Hi there. I'm not sure if anybody is still paying attention to this thread, but this is a topic I'm very interested in so I wanted to chime in with my own findings. I'm not sure if we're coming to the same conclusion and presenting it differently, but most of the experimentation I've done looks very different from what you posted at first glance.
So what I've come up with is that every ship has an intrinsic property related to how "stealthy" it is. This is the "Average Emissions" referred to in the Sensor module's description blurb. As far as I can tell this value cannot be changed in any way; I've tried with different ratings and sizes of power plants, different bulkheads, different power distributors, different thrusters, etc and nothing appears to modify this value.
The range at which another ship will detect you (as a resolved contact) is
Code:
(Heat Dissipation/Average Emissions)^2 * Typical Emissions Range
That's all there is to it.
The Minimum Heat Dissipation shown on EDSY simply corresponds to the auto-resolve distances for the ship in question; which itself depends on the sensor range of the targeting ship.
Some of the Average Emissions that I know of are:
Ship | Average Emissions |
Federal Corvette | 9.1 |
Imperial Cutter | 8.1 |
Krait Mk2 | 8 |
Alliance Crusader | 7.5 |
Type 9 | 7.8 |
Keelback | 6.3 |
Any Human SLF | 3.4 |
Vulture | 7 (I think I have to redo this one) |
Speaking of the values shown on EDSY, I did read somewhere that the creator of that site said something about having to adjust the heat characteristics shown for each ship because of the re-scaled heat gauge. But I've found this is not actually the case: each ship's heat capacity is still 1.5x what is shown on EDSY. As to how I came to that conclusion, what I did was:
1.) I calculated the Thermal Load of the ship I was in by adding up its power usage and multiplying by the powerplant efficiency
2.) Go into silent running and pop a heat sink.
3.) Once the thermal drain from the heat sink expires, start a stopwatch and stay in silent running
4.) Time how long it takes it get various temperatures.
5.) Calculate the ship's thermal content based on the Thermal Load and the elapsed time
6.) Calculate the ship's heat capacity based on the thermal content from Step 5 and the corresponding Thermal Gauge.
Since silent running traps all heat inside the ship, and I know how much heat the ship is generating, I know how much heat is in the ship at any given time.
For example, let's say I'm in a Keelback and its Thermal Load is 5.67. After doing the heat sink test I get the following results (this is just a sample of the results):
Elapsed Time (seconds) | Thermal Content (elapsed time x thermal load) | Thermal Gauge (%) |
6.6 | 37.422 | 12% |
12.4 | 70.308 | 22% |
17.9 | 101.493 | 32% |
From this I concluded that 37.422 is 12% of the ship's heat capacity, 70.308 is 22% of the ship's heat capacity, and 101.493 is 32% of the ship's heat capacity. That corresponds to Heat Capacities of 311.85, 319.582, and 317.17; taking the average of those to smooth out rounding and UI errors, and I get a value of
316.2. Almost exactly 1.5x as much as the 215 shown on EDSY.
In the same post about EDSY, I think I also remember them saying something about the cooling rates being higher than what was anticipated. I don't think it was mentioned which ship they were looking at, but from what I've seen EDSY appears to assume that every ship has a cooling coefficient of 0.3. During testing, however, I've found that the cooling rate for each ship is an intrinsic value that could be as low as 0.2 or as high as 0.3 (I haven't tested every ship, though). Like Average Emissions, nothing seems to modify this value.
As for what this coefficient refers to, its the "A" in the following formula:
Code:
A * (Thermal Gauge)^2 * Heat Capacity
This formula refers to the rate at which your ship dissipates heat, and is how you figure out what to put in for the "Heat Dissipation" term in the ship detection formula from above.
This is something that Frenotx posted about a few years ago, although he did assume that the coefficient is always 0.2. As an example of ships that have a greater value for this coefficient, the Krait Phantom has a coefficient of 0.25 and the Federal Corvette has one of 0.3.
So let's look at a few examples to see how all of this fits together. First we need some information:
Ship | Heat Capacity | Cooling Coefficient | Average Emissions |
Federal Corvette | 498 | 0.3 | 9.1 |
Krait Phantom | 450 | 0.25 | 8 |
Keelback | 316 | 0.2 | 6.3 |
Let's say that all 3 ships are sitting at 20% thermal gauge, and a ship with a (unengineered) 4C Sensor with a TER of 5,600 m is trying to target them. Each ship's heat dissipation would be Cooling Coefficient * 20%^2 * Heat Capacity and the sensor lock range would be:
Ship | Heat Dissipation | Sensor Lock Range (TER of 5600 m) |
Federal Corvette | 5.976 | 2415.05 |
Krait Phantom | 4.5 | 1771.875 |
Keelback | 2.528 | 901.70 |
So those are the major points for how I think it all works. Other things I think you should be aware of are the different sources of heat in the game (beyond just powering modules). These include:
1.) Recharging/Regenerating shields through SYS capacitor. Thermal Load for that is:
2.) Thruster thermal load, which depends on
Acceleration, NOT Speed. If your speed is constant, or more accurately your velocity vector is not changing in any way, thermal load from thrusters is zero. Thermal Load for when you are accelerating is the ship's thrust percentage (which you can control in FA Off) multiplied by the listed thermal load on your ship's thruster module information page. If you are using more than one directional thruster (forward and lateral, for example) Thermal Load is proportional to whichever thrust percent is greatest.
There is also some evidence to suggest that angular acceleration generates thruster thermal load. But this is hard to test, so I just assume it works the same way as the thermal load from linear acceleration.
3.) Boosting generates heat, as everyone knows. The amount of heat generated is 3x PD Draw. This is in addition to the Thruster thermal load due to acceleration noted above.
4.) Being near hot objects, like stars, increases thermal load. I worked out a pair of formulas to describe this thermal load but I don't have it handy at the moment. One thing to note about them, is that the thermal load doesn't actually depend on the temperature of the star; only its radius and your distance from it. The formulas were also only valid for main sequence stars and only when you are in supercruise; you get much lower values once you drop down into normal space, I've noticed.
That's all I've got for now.