to single-figure tons with requirements for hundreds of kilometres range on shipborne systems. That's in a cluttered sea environment; things should be a lot easier in space.I think what is often missed by the “Why are my sensor so heavy” crowd, is that these aren’t just a little plug-in modular antenna. These are entire systems.
Let’s put it this way: if you collected all the network equipment in your residence, you’ve got what, a modem, a router, maybe a switch, and possibly an access point or two. That weighs what? 4 pounds?
Compare that to the networking equipment for a mid-sized business. Dozens of routers, switches, access points, firewalls... in the end you’ve got a few hundred pounds of equipment.
So it does make sense that the sensor arrays of a building-sized ship would weigh as much as your little sidewinder.
Ok, maybe not quite that much, but I hope you get the point.
They are two different aspects though. One aspect is that Frontier wants WW1 in space, like you said. They probably also don't even spawn NPCs outside of something like 20km. It probably wouldn't even be fun if you could see hundreds of NPCs on your scanner. That's a design and engine limitation decision.I see your point but I don't think the numbers stack up. I have background in radar: limited to single-figure tons with requirements for hundreds of kilometres range on shipborne systems. That's in a cluttered sea environment; things should be a lot easier in space.
I think what is often missed by the “Why are my sensor so heavy” crowd, is that these aren’t just a little plug-in modular antenna. These are entire systems.
Let’s put it this way: if you collected all the network equipment in your residence, you’ve got what, a modem, a router, maybe a switch, and possibly an access point or two. That weighs what? 4 pounds?
Compare that to the networking equipment for a mid-sized business. Dozens of routers, switches, access points, firewalls... in the end you’ve got a few hundred pounds of equipment.
So it does make sense that the sensor arrays of a building-sized ship would weigh as much as your little sidewinder.
Ok, maybe not quite that much, but I hope you get the point.
I'm not seeing how that logic makes sense. A mid sized business isn't running that equipment just because of it's size. It's running it because it needs it for the sake of connecting and operating client machines and/or server infrastructure. So now we have an issue with the analogy: What are the additional client devices or networks that my Corvette's Edge router+Firewall is running that my Sidewinder's old Comcast Modem isn't? For the life of me I can't see to find those extra devices or figure out what they do.
A few thousand sensor nodes so you can detect and track enemy ships in your Corvette’s big blind spot.
I've done fairly extensive tests and it seems NPCs cheat with their Sensor Detection too.
Instead of using their own Sensors, it seems the targeting scripts use the Player Sensors to trigger an NPC.
Just a few days ago, I had one of those bugged "One or more System Authority Vessels spontaneously go Hostile for no reason" moments.
Turns out, an Authority Viper IV is able to positively track a 0% Heat Player Ship even when using Silent Rrunning over.... 14+km (!) lol - that was my own max. Sensor Range on it.
But it's not, it just a radar in the cone of the nose of a a fighter jet.